,,,,,,
<<set $idNo to 1>>
<<set $game_gold to 1>>
<<set $game_type to "RPG">>
<<set $game_type to "Short">>
<<set $setting to "Hazard Heroines">>
<<set $Player_alias to "Player Name">>
<<set $Player_name to "PlayerNameWithUnderscoring">>
<<set $Player_class to "MERCANOID">>
<<set $Player_class_internal to "MERCANOID">>
<<set $Player_hp to 40>>
<<set $Player_hp_max to 40>>
<<set $Player_shield to 0>>
<<set $Player_shield_max to 0>>
<<set $Fake_shield to 0>>
<<set $Fake_shield_max to 0>>
<<set $Player_focus to 100>>
<<set $Player_focus_max to 100>>
<<set $Player_glow to 50>>
<<set $Player_glow_max to 50>>
<<set $Player_flow to 10>>
<<set $Player_flow_max to 100>>
<<set $Player_morale to 100>>
<<set $Player_morale_max to 100>>
<<set $Player_gold to 0>>
<<set $Player_strength to 1>>
<<set $Player_agility to 1>>
<<set $Player_wits to 1>>
<<set $Player_toughness to 1>>
<<set $Player_strength_total to 1>>
<<set $Player_agility_total to 1>>
<<set $Player_wits_total to 1>>
<<set $Player_toughness_total to 1>>
<<set $Player_level to 1>>
<<set $Player_exp to 0>>
<<set $Player_exp_max to 100>>
<<set $map_west to "Map test 2">>
<<set $Player_morale_flow to 0>>
<<set $Player_shield_natural to 0>>
<<set $Enemy_alias to "Enemy Name">>
<<set $Enemy_class to "Enemy Class">>
<<set $Enemy_hp to 0>>
<<set $Enemy_hp_max to 20>>
<<set $Enemy_shield to 0>>
<<set $Enemy_shield_max to 0>>
<<set $Enemy_charging to 0>>
<<set $Enemy_charging_max to 1>>
<<set $Enemy_glow to 50>>
<<set $Enemy_glow_max to 50>>
<<set $Enemy_flow to 10>>
<<set $Enemy_flow_max to 100>>
<<set $Enemy_morale to 100>>
<<set $Enemy_morale_max to 100>>
<<set $Enemy_gold to 0>>
<<set $Enemy_strength to 1>>
<<set $Enemy_agility to 1>>
<<set $Enemy_wits to 1>>
<<set $Enemy_toughness to 1>>
<<set $Enemy_strength_total to 1>>
<<set $Enemy_agility_total to 1>>
<<set $Enemy_wits_total to 1>>
<<set $Enemy_toughness_total to 1>>
<<set $Enemy_level to 1>>
<<set $Enemy_exp to 1>>
<<set $Enemy_exp_max to 1>>
<<set $her to "her">>
<<set $Her to "Her">>
<<set $she to "she">>
<<set $She to "She">>
<<set $hers to "hers">>
<<set $Hers to "Hers">>
<<set $herhim to "her">>
<<set $HerHim to "Her">>
<<set $herself to "herself">>
<<set $Herself to "Herself">>
<<set $has to "has">>
<<set $was to "was">>
<<set $Enemy_strength_guess to "Average(?)">>
<<set $Enemy_agility_guess to "Average(?)">>
<<set $Enemy_wits_guess to "Average(?)">>
<<set $Enemy_toughness_guess to "Average(?)">>
<<set $Enemy_strength_rating to "Average">>
<<set $Enemy_agility_rating to "Average">>
<<set $Enemy_wits_rating to "Average">>
<<set $Enemy_toughness_rating to "Average">>
<<set $Enemy_charging to "Not Charging">>
<<set $Player_hp_label to "HP: $Player_hp/$Player_hp_max || SP: $Player_shield/$Player_shield_max">>
<<include "InventoryInit">>
<<include "ItemInit">>
<<include "CombatInit">>
<<include "SpecialAttacksInit">>
<<include "CraftingInit">>
<<include "PerkInit">>
<<include "IconInit">>
<<include "MinigameInit">>
<<include "SceneInit">>
<<include "WeatherInit">>
<<include "ShopInit">>
<<include "AppearanceInit">>
<<include "VehicleInit">>
<<include "ModInit">>
<<include "CodexInit">>
<<include "AttackInit">>
<<include "ClassInit">>
<<include "SpecificGameInit">>
<<include "MapInit">>
<<if $game_gold is 1>>
<<include "OfflineInit">>
<</if>>
<<include "RoomInit">>
<<include "Items Weapons Init">>
<<include "Items Subweapons Init">>
<<include "Items Armour Init">>
<<include "Items Clothing Init">>
<<include "Items Accessories Init">>
<<include "Items Key Init">>
<<include "Items Consumables Init">>
<<include "CharacterInit">>
<<set $Player_hp_colour_test to "#00FF11">>
<<newmeter 'player_hp_bar' 1>>
<<label 'HP: $Player_hp/$Player_hp_max || SP: $Player_shield/$Player_shield_max'>>
<<sizing '240px' '22px'>>
<<colors #e10e63 #670a1e #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<set $Player_shield_full_colour to "#30fcff90">>
<<set $Player_shield_empty_colour to "#2b50ff90">>
<<newmeter 'player_shield_bar' 1>>
<<sizing '240px' '22px'>>
<<colors $Player_shield_full_colour &Player_shield_empty_colour #00000000>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'player_focus_bar' 1>>
<<label 'Focus: $Player_focus/$Player_focus_max'>>
<<sizing '240px' '22px'>>
<<colors #dedede #e6a7c8 #ff48bf>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'player_flow_bar' 1>>
<<label 'Flow: $Player_flow/$Player_flow_max'>>
<<sizing '240px' '22px'>>
<<colors #30fcff #2b50ff #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'player_glow_bar' 1>>
<<label 'Glow: $Player_glow/$Player_glow_max'>>
<<sizing '240px' '22px'>>
<<colors #9e1dff #d7a1ff #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'player_morale_bar' 1>>
<<label 'Morale: $Player_morale/$Player_morale_max'>>
<<sizing '240px' '22px'>>
<<colors #68ff91 #ff2c2c #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'player_exp_bar' 1>>
<<label 'Level: $Player_level || Exp: $Player_exp/$Player_exp_max'>>
<<sizing '240px' '22px'>>
<<colors #fcb314 #fff193 #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_hp_bar' 1>>
<<label 'HP: $Enemy_hp/$Enemy_hp_max || SP: $Enemy_shield/$Enemy_shield_max'>>
<<sizing '240px' '22px'>>
<<colors #e10e63 #670a1e #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_shield_bar' 1>>
<<label 'HP: $Enemy_shield/$Enemy_shield_max'>>
<<sizing '240px' '22px'>>
<<colors #e10e63 #670a1e #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_charging_bar' 1>>
<<label '$Enemy_charging'>>
<<sizing '240px' '22px'>>
<<colors #ff78d4 #ff0084 #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_flow_bar' 1>>
<<label 'Flow: $Enemy_flow/$Enemy_flow_max'>>
<<sizing '240px' '22px'>>
<<colors #30fcff #2b50ff #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_glow_bar' 1>>
<<label 'Glow: $Enemy_glow/$Enemy_glow_max'>>
<<sizing '240px' '22px'>>
<<colors #9e1dff #d7a1ff #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_morale_bar' 1>>
<<label 'Morale: $Enemy_morale/$Enemy_morale_max'>>
<<sizing '240px' '22px'>>
<<colors #68ff91 #ff2c2c #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_exp_bar' 1>>
<<label 'Threat: $Enemy_Threat_Assessment'>>
<<sizing '240px' '22px'>>
<<colors #c90000 #65ff6d #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_hp_barfake' 1>>
<<label 'HP: - || SP: -'>>
<<sizing '240px' '22px'>>
<<colors #e10e63 #670a1e #59505E>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_shield_barfake' 1>>
<<sizing '240px' '22px'>>
<<colors $Player_shield_full_colour &Player_shield_empty_colour #00000000>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_charging_barfake' 1>>
<<label '-'>>
<<sizing '240px' '22px'>>
<<colors #dedede #e6a7c8 #59505E>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_flow_barfake' 1>>
<<label 'Flow: -'>>
<<sizing '240px' '22px'>>
<<colors #30fcff #2b50ff #59505E>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_glow_barfake' 1>>
<<label 'Glow: -'>>
<<sizing '240px' '22px'>>
<<colors #9e1dff #d7a1ff #59505E>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_morale_barfake' 1>>
<<label 'Morale: $Enemy_moralefake/$Enemy_morale_maxfake'>>
<<sizing '240px' '22px'>>
<<colors #68ff91 #ff2c2c #d1d1d1>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_morale_barsuperfake' 1>>
<<label 'Morale: -'>>
<<sizing '240px' '22px'>>
<<colors #68ff91 #ff2c2c #59505E>>
<<animation 240ms>>
<</newmeter>>
<<newmeter 'enemy_exp_barfake' 1>>
<<label 'Threat: -'>>
<<sizing '240px' '22px'>>
<<colors #c90000 #65ff6d #59505E>>
<<animation 240ms>>
<</newmeter>>
<<set $string_test to '<<set $stringtest to "<<if $inventory_pane is "weapon">><img src="https://i.imgur.com/0ZEdLG9.png"><<else>><img src="https://i.imgur.com/0umtJos.png"><</if>>">>'>>
<<set $Codex_Test to "Codex Test">>
<<set $Player_combat_testing to "no">>
<<set $Player_exp_temp to 0>>
<<set $gold to "credits">>
<<set $gold to "no">>
<<set $Player_engaged to 0>>
<<set $Enemy_moralefake to 100>>
<<set $Enemy_morale_maxfake to 100>>
<<set $encounter to "no">>
<<set $en to dice('2d4')>>
<<set $en to $en + 2>>
<<set $encounter_dice to 0>>
<<set $en_mercy to 0>>
<<set $difficulty to "Medium">>
<<set $level_cap to 10>>
<<set $level_cap_scale to "Disabled">>
<<set $level_cap_scale_level to 3>>
<<set $scene_censor to 0>>
<<set $consensuality to "Allowed">>
<<set $mind_control to "Allowed">>
<<set $vore to "Allowed">>
<<set $males to "Allowed">>
<<set $females to "Allowed">>
<<set $monsters to "Allowed">>
<<set $day to 1>>
<<set $hunger to 1>>
<<set $scenes_monsters to 0>>
<<set $scenes_characters to 0>>
<<set $scenes_traps to 0>>
<<set $fantasize to 0>>
<<set $chatdiefail to 0>>
<<set $chatdiemercy to 0>>
<<set $chatdie to 0>>
<<set $Drop_Block to 0>>
<<set $Player_scrapping_bio to (1 * $Shop_Stack)>>
<<set $Player_scrapping_bits to (1 * $Shop_Stack)>>
<<set $Player_scrapping_chems to (1 * $Shop_Stack)>>
<<set $Player_scrapping_herbs to (1 * $Shop_Stack)>>
<<set $Player_scrapping_mats to (1 * $Shop_Stack)>>
<<set $Player_scrapping_meds to (1 * $Shop_Stack)>>
<<set $Player_scrapping_tek to (1 * $Shop_Stack)>>
<<set $SR to 0>>
<<set $Intended_Location to "Anywhere">>
<<set $Intro to 4>>
<<set $Drop_Here to "">>
<<set $Workshop to 0>>
<<set $encounter_disabled to 0>>
<<set $Codex_Loop to "no">>
<<set $Prior_location to "Storage Module 3-1">>
<<set $inventory_restoration to 0>>
<<run $(":root").css("--statacolour", '#73FF6E');>>
<<run $(":root").css("--statbcolour", '#FF9393');>>
<<set $droppedItems to []>>
<<set $dropped to {}>>
<<include "Slots Update">>
<<set $Character_Restore to 0>>
<<set $First_Swap to 0>>
<<if $Intro is 0>><<else>><b>$Player_alias</b>
<b>$Player_class</b>
<<nobr>><<showmeter 'player_hp_bar'>><<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<showmeter 'player_focus_bar'>><<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<<showmeter 'player_flow_bar'>><<updatemeter 'player_flow_bar' `$Player_flow / $Player_flow_max`>>
<<showmeter 'player_glow_bar'>><<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
<<showmeter 'player_morale_bar'>><<updatemeter 'player_morale_bar' `$Player_morale/ $Player_morale_max`>>
<<showmeter 'player_exp_bar'>><<updatemeter 'player_exp_bar' `$Player_exp / $Player_exp_max`>>
<b>S:</b> $Player_strength_total | <b>A:</b> $Player_agility_total | <b>W:</b> $Player_wits_total/* | <b>T:</b> $Player_toughness_total*/<</nobr>>
<<if $gold isnot "no">><b>$gold</b>: $Player_gold<</if>>
<div class="UpArrowDiv"><<if $tile_up isnot "no">>@@#up;[img[$Icon_Up_Arrow][$tile_up][$desc_temp to $main_desc, $player_icon_top_set to $player_icon_top_set - 1]]@@<<else>>[img[$Icon_Up_Arrow_Inactive]]<</if>></div>
<div class="LeftArrowDiv"><<if $tile_left isnot "no">>@@#left;[img[$Icon_Left_Arrow][$tile_left][$desc_temp to $main_desc, $player_icon_right_set to $player_icon_right_set - 1]]@@<<else>>[img[$Icon_Left_Arrow_Inactive]]<</if>></div><div class="DownArrowDiv"><<if $tile_down isnot "no">>@@#down;[img[$Icon_Down_Arrow][$tile_down][$desc_temp to $main_desc, $player_icon_top_set to $player_icon_top_set + 1]]@@<<else>>[img[$Icon_Down_Arrow_Inactive]]<</if>></div><div class="RightArrowDiv"><<if $tile_right isnot "no">>@@#right;[img[$Icon_Right_Arrow][$tile_right][$desc_temp to $main_desc, $player_icon_right_set to $player_icon_right_set + 1]]@@<<else>>[img[$Icon_Right_Arrow_Inactive]]<</if>></div>
<<if $Intro gte 5>><div class="MapDiv">
<<nobr>>
<img @src="$map">
<img @src="$map_player_marker"
@style="$player_icon_style">
<img @src="$map_1_marker"
@style="$marker1_icon_style">
<img @src="$map_2_marker"
@style="$marker2_icon_style">
<img @src="$map_3_marker"
@style="$marker3_icon_style">
<img @src="$map_4_marker"
@style="$marker4_icon_style">
<img @src="$map_5_marker"
@style="$marker5_icon_style">
<img @src="$map_6_marker"
@style="$marker6_icon_style">
<img @src="$map_7_marker"
@style="$marker7_icon_style">
<img @src="$map_8_marker"
@style="$marker8_icon_style">
<img @src="$map_9_marker"
@style="$marker9_icon_style">
<img @src="$map_10_marker"
@style="$marker10_icon_style">
<img @src="$map_11_marker"
@style="$marker11_icon_style">
<img @src="$map_12_marker"
@style="$marker12_icon_style">
<img @src="$map_1_wall"
@style="$wall1_icon_style">
<img @src="$map_2_wall"
@style="$wall2_icon_style">
<img @src="$map_3_wall"
@style="$wall3_icon_style">
<img @src="$map_4_wall"
@style="$wall4_icon_style">
<img @src="$map_5_wall"
@style="$wall5_icon_style">
<img @src="$map_6_wall"
@style="$wall6_icon_style">
<img @src="$map_7_wall"
@style="$wall7_icon_style">
<img @src="$map_8_wall"
@style="$wall8_icon_style">
<img @src="$map_9_wall"
@style="$wall9_icon_style">
<img @src="$map_10_wall"
@style="$wall10_icon_style">
<img @src="$map_11_wall"
@style="$wall11_icon_style">
<img @src="$map_12_wall"
@style="$wall12_icon_style">
<</nobr>></div><</if>>
<div class="PlayerShield"><<nobr>>
<<showmeter 'player_shield_bar'>><<updatemeter 'player_shield_bar' `$Player_shield / $Fake_shield_max`>>
<<include "Stat Updater">>
<</nobr>></div> <</if>>This is the test of the map system. Try pressing the corresponding arrow key to move in that direction.
<<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 127>>
<<set $player_icon_top to 65>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[→->Map Test Top]]>><</button>>
<<button [[↓->Map Test Left]]>><</button>>
<</nobr>>Good! Now try going back.
<<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 127>>
<<set $player_icon_top to 97>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[↑->Map Test Top Left]]>><</button>> <<button [[→->Map Test Middle]]>><</button>> <<button [[↓->Map Test Bottom Left]]>><</button>>
<</nobr>>
MapGood! Now try going back.
<<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 95>>
<<set $player_icon_top to 97>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[↑->Map Test Top]]>><</button>>
<<button [[→->Map Test Right]]>><</button>>
<<button [[↓->Map Test Bottom]]>><</button>>
<<button [[←->Map Test Left]]>><</button>>
<</nobr>>
<<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 127>>
<<set $player_icon_top to 129>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[↑->Map Test Left]]>><</button>> <<button [[→->Map Test Bottom]]>><</button>>
<</nobr>>
<<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 95>>
<<set $player_icon_top to 129>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[←->Map Test Bottom Left]]>><</button>> <<button [[↑->Map Test Middle]]>><</button>> <<button [[→->Map Test Bottom Right]]>><</button>>
<</nobr>>
Good! Now try going back.
<<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 63>>
<<set $player_icon_top to 97>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[↑->Map Test Top Right]]>><</button>> <<button [[←->Map Test Middle]]>><</button>> <<button [[↓->Map Test Bottom Right]]>><</button>>
<</nobr>>
<<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 63>>
<<set $player_icon_top to 129>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[←->Map Test Bottom]]>><</button>> <<button [[↑->Map Test Right]]>><</button>>
<</nobr>><<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 95>>
<<set $player_icon_top to 65>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[←->Map Test Top Left]]>><</button>> <<button [[↓->Map Test Middle]]>><</button>> <<button [[→->Map Test Top Right]]>><</button>>
<</nobr>>
<<nobr>>
<<set $map to 0>>
<<set $player_icon_right to 63>>
<<set $player_icon_top to 65>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[←->Map Test Top]]>><</button>> <<button [[↓->Map Test Right]]>><</button>>
<</nobr>><<set $main_desc to "There's a strange smell of ozone on this floor of the tower, even with the ornately carved window to the south providing a fantastic draft. A column of moderate height -- roughly up to <<print $Player_alias>>'s hips -- stands in the center, a pile of ashen dust surrounding the base of it. While the stairs to the west lead down to the previous larger floor, the stairs to the north can only lead up to the very top of the tower; Zandra's domain... The wispy purple smoke that cloaks the steps is a nice touch, especially with the way it seems to grasp at one's ankles, as if trying to drag them up. Finally, to the east lies a strange scorch mark upon the ground, which $Player_alias swears she can hear... whispering?">>$main_desc<<nobr>><br><br>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External<br><br>
<<set $map to "https://i.imgur.com/JXxEWWg.png">>
<<set $map_player_marker to "https://i.imgur.com/wUf0EHW.gif">>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $map_1_marker to $icon_marker_blank_24>>
<<set $marker1_icon_right to 144>>
<<set $marker1_icon_top to 164>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:51;">>
<<set $map_2_marker to $icon_marker_blank_24>>
<<set $marker2_icon_right to 144>>
<<set $marker2_icon_top to 164>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:51;">>
<<set $map_3_marker to $icon_marker_blank_24>>
<<set $marker3_icon_right to 144>>
<<set $marker3_icon_top to 164>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:51;">>
<<set $map_4_marker to $icon_marker_blank_24>>
<<set $marker4_icon_right to 144>>
<<set $marker4_icon_top to 164>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:51;">>
<<set $map_1_marker to "https://i.imgur.com/WP3FlGj.png">>
<<set $marker1_icon_right to 144>>
<<set $marker1_icon_top to 54>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:51;">>
<<set $tile_up to "Zandra's Tower Top Left">>
<<set $tile_left to "no">>
<<set $tile_down to "Zandra's Tower Bottom Left">>
<<set $tile_right to "no">>
<</nobr>>
<<link 'Smoke a cigarette (reduce health).'>>
<<set $Player_hp to Math.clamp($Player_hp - random(2, 5), 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</link>>
<<link 'Get flirted at (reduce focus).'>>
<<set $player_focus to Math.clamp($player_focus - random(2, 5), 0, $player_focus_max)>>
<<updatemeter 'player_focus_bar' `$player_focus / $player_focus_max`>>
<</link>>
<<link 'Get pumped up! (increase flow).'>>
<<set $Player_flow to Math.clamp($Player_flow + random(2, 5), 0, $Player_flow_max)>>
<<updatemeter 'player_flow_bar' `$Player_flow / $Player_flow_max`>>
<</link>>
<<link 'Shoot a fireball! (decrease glow).'>>
<<set $player_glow to Math.clamp($player_glow - random(2, 5), 0, $player_glow_max)>>
<<updatemeter 'player_glow_bar' `$player_glow / $player_glow_max`>>
<</link>>
<<link 'Be the recipient of terrible news. (decrease morale).'>>
<<set $player_morale to Math.clamp($player_morale - random(2, 5), 0, $player_morale_max)>>
<<updatemeter 'player_morale_bar' `$player_morale / $player_morale_max`>>
<</link>>
<<link 'Read a book. (gain exp).'>>
<<set $Player_exp to $Player_exp + random(5, 20)>>
<<updatemeter 'player_exp_bar' `$Player_exp / $Player_exp_max`>>
<</link>>
<<link 'Lick a battery (increase shield).'>>
<<set $Player_shield to 4>>
<<set $Player_shield_max to 5>>
<<set $Fake_shield to 4>>
<<set $Fake_shield_max to $Player_shield_max + 0.0001>>
<<updatemeter 'player_shield_bar' `$Fake_shield / $Fake_shield_max`>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</link>>
<<link 'Swallow a battery (remove shield).'>>
<<set $Player_shield to 0>>
<<set $Fake_shield_max to $Player_shield_max + 0.0001>>
<<updatemeter 'player_shield_bar' `$Player_shield / $Fake_shield_max`>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</link>>
<<link "Flick a ciggy in the enemy's face (reduce enemy health).">>
<<set $Enemy_hp to Math.clamp($Enemy_hp - random(2, 5), 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<</link>>
<<link 'Pick up a Foe Zapper.'>>
<<set $I_W_Temp to "https://i.imgur.com/G7VKWqv.png">>
<<set $I_W_D_Temp to "Foe Zapper Test">>
<<set $I_W_T_Temp to "Foe Zapper">>
<<include "Pickup Weapon">>
<<set $Foe_Zapper_Position to $I_W_P>>
<</link>>
<<link 'Pick up a Keyblade.'>>
<<set $I_W_Temp to "https://i.imgur.com/jTaJugG.png">>
<<set $I_W_D_Temp to "Keyblade Test">>
<<set $I_W_T_Temp to "Keyblade">>
<<include "Pickup Weapon">>
<<set $Keyblade_Position to $I_W_P>>
<</link>>
<<link 'Pick up a Zipper Arm Cannon.'>>
<<set $I_W_Temp to $Zipper_Arm_Cannon_Icon>>
<<set $I_W_D_Temp to "Zipper Arm Cannon">>
<<set $I_W_T_Temp to "Zipper Arm Cannon">>
<<include "Pickup Weapon">>
<<if $Inventory_w_full is 1>>
<<dialog>>$Player_alias cannot carry any more main weapons!<</dialog>>
<<else>>
<<set $Zipper_Arm_Cannon_Position to $I_W_P>>
<</if>>
<</link>>
<<link 'Pick up a bag of crafting materials.'>>
<<set $Player_crafting_bits to $Player_crafting_bits + 1>>
<<set $Player_crafting_tek to $Player_crafting_tek + 2>>
<<set $Player_crafting_herbs to $Player_crafting_herbs + 3>>
<<set $Player_crafting_chems to $Player_crafting_chems + 4>>
<<set $Player_crafting_bio to $Player_crafting_bio + 5>>
<<set $Player_crafting_meds to $Player_crafting_meds + 6>>
<<set $Player_crafting_mats to $Player_crafting_mats + 7>>
<<set $Player_skill_handiwork to 10>>
<<include "Pickup Crafting">>
<</link>>
<<link 'Pick up a Health Potion.'>>
<<set $Consumable_Update_Position to $Health_Potion_Position>>
<<if $C_Health_Potion is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Health_Potion_Icon>>
<<set $I_C_D_Temp to "Health Potion">>
<<set $I_C_T_Temp to "Health Potion">>
<<set $I_C_S_Temp to 1>>
<<include "Pickup Consumable">>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Health_Potion_Position to $I_C_P>>
<<set $C_Health_Potion to $I_C_S_Temp>>
<</if>>
<</link>>
$C_Health_Potion
<<link 'Pick up a Pain Relief.'>>
<<set $Consumable_Update_Position to $Pain_Relief_Position>>
<<if $C_Pain_Relief is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Pain_Relief_Icon>>
<<set $I_C_D_Temp to "Pain Relief">>
<<set $I_C_T_Temp to "Pain Relief">>
<<set $I_C_S_Temp to 1>>
<<include "Pickup Consumable">>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Pain_Relief_Position to $I_C_P>>
<<set $C_Pain_Relief to $I_C_S_Temp>>
<</if>>
<</link>>
$C_Pain_Relief
<<link 'Pick up a Smart Bandage.'>>
<<set $Consumable_Update_Position to $Smart_Bandage_Position>>
<<if $C_Smart_Bandage is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Smart_Bandage_Icon>>
<<set $I_C_D_Temp to "Smart Bandage">>
<<set $I_C_T_Temp to "Smart Bandage">>
<<set $I_C_S_Temp to 1>>
<<include "Pickup Consumable">>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Smart_Bandage_Position to $I_C_P>>
<<set $C_Smart_Bandage to $I_C_S_Temp>>
<</if>>
<</link>>
$C_Smart_Bandage
<<set _roll to dice('3d6+2')>>
_roll
<<link "Fight a Glob" "Combat Enemy Glob Intro">><<set $Prior_Location to passage()>><</link>>
~~wait does this actually make tiny text~~
==is this strikethrough==
**what about this**
*or this*
//or this?//
__does this do anything__
^^surely not^^
"nah"
""nah""
@@what@@
<b>yeah? bold?</b>
<s>Strike?</s>
<<link "Pickup" "Shredder Rifle Pickup">><</link>>
<<set $Shop to 1>><<set $Workshop to 1>> <<include "JOMT">>$main_desc
<<nobr>>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Zandra's Tower Left">>
<<set $tile_right to "Zandra's Tower Top">>
<</nobr>>
<<include "JOMT">>
test$main_desc
<<nobr>>
<<set $player_icon_right to 144>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Zandra's Tower Left">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Zandra's Tower Bottom">>
<</nobr>>
<<set $compass_button to '[img["https://i.imgur.com/0umtJos.png"]'>>
$compass_button$main_desc
<<timed 40ms t8n>>There appears to be some sort of leering ghoul lurking in the alcove, here...<</timed>>
Her hair is <<listbox "$hair_colour" autoselect>>
<<option "Black" black>>
<<option "Brown" brown>>
<<option "Red" red>>
<<option "Dyed" dyed>>
<</listbox>>, and her eyes are <<listbox "$eye_colour" autoselect>>
<<option "Green" green>>
<<option "Blue" blue>>
<<option "Brown" brown>>
<<option "Gray" gray>>
<</listbox>>.
Her hair is $hair_colour, and her eyes are $eye_colour.
<<nobr>>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 164>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Zandra's Tower Top Right">>
<<set $tile_left to "no">>
<<set $tile_down to "Zandra's Tower Bottom Right">>
<<set $tile_right to "no">>
<</nobr>>
<<set $Prior_Location to "Zandra's Tower Top">>
<<link "Continue" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>>
→ Example setup
<<set $dwarves to ["Doc", "Dopey", "Bashful", "Grumpy", "Sneezy", "Sleepy", "Happy"]>>
→ Loop
<<for _i, _name range $dwarves>>
<<print _i + 2>>. _name
<</for>>
<<set _pieOptions to ["blueberry", "cherry", "coconut cream"]>>
What's your favorite pie?
<<cycle "$pie" autoselect>>
<<optionsfrom _pieOptions>>
<</cycle>>
<<set _array = ['<<link "This is a link!">><</link>>', '<<link "So is this!">><</link>>']>>
_array$main_desc
<<nobr>>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Zandra's Tower Top">>
<<set $tile_down to "Zandra's Tower Right">>
<<set $tile_right to "no">>
<</nobr>>
<<link "Lockpicking" "Lockpicking">><<set $Prior_Location to "Zandra's Tower Left">><<set $lockpick_difficulty to 3>><</link>>
<<link 'Pick up a Smartpick.'>>
<<set $Consumable_Update_Position to $Smartpick_Position>>
<<if $C_Smartpick is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Smartpick_Icon>>
<<set $I_C_D_Temp to "Smartpick">>
<<set $I_C_T_Temp to "Smartpick">>
<<set $I_C_S_Temp to 1>>
<<include "Pickup Consumable">>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Smartpick_Position to $I_C_P>>
<<set $C_Smartpick to $I_C_S_Temp>>
<</if>>
<</link>>$main_desc
<<nobr>>
<<set $player_icon_right to 96>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Zandra's Tower Right">>
<<set $tile_left to "Zandra's Tower Bottom">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<</nobr>>$main_desc
<<nobr>>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 188>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "Zandra's Tower Bottom Left">>
<<set $tile_down to "no">>
<<set $tile_right to "Zandra's Tower Bottom Right">>
<</nobr>>
<<set $interrupted_page = passage()>>
$interrupted_page
<<link "uhhhh">><<if $Player_combat is 0>><<set $Player_hp to 20>><</if>><</link>>
$Player_combat
$Player_hp<<set $main_desc to "There's a strange smell of ozone on this floor of the tower, even with the ornately carved window to the south providing a fantastic draft. A column of moderate height -- roughly up to <<print $Player_alias>>'s hips -- stands in the center, a pile of ashen dust surrounding the base of it. While the stairs to the west lead down to the previous larger floor, the stairs to the north can only lead up to the very top of the tower; Zandra's domain... The wispy purple smoke that cloaks the steps is a nice touch, especially with the way it seems to grasp at one's ankles, as if trying to drag them up. Finally, to the east lies a strange scorch mark upon the ground, which $Player_alias swears she can hear... whispering?">>$main_desc
<<timed 60ms t8n>>The stairway leading up to Zandra's chambers bleeds gloomy menance...<</timed>>
[[Zandra's Chambers Top Left]]
<<nobr>>
<<set $map to "https://i.imgur.com/JXxEWWg.png">>
<<set $map_player_marker to "https://i.imgur.com/wUf0EHW.gif">>
<<set $player_icon_right to 120>>
<<set $player_icon_top to 140>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "Zandra's Chambers Top Left">>
<<set $tile_left to "Zandra's Tower Top Left">>
<<set $tile_down to "no">>
<<set $tile_right to "Zandra's Tower Top Right">>
<</nobr>><<set $main_desc to "$Player_alias finds herself almost choking on that heady purple smog, smelling exactly as the colour might imply; wine, incense, the spice of darkness, and underlying depravity. These are the chambers of her dark mistress, the floor thick with the strange smog pouring from a portal built into the northern wall, flanked by banners bearing a symbol she does not recognize. The smog can't quite fill the room, as it pours out of the stairwell directly before the portal - smart! Other objects of interest in the room include the Sorceress herself, draped over a luxuriantly comfortable looking reclining and cushioned seat, her flaming gaze focused on the strange alter to the south of the room. Runic text flitters and flashes and changes with the tracking of her eyes... $Player_alias feels her own eyes cross when she tries to read what it says. It's a surprisingly small room bare of many essential bedroom furnitures -- inexplicably, a large decorated metal maiden stands in the corner, roped off from the stairwell.">>$main_desc
<<nobr>>
<<set $map to "https://i.imgur.com/h4WZkOh.png">>
<<set $map_player_marker to "https://i.imgur.com/QTw5I5v.gif">>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 93>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $map_1_marker to $icon_marker_blank_24>>
<<set $marker1_icon_right to 144>>
<<set $marker1_icon_top to 164>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:51;">>
<<set $map_2_marker to $icon_marker_blank_24>>
<<set $marker2_icon_right to 144>>
<<set $marker2_icon_top to 164>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:51;">>
<<set $map_3_marker to $icon_marker_blank_24>>
<<set $marker3_icon_right to 144>>
<<set $marker3_icon_top to 164>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:51;">>
<<set $map_4_marker to $icon_marker_blank_24>>
<<set $marker4_icon_right to 144>>
<<set $marker4_icon_top to 164>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:51;">>
<<set $map_1_marker to "https://i.imgur.com/DdrhVTt.png">>
<<set $marker1_icon_right to 108>>
<<set $marker1_icon_top to 114>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:51;">>
<</nobr>>
$main_desc
<<nobr>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[↑->Zandra's Chambers Top Left]]>><</button>>
<<button [[→->Zandra's Chambers Middle]]>><</button>>
<</nobr>>$main_desc
<<nobr>>
<<set $player_icon_right to 108>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[→->Zandra's Chambers Right]]>><</button>>
<<button [[←->Zandra's Chambers Left]]>><</button>>
<</nobr>>$main_desc
<<nobr>>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[↓->Zandra's Chambers Bottom Right]]>><</button>>
<<button [[←->Zandra's Chambers Middle]]>><</button>>
<</nobr>>$main_desc
<<nobr>>
<<set $player_icon_right to 60>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<button [[↑->Zandra's Chambers Right]]>><</button>>
<</nobr>>"And you're certain the artefact has been set up correctly?"
"Ah-- of course, Mistress Zandra. Double, triple, quadruple!... uh... the one that comes after that, checked!"
"Quintuple, you dolt. But good, gooood..."
High up in a gloomy tower nestled in the dingiest district of the city, strange things are afoot. The clack of atrociously high-heeled shoes echo off of the aged stone walls, joined by the more subtle, persistent rumpled swish of a long black dress trailing behind strutting legs. A beam of light creeping in through one of the narrow window slots along the top of the tower strikes a belt-wrapped lavender-toned leg, then the next, creeping up a gorgeous body as it advances down the steps towards the center of the room. It crawls across her hips, dress closing just below her thighs to hug and accentuate experienced curves, tightly corseted along her waist to better exaggerate an already impressive bosom marked with a single little black pin-prick beauty spot upon the right breast. Bare shoulders shimmy as she walks, her dress held up by dark magicks and evil miracles. She stops as that moonbeam cuts across her neck, just barely revealing a glimpse of her onyx-black lips and the sharpened teeth that lurk beneath them as her coiling, spade-tipped tail suddenly cracks with the force of a whip against the ground behind her.
"Well? Activate it. I'm long overdue for a refreshment..." the dark mistress groans, letting her dress slip down further to better bare the flesh of her chest -- while this vessel could easily penetrate the paltry protection of the leather belts knitting her dress together at the front, this simply feels more dramatic.
Drama, it should be noted, is at least a solid half of being a successful sorcerer.
<<button [[Continue->Intro2]]>><</button>>Hobbling along in nervous little skippy jumps of energy, her assistant -- a frankly rather obsolete model she picked up after her last minion mysteriously fell into a hellish void portal -- makes the final adjustments of artefact upon its plinth.
It looks much like an urn, placed carefully onto its side. This is likely because it's an urn, placed carefully onto its side. The faded black paint across its surface wraps right around to tell a tale of the foiling of a great menace to mankind, but it's irrelevant for a variety of uninteresting reasons. To the dark mistress, anyway. We'd probably find them fascinating and enlightening, but I'm not being paid enough to get into it - or at all. All you need to know is that what few parts of the artwork survive show a goddess of goddess-y design -- bright eyes, slender waist, hair so long you could use it for several terribly elaborate bondage scenarios -- striking down a two-headed beast with lightning shot from her palm.
Rooted in reality or otherwise, there can be no denying that the urn still carries a fantastic trace of Glow energy, that most valuable of magicks. It simply needs to be coaxed out so that it may be put to good use... and so, the assistant in her drab little alchemist's coat, a mere half the height of the Mistress -- though this is more a testament to her master's imposing height than any lack of her own -- steps away with a simple little thumb-activated button switch in her hand, connected to the plinth via a length of slender cable.
She frowns for a moment, gaze distant as she mentally calculates the applications of alchemical powder. She feels a sense of distant unease, the kind you experience when you know you've forgotten something but can't remember what that thing is -- shaking her head sharply, the hooded girl tugs at her coat worn over very little, and holds the plunger aloft high.
<<button [[Continue->Intro3]]>><</button>>"Ready, O' Dark One!" she squeaks from behind her hood, throwing a salute before she hits the button with more force than required -- again, drama is important -- at which point a fantastic purple glow envelops the urn, illuminating a permanently-startled face behind her hood, not to mention the lustful gleam in the grinning face of her MILF-ish mistress, eager to receive her bounty of ancient power!...
... Which is why it comes as something of a terrifying shock and exhausted disappointment, respectively, when a great bolt of energy shoots not from the yawning jug-mouth of the urn pointed at the Mistress, but instead breaking out of the rounded bottom, flung right out of the large window behind it.
Silence reigns for a few terrible seconds as the glow dims down and dies, briefly illuminating the room from outside before the bolt arcs down across the rooftops far enough to fade behind tiles and towers, leaving the pair in moonlit gloom once more.
Those few seconds seem to drag on for hours for the trembling young woman, thumb still tightly pressed down upon the button, her eyes nervously flitting beneath her feature-obscuring hood from her mistress glaring off into the distance, to the rapidly decaying urn crumbling into dust in an uneven pile around the base of the plinth.
<<button [[Continue->Intro4]]>><</button>>"... Alika?"
"Y... yes ma'am?"
"Give my regards to Pilana, if she's still hanging in there." the Mistress sighs, raising her left hand up high before the air is rent with a loud snap of her gloved fingers, other hand adjusting her dress back up.
"Wh--YIII--"
It takes less than a second for the pitch-black portal to open up beneath the shivering assistant, and even less time for a girthy, ink-black tentacle thicker than her leg to shoot out and coil up around her body in three lazy loops. It harshly squeezes the air out of her before she can get out a good scream, stuffs her mouth full by jabbing right into her left cheek from within, then starts to drag her down into the noisy, moaning abyss below. By the time she finally processes what's happening to her it's too late for her struggles to do anything, and to make matters worse more tentacles begin to rise up, wasting no time in tugging and yanking and tearing at her clothing. With her lower body obscured by the stone slabs of the floor around her, it's not clear what the tentacles do to ellicit a loud, muffled squeak from her stuffed lips before she's fully devoured, the portal shutting promptly and obediently afterwards.
Silence once more... For a second or two, until those heels clack upon the stones as the Mistress moves over to that open window and juts her upper body out past the elaborately designed sill, flame-like yellow eyes narrowed in disdain and focus.
<<button [[Continue->Intro5]]>><</button>>"For //fuck's// sake." she scowls, unable to pick out any scorch marks on the walls and tiles before her in the streets below -- it's dark, yes, but the Glow residue would leave a healthy... well, glow, upon the point of impact. "So, it's gone and hunted down a suitable host..." she muses in a voice like slowly running treacle, straightening back up before levitating off of the ground to place a foot upon the windowsill, her dress parting and billowing out behind her to her sides to act as wings at the cost of her decency -- the full moon joined by a pair of generous purple crescents flanked by hourglass hips either side of that agitated whip-like tail.
"Fine. I could go for dessert." she shrugs, raising a hand to her mouth with her head tilted back and reaching in with pinched fingers, not even a tremble as she pulls a familiar-looking slime-sodden alchemist's coat from her gullet in one smooth yank. She distastefully tosses it before her into the streets below to ''splat'' upon a low rooftop, cricks her neck with a palm across her collarbone...
... And then she drops out of sight with a step off the edge, twisting and shrinking into a shrieking little bat with frantically-flapping leather-black wings. It swoops low over the discarded garment of her former assistant before pulling up just in time, rounding a corner on the trail of her missing magic. Time to hunt!
<<button [[Continue->Intro6]]>><</button>>Meanwhile...
The streets of Darkgate are never truly quiet... especially not in this district of town, where every other doorway leads to some business of shadowy, ill repute. Taverns that host cutthroats and full-time liars, dark apothecaries with stocks brimming with herbs and roots most poisonous... and, of course, dens of sin and carnal pleasures, filling the night with muffled groans, mirth and lusts.
Then shouting, and crashing. The relative peace is shattered as a hefty, secure rear door is kicked open from within. A nervous, effeminate giggle is interrupted by a yelp as a lithe, female figure is thrown with force out of the establishment by a man who looks as though elephants feature heavily in his family tree. The girl, on the other hand, appears to be...
[[Long of ear and a dime a dozen; an Elf. (Elf!)|IntroCharGen][$player_race to "Elf"]]
[[Fluffy in unexpected places; a Varia. (Beastfolk!)|IntroCharGen][$player_race to "Varia"]]
[[As unwelcome in that brothel as an Bug; a Klikk. (Bugfolk!)|IntroCharGen][$player_race to "Klikk"]]
[[With horns that small, she must be a Darkling. A rubbish one. (Part-Demon!)|IntroCharGen][$player_race to "Darkling"]]
[[A failure in stealth, a Faelure by name. (Part-Fae!)|IntroCharGen][$player_race to "Faelure"]]
[[Pallid as they come, a Zom she must Bie! (Zombie!)|IntroCharGen][$player_race to "Zombie"]]... As she sails through the air towards a mercifully-placed stack of softened, weather-rotted wooden palettes, features cloaked in the dismal black of the dark alley, the refugee puts her inquisitive mind, aided by copious amounts of alcohol, into deducing precisely where her ingenious plan had gone wrong. The dilemma; after a week of living here in Darkgate she was as penniless and homeless as she'd always been, and every attempt to find work within her frankly minimal skillset had been turned down. Her solution? Worm her way into one of those fancy brothels full of silks, chocolates and tongue-stainingly potent wines and burrow into one of those copious pillow-piles, emerging only for emergencies like food.
PyksiesToday at 1:05 AM
While she considered a number of possible flaws in her incredible plan, perhaps the major defining factor of failure was her mistaking a rather large bottle of heavily-sweetened fermented fruit juices for... well, un-fermented fruit juices. Given that her intoxication numbs her body to the point that landing face-first into the immediately crumpled wood pile only hurts a bit instead of a lot, however, she dismisses this naysaying train of thought with a giggle, left upsidedown with her backside against the wall and her weight awkwardly placed upon her neck and shoulders. Her swimming vision has her seeing quadruple, double... and then, as the warm light of the brothel's rear entrance is eclipsed by the hulking brute who threw her out, singular.
She can't help but wince, partly out of concern for her well-being, and partly out of pity for the man and whatever unfortunate thing had happened to his blacked and swollen right eye. Then, as he leans over her with a scowl one reserves only for people who've given them a horrific black eye, she remembers; that was her fault! But how had she?... Oh, yes, now it's all coming back to her... She!... <<set $player_hp to 18>>
[[Just punched him when he dragged her out of her pillow-fort, of course. (Strength)|Intro8][$player_strength to 2]]
[[Tripped him up as she darted between his legs! Not her fault he landed on his fat face. (Agility)|Intro8][$player_agility to 2]]
[[Panicked, tossed the bottle behind her, then took credit when it bounced back into his face. (Intelligence)|Intro8][$player_intelligence to 2]]<<if $player_strength == 2>>Oooooh. Right. She freaked out when he pulled her up out of her pillow nest by the scruff of her vest and, in her panicked flailings, socked him right in the eye. He probably wasn't expecting a runt like her to pack such a strong righr hook! She flashes him an apologetic smile, but given that she's upside-down, the expression must be hard to read... for it only makes his snarl all the more vicious!<</if>><<if $player_agility == 2>>Well! Technically it wasn't her fault he fell down, it was his fault for trying to keep up with someone as fast as her! One doesn't get by on the streets of Darkgate - or indeed, any city high in crime and low in aesthetically pleasing street lighting - without nimble feet. Still, she flashes him an apologetic smile, but given that she's upside-down, the expression must be hard to read... for it only makes his snarl all the more vicious!<</if>><<if $player_intelligence == 2>>Oh, right, the bottle-- and it bounced off the wall-- yeah, she remembers now. Even with his snarling face drawing closer to hers, she glances aside in her drunken stupor as she tries to figure out if she meant to do that or not... in a subconscious way, did she make those calculations required for such a perfect strike? She's streetsmart, but is she smart-smart? A nasty smell sharply brings her back to reality, that being his frankly awful breath.She flashes him an apologetic smile, but given that she's upside-down, the expression must be hard to read... for it only makes his snarl all the more vicious!<</if>>
She flinches as a finger the size of her fist is jabbed into her face, just narrowly missing contact with her nose. The furious man's body wobbles with each yell and shake of his finger, barely contained in already-oversized garments that reek of perfumed refinement and look to be straining when they should be loose and flowing. Truth be told, the Refugee finds it hard to focus on anything he's saying, and by the time he straightens up, tugs his vest sharply to dust it off and waddles back into the Brothel, she's pleased to find that she hasn't learned a damn thing.
This probably explains why she squirms around until her feet touch the ground, awkwardly rolling frontwards into a kneel against the wall she was thrown to, slipping on some rotted wood as she staggeringly stands up and points vaguely in the direction of the door with a hiccup.
"Kch-chyeah! You better run!" she mutters, stumbling backwards until she gently impacts the wall - gently not by virtue of her gracefullness when drunk, but by her rather slight frame of body. Grimacing, she looks down at her scant clothing, which has gone from 'pretty dirty' to 'covered in decaying wood and alley slime'. Not the best outcome, then. She starts to brush herself relatively clean of the stuff, but it's something of a losing battle, and before long she's given up as she pushes from the wall, a crack of light from one of the Brothel's windows revealing her roomy sky-blue harem pants fit snugly against her hips, some cheap pointed shoes, and an unevenly-tailored black vest worn over a tattered cream-white undershirt.
<<button [[Continue->Intro9]]>><</button>>Those clothes are all she has... or they were, until a few minutes ago. Smirking, she reaches into her vest's singular pocket, messily sown into the inner folds of the material, and pulls out the solitary item she had time to pilfer before she was caught and thrown out. She's not a stupid girl; something major would be missed, and her punishment would have been far more severe. She makes do with light little trinkets, just enough to get by. Fetching the thing bundled in cloth, she casts a glance at the shut door and moves a little further down the alleyway with an inebriated wiggle in her uneven step, mind briefly cast back to those hip-swaying dancers as she turns her gaze down at her own body.
"... I could do that if I wanted to... totally..." she mumbles, hip cocked to one side, another hiccup rending the still air of the alleyway before she shakes her head and refocuses on her prize.
Nimble fingers unwrap it as she casts a nervous glance around to ensure her privacy, the cloth parting to reveal...
[[A small coinpurse, containing... one, two, three, four, five coins.|Intro10][$player_gold to 5]]
[[A slender red vial with a simple cork... a health potion.|Intro10][$player_health_potion_small_amount to 1]]
[[A cheap-looking bracelet, obviously mundane, but potentially worthwhile to sell.|Intro10][$player_copper_necklace_amount to 1]]
<<set $target_passage to "Zandra's Tower Left">><<if $player_health_potion_small_amount gte 1>><<addToInv "Health Potion Small">><<elseif $player_copper_necklace_amount gte 1>><<addToInv "Copper Necklace">><</if>>iuniu
Intro unfinished! Go check out map navigation with the arrow keys!
[[Zandra's Tower Left]]
<<set $dice to random(1, 6)>> $dice
<<set $dice to random(1, 6)>> $dice
<<set $dice to random(1, 6)>> $dice
<<set $dice to random(1, 6)>> $dice
<<set $dice to random(1, 6)>> $dice<<if $player_race == "Elf">>Test<</if>>
<<back>><<if $Intro is 0>><<else>><div class="RightBarDiv"><<nobr>><<if $Player_combat is 1>><b>$Enemy_alias</b><br>
<b>$Enemy_class</b><br>
<<showmeter 'enemy_hp_bar'>><<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<<showmeter 'enemy_charging_bar'>><<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<<showmeter 'enemy_flow_bar'>><<updatemeter 'enemy_flow_bar' `$Enemy_flow / $Enemy_flow_max`>>
<<showmeter 'enemy_glow_bar'>><<updatemeter 'enemy_glow_bar' `$Enemy_glow / $Enemy_glow_max`>>
<<showmeter 'enemy_morale_bar'>><<updatemeter 'enemy_morale_bar' `$Enemy_morale/ $Enemy_morale_max`>>
<<showmeter 'enemy_exp_bar'>><<updatemeter 'enemy_exp_bar' `$Enemy_threat / $Enemy_threat_max`>>
<<if $Player_observation is 1>><b>S:</b> $Enemy_strength_rating | <b>A:</b> $Enemy_agility_rating<br>
<b>W:</b> $Enemy_wits_rating | <b>T:</b> $Enemy_toughness_rating<<else>><b>S:</b> $Enemy_strength_guess | <b>A:</b> $Enemy_agility_guess<br>
<b>W:</b> $Enemy_wits_guess | <b>T:</b> $Enemy_toughness_guess<</if>>
<<elseif $Player_engaged is 1>><b>$Enemy_alias</b><br>
<b>$Enemy_class</b><br>
<<showmeter 'enemy_hp_barfake'>><<updatemeter 'enemy_hp_barfake' `0 / 1`>>
<<showmeter 'enemy_charging_barfake'>><<updatemeter 'enemy_charging_barfake' `0 / 1`>>
<<showmeter 'enemy_flow_barfake'>><<updatemeter 'enemy_flow_barfake' `0 / 1`>>
<<showmeter 'enemy_glow_barfake'>><<updatemeter 'enemy_glow_barfake' `0 / 1`>>
<<showmeter 'enemy_morale_barfake'>><<updatemeter 'enemy_morale_barfake' `$Enemy_moralefake / $Enemy_morale_maxfake`>>
<<showmeter 'enemy_exp_bar'>><<updatemeter 'enemy_exp_bar' `$Enemy_threat / $Enemy_threat_max`>>
<b>S:</b> ??? | <b>A:</b> ???<br>
<b>W:</b> ??? | <b>T:</b> ???
<<else>>
<b>No one's here.</b><br>
<b>-</b><br>
<<showmeter 'enemy_hp_barfake'>><<updatemeter 'enemy_hp_barfake' `0 / 1`>>
<<showmeter 'enemy_charging_barfake'>><<updatemeter 'enemy_charging_barfake' `0 / 1`>>
<<showmeter 'enemy_flow_barfake'>><<updatemeter 'enemy_flow_barfake' `0 / 1`>>
<<showmeter 'enemy_glow_barfake'>><<updatemeter 'enemy_glow_barfake' `0 / 1`>>
<<showmeter 'enemy_morale_barsuperfake'>><<updatemeter 'enemy_morale_barsuperfake' `0 / 1`>>
<<showmeter 'enemy_exp_barfake'>><<updatemeter 'enemy_exp_barfake' `0 / 1`>>
<b>S:</b> - | <b>A:</b> -<br>
<b>W:</b> - | <b>T:</b> -
<</if>><</nobr>>
<<link [img[$Save_Icon]]>><<script>>UI.saves()<</script>><</link>> <<link [img[$Restart_Icon]]>><<script>>UI.restart()<</script>><</link>> <<link [img[$Codex_Icon]]>><<dialog>><<include "Codex Placeholder">><</dialog>><</link>> <<link [img[$Fantasize_Icon]]>><<set $ero_button to 1>><<dialog>><<include "Dialog Fantasize Gallery">><</dialog>><</link>>
<<link [img[$Mirror_Icon]]>><<dialog>><<include Mirror>><</dialog>><</link>> <<if $Player_exp gte $Player_exp_max and $game_type is "RPG">><<link [img[$Experience_Icon_Full]]>><<dialog>><<include "Experience BE">><</dialog>><</link>><<else>><<link [img[$Experience_Icon_Empty]]>><<dialog>><<include "Experience BE">><</dialog>><</link>><</if>> <<link [img[$Quests_Icon]]>><<dialog>><<include "Quests BE">><</dialog>><</link>> <<link [img[$Options_Icon]]>><<dialog>><<include Options>><</dialog>><</link>>
<span id="inventory_replace"><<include "Inventory Base">></span>
<div class="InventoryButtonsDiv"><<nobr>>
<<link [img[$Weapon_Button_Icon]]>><<set $inventory_pane to "weapon">><<set $inventory_page to 1>><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<<link [img[$Armour_Button_Icon]]>><<set $inventory_pane to "armour">><<set $inventory_page to 1>><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<<link [img[$Item_Button_Icon]]>><<set $inventory_pane to "consumable">><<set $inventory_page to 1>><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<<link [img[$Key_Button_Icon]]>><<set $inventory_pane to "key">><<set $inventory_page to 1>><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<<link [img[$Subweapon_Button_Icon]]>><<set $inventory_pane to "subweapon">><<set $inventory_page to 1>><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<<link [img[$Clothing_Button_Icon]]>><<set $inventory_pane to "clothing">><<set $inventory_page to 1>><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<<link [img[$Accessory_Button_Icon]]>><<set $inventory_pane to "accessory">><<set $inventory_page to 1>><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<<link [img[$Crafting_Button_Icon]]>><<set $inventory_pane to "crafting">><<set $inventory_page to 1>><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<</nobr>></div></div><</if>><<if $Intro lte 3>><<else>><<if $inventory_pane is "weapon">><<include "Inventory Weapon">><<elseif $inventory_pane is "weapon2">><<include "Inventory Weapon2">><<elseif $inventory_pane is "weapon3">><<include "Inventory Weapon3">><<elseif $inventory_pane is "armour">><<include "Inventory Armour">><<elseif $inventory_pane is "armour2">><<include "Inventory Armour2">><<elseif $inventory_pane is "armour3">><<include "Inventory Armour3">><<elseif $inventory_pane is "consumable">><<include "Inventory Consumable">><<elseif $inventory_pane is "consumable2">><<include "Inventory Consumable2">><<elseif $inventory_pane is "consumable3">><<include "Inventory Consumable3">><<elseif $inventory_pane is "key">><<include "Inventory Key">><<elseif $inventory_pane is "key2">><<include "Inventory Key2">><<elseif $inventory_pane is "key3">><<include "Inventory Key3">><<elseif $inventory_pane is "subweapon">><<include "Inventory Subweapon">><<elseif $inventory_pane is "subweapon2">><<include "Inventory Subweapon2">><<elseif $inventory_pane is "subweapon3">><<include "Inventory Subweapon3">><<elseif $inventory_pane is "clothing">><<include "Inventory Clothing">><<elseif $inventory_pane is "clothing2">><<include "Inventory Clothing2">><<elseif $inventory_pane is "clothing3">><<include "Inventory Clothing3">><<elseif $inventory_pane is "accessory">><<include "Inventory Accessory">><<elseif $inventory_pane is "accessory2">><<include "Inventory Accessory2">><<elseif $inventory_pane is "accessory3">><<include "Inventory Accessory3">><<elseif $inventory_pane is "crafting">><<include "Inventory Crafting">><</if>><</if>>
<<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Weapon Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_W_1 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_1]]>><<set $whichNo to $I_W_1_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_1_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_2 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_2]]>><<set $whichNo to $I_W_2_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_2_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_3 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_3]]>><<set $whichNo to $I_W_3_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_3_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_4 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_4]]>><<set $whichNo to $I_W_4_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_4_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_5 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_5]]>><<set $whichNo to $I_W_5_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_5_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Weapon2Div"><<if $I_W_6 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_6]]>><<set $whichNo to $I_W_6_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_6_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_7 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_7]]>><<set $whichNo to $I_W_7_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_7_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_8 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_8]]>><<set $whichNo to $I_W_8_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_8_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_9 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_9]]>><<set $whichNo to $I_W_9_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_9_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_10 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_10]]>><<set $whichNo to $I_W_10_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_10_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Armour Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_A_1 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_1]]>><<set $whichNo to $I_A_1_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_1_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_2 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_2]]>><<set $whichNo to $I_A_2_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_2_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_3 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_3]]>><<set $whichNo to $I_A_3_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_3_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_4 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_4]]>><<set $whichNo to $I_A_4_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_4_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_5 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_5]]>><<set $whichNo to $I_A_5_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_5_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Armour2Div"><<if $I_A_6 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_6]]>><<set $whichNo to $I_A_6_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_6_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_7 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_7]]>><<set $whichNo to $I_A_7_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_7_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_8 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_8]]>><<set $whichNo to $I_A_8_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_8_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_9 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_9]]>><<set $whichNo to $I_A_9_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_9_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_10 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_10]]>><<set $whichNo to $I_A_10_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_10_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<set $inventory_pane to "weapon">>
<<set $inventory_page to 1>>
<<set $Inventory_w_slots_filled to 0>>
<<set $Inventory_sw_slots_filled to 0>>
<<set $Inventory_a_slots_filled to 0>>
<<set $Inventory_c_slots_filled to 0>>
<<set $Inventory_ac_slots_filled to 0>>
<<set $Inventory_w_full to 0>>
<<set $Inventory_sw_full to 0>>
<<set $Inventory_a_full to 0>>
<<set $Inventory_c_full to 0>>
<<set $Inventory_ac_full to 0>>
<<set $Slots_30 to [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30]>>
<<set $Slots_20 to [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20]>>
<<set $weapon_slots to [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30]>>
<<set $subweapon_slots to [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20]>>
<<set $armour_slots to [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30]>>
<<set $clothing_slots to [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30]>>
<<set $accessory_slots to [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30]>>
<<set $consumable_slots to [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30]>>
<<set $key_slots to [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30]>>
<<set $I_W_E to "https://i.imgur.com/6hcCDWm.png">>
<<set $I_W_1 to "empty">>
<<set $I_W_2 to "empty">>
<<set $I_W_3 to "empty">>
<<set $I_W_4 to "empty">>
<<set $I_W_5 to "empty">>
<<set $I_W_6 to "empty">>
<<set $I_W_7 to "empty">>
<<set $I_W_8 to "empty">>
<<set $I_W_9 to "empty">>
<<set $I_W_10 to "empty">>
<<set $I_W_11 to "empty">>
<<set $I_W_12 to "empty">>
<<set $I_W_13 to "empty">>
<<set $I_W_14 to "empty">>
<<set $I_W_15 to "empty">>
<<set $I_W_16 to "empty">>
<<set $I_W_17 to "empty">>
<<set $I_W_18 to "empty">>
<<set $I_W_19 to "empty">>
<<set $I_W_20 to "empty">>
<<set $I_W_21 to "empty">>
<<set $I_W_22 to "empty">>
<<set $I_W_23 to "empty">>
<<set $I_W_24 to "empty">>
<<set $I_W_25 to "empty">>
<<set $I_W_26 to "empty">>
<<set $I_W_27 to "empty">>
<<set $I_W_28 to "empty">>
<<set $I_W_29 to "empty">>
<<set $I_W_30 to "empty">>
<<set $I_W_1_T to "empty">>
<<set $I_W_2_T to "empty">>
<<set $I_W_3_T to "empty">>
<<set $I_W_4_T to "empty">>
<<set $I_W_5_T to "empty">>
<<set $I_W_6_T to "empty">>
<<set $I_W_7_T to "empty">>
<<set $I_W_8_T to "empty">>
<<set $I_W_9_T to "empty">>
<<set $I_W_10_T to "empty">>
<<set $I_W_11_T to "empty">>
<<set $I_W_12_T to "empty">>
<<set $I_W_13_T to "empty">>
<<set $I_W_14_T to "empty">>
<<set $I_W_15_T to "empty">>
<<set $I_W_16_T to "empty">>
<<set $I_W_17_T to "empty">>
<<set $I_W_18_T to "empty">>
<<set $I_W_19_T to "empty">>
<<set $I_W_20_T to "empty">>
<<set $I_W_21_T to "empty">>
<<set $I_W_22_T to "empty">>
<<set $I_W_23_T to "empty">>
<<set $I_W_24_T to "empty">>
<<set $I_W_25_T to "empty">>
<<set $I_W_26_T to "empty">>
<<set $I_W_27_T to "empty">>
<<set $I_W_28_T to "empty">>
<<set $I_W_29_T to "empty">>
<<set $I_W_30_T to "empty">>
<<set $I_W_1_D to "empty">>
<<set $I_W_2_D to "empty">>
<<set $I_W_3_D to "empty">>
<<set $I_W_4_D to "empty">>
<<set $I_W_5_D to "empty">>
<<set $I_W_6_D to "empty">>
<<set $I_W_7_D to "empty">>
<<set $I_W_8_D to "empty">>
<<set $I_W_9_D to "empty">>
<<set $I_W_10_D to "empty">>
<<set $I_W_11_D to "empty">>
<<set $I_W_12_D to "empty">>
<<set $I_W_13_D to "empty">>
<<set $I_W_14_D to "empty">>
<<set $I_W_15_D to "empty">>
<<set $I_W_16_D to "empty">>
<<set $I_W_17_D to "empty">>
<<set $I_W_18_D to "empty">>
<<set $I_W_19_D to "empty">>
<<set $I_W_20_D to "empty">>
<<set $I_W_21_D to "empty">>
<<set $I_W_22_D to "empty">>
<<set $I_W_23_D to "empty">>
<<set $I_W_24_D to "empty">>
<<set $I_W_25_D to "empty">>
<<set $I_W_26_D to "empty">>
<<set $I_W_27_D to "empty">>
<<set $I_W_28_D to "empty">>
<<set $I_W_29_D to "empty">>
<<set $I_W_30_D to "empty">>
<<set $I_W_1_N to 0>>
<<set $I_W_2_N to 0>>
<<set $I_W_3_N to 0>>
<<set $I_W_4_N to 0>>
<<set $I_W_5_N to 0>>
<<set $I_W_6_N to 0>>
<<set $I_W_7_N to 0>>
<<set $I_W_8_N to 0>>
<<set $I_W_9_N to 0>>
<<set $I_W_10_N to 0>>
<<set $I_W_11_N to 0>>
<<set $I_W_12_N to 0>>
<<set $I_W_13_N to 0>>
<<set $I_W_14_N to 0>>
<<set $I_W_15_N to 0>>
<<set $I_W_16_N to 0>>
<<set $I_W_17_N to 0>>
<<set $I_W_18_N to 0>>
<<set $I_W_19_N to 0>>
<<set $I_W_20_N to 0>>
<<set $I_W_21_N to 0>>
<<set $I_W_22_N to 0>>
<<set $I_W_23_N to 0>>
<<set $I_W_24_N to 0>>
<<set $I_W_25_N to 0>>
<<set $I_W_26_N to 0>>
<<set $I_W_27_N to 0>>
<<set $I_W_28_N to 0>>
<<set $I_W_29_N to 0>>
<<set $I_W_30_N to 0>>
<<set $I_SW_E to "https://i.imgur.com/6gEEe6Z.png">>
<<set $I_SW_1 to "empty">>
<<set $I_SW_2 to "empty">>
<<set $I_SW_3 to "empty">>
<<set $I_SW_4 to "empty">>
<<set $I_SW_5 to "empty">>
<<set $I_SW_6 to "empty">>
<<set $I_SW_7 to "empty">>
<<set $I_SW_8 to "empty">>
<<set $I_SW_9 to "empty">>
<<set $I_SW_10 to "empty">>
<<set $I_SW_11 to "empty">>
<<set $I_SW_12 to "empty">>
<<set $I_SW_13 to "empty">>
<<set $I_SW_14 to "empty">>
<<set $I_SW_15 to "empty">>
<<set $I_SW_16 to "empty">>
<<set $I_SW_17 to "empty">>
<<set $I_SW_18 to "empty">>
<<set $I_SW_19 to "empty">>
<<set $I_SW_20 to "empty">>
<<set $I_SW_21 to "empty">>
<<set $I_SW_22 to "empty">>
<<set $I_SW_23 to "empty">>
<<set $I_SW_24 to "empty">>
<<set $I_SW_25 to "empty">>
<<set $I_SW_26 to "empty">>
<<set $I_SW_27 to "empty">>
<<set $I_SW_28 to "empty">>
<<set $I_SW_29 to "empty">>
<<set $I_SW_30 to "empty">>
<<set $I_A_E to "https://i.imgur.com/rltAKN7.png">>
<<set $I_A_1 to "empty">>
<<set $I_A_2 to "empty">>
<<set $I_A_3 to "empty">>
<<set $I_A_4 to "empty">>
<<set $I_A_5 to "empty">>
<<set $I_A_6 to "empty">>
<<set $I_A_7 to "empty">>
<<set $I_A_8 to "empty">>
<<set $I_A_9 to "empty">>
<<set $I_A_10 to "empty">>
<<set $I_A_11 to "empty">>
<<set $I_A_12 to "empty">>
<<set $I_A_13 to "empty">>
<<set $I_A_14 to "empty">>
<<set $I_A_15 to "empty">>
<<set $I_A_16 to "empty">>
<<set $I_A_17 to "empty">>
<<set $I_A_18 to "empty">>
<<set $I_A_19 to "empty">>
<<set $I_A_20 to "empty">>
<<set $I_A_21 to "empty">>
<<set $I_A_22 to "empty">>
<<set $I_A_23 to "empty">>
<<set $I_A_24 to "empty">>
<<set $I_A_25 to "empty">>
<<set $I_A_26 to "empty">>
<<set $I_A_27 to "empty">>
<<set $I_A_28 to "empty">>
<<set $I_A_29 to "empty">>
<<set $I_A_30 to "empty">>
<<set $I_CL_E to "https://i.imgur.com/PZj95Xu.png">>
<<set $I_CL_1 to "empty">>
<<set $I_CL_2 to "empty">>
<<set $I_CL_3 to "empty">>
<<set $I_CL_4 to "empty">>
<<set $I_CL_5 to "empty">>
<<set $I_CL_6 to "empty">>
<<set $I_CL_7 to "empty">>
<<set $I_CL_8 to "empty">>
<<set $I_CL_9 to "empty">>
<<set $I_CL_10 to "empty">>
<<set $I_CL_11 to "empty">>
<<set $I_CL_12 to "empty">>
<<set $I_CL_13 to "empty">>
<<set $I_CL_14 to "empty">>
<<set $I_CL_15 to "empty">>
<<set $I_CL_16 to "empty">>
<<set $I_CL_17 to "empty">>
<<set $I_CL_18 to "empty">>
<<set $I_CL_19 to "empty">>
<<set $I_CL_20 to "empty">>
<<set $I_CL_21 to "empty">>
<<set $I_CL_22 to "empty">>
<<set $I_CL_23 to "empty">>
<<set $I_CL_24 to "empty">>
<<set $I_CL_25 to "empty">>
<<set $I_CL_26 to "empty">>
<<set $I_CL_27 to "empty">>
<<set $I_CL_28 to "empty">>
<<set $I_CL_29 to "empty">>
<<set $I_CL_30 to "empty">>
<<set $I_AC_E to "https://i.imgur.com/ZflqkFf.png">>
<<set $I_AC_1 to "empty">>
<<set $I_AC_2 to "empty">>
<<set $I_AC_3 to "empty">>
<<set $I_AC_4 to "empty">>
<<set $I_AC_5 to "empty">>
<<set $I_AC_6 to "empty">>
<<set $I_AC_7 to "empty">>
<<set $I_AC_8 to "empty">>
<<set $I_AC_9 to "empty">>
<<set $I_AC_10 to "empty">>
<<set $I_AC_11 to "empty">>
<<set $I_AC_12 to "empty">>
<<set $I_AC_13 to "empty">>
<<set $I_AC_14 to "empty">>
<<set $I_AC_15 to "empty">>
<<set $I_AC_16 to "empty">>
<<set $I_AC_17 to "empty">>
<<set $I_AC_18 to "empty">>
<<set $I_AC_19 to "empty">>
<<set $I_AC_20 to "empty">>
<<set $I_AC_21 to "empty">>
<<set $I_AC_22 to "empty">>
<<set $I_AC_23 to "empty">>
<<set $I_AC_24 to "empty">>
<<set $I_AC_25 to "empty">>
<<set $I_AC_26 to "empty">>
<<set $I_AC_27 to "empty">>
<<set $I_AC_28 to "empty">>
<<set $I_AC_29 to "empty">>
<<set $I_AC_30 to "empty">>
<<set $I_C_E to "https://i.imgur.com/WH9m8e8.png">>
<<set $I_C_1 to "empty">>
<<set $I_C_2 to "empty">>
<<set $I_C_3 to "empty">>
<<set $I_C_4 to "empty">>
<<set $I_C_5 to "empty">>
<<set $I_C_6 to "empty">>
<<set $I_C_7 to "empty">>
<<set $I_C_8 to "empty">>
<<set $I_C_9 to "empty">>
<<set $I_C_10 to "empty">>
<<set $I_C_11 to "empty">>
<<set $I_C_12 to "empty">>
<<set $I_C_13 to "empty">>
<<set $I_C_14 to "empty">>
<<set $I_C_15 to "empty">>
<<set $I_C_16 to "empty">>
<<set $I_C_17 to "empty">>
<<set $I_C_18 to "empty">>
<<set $I_C_19 to "empty">>
<<set $I_C_20 to "empty">>
<<set $I_C_21 to "empty">>
<<set $I_C_22 to "empty">>
<<set $I_C_23 to "empty">>
<<set $I_C_24 to "empty">>
<<set $I_C_25 to "empty">>
<<set $I_C_26 to "empty">>
<<set $I_C_27 to "empty">>
<<set $I_C_28 to "empty">>
<<set $I_C_29 to "empty">>
<<set $I_C_30 to "empty">>
<<set $I_C_1_S to 0>>
<<set $I_C_2_S to 0>>
<<set $I_C_3_S to 0>>
<<set $I_C_4_S to 0>>
<<set $I_C_5_S to 0>>
<<set $I_C_6_S to 0>>
<<set $I_C_7_S to 0>>
<<set $I_C_8_S to 0>>
<<set $I_C_9_S to 0>>
<<set $I_C_10_S to 0>>
<<set $I_C_11_S to 0>>
<<set $I_C_12_S to 0>>
<<set $I_C_13_S to 0>>
<<set $I_C_14_S to 0>>
<<set $I_C_15_S to 0>>
<<set $I_C_16_S to 0>>
<<set $I_C_17_S to 0>>
<<set $I_C_18_S to 0>>
<<set $I_C_19_S to 0>>
<<set $I_C_20_S to 0>>
<<set $I_C_21_S to 0>>
<<set $I_C_22_S to 0>>
<<set $I_C_23_S to 0>>
<<set $I_C_24_S to 0>>
<<set $I_C_25_S to 0>>
<<set $I_C_26_S to 0>>
<<set $I_C_27_S to 0>>
<<set $I_C_28_S to 0>>
<<set $I_C_29_S to 0>>
<<set $I_C_30_S to 0>>
<<set $I_K_E to "https://i.imgur.com/UZiMRCQ.png">>
<<set $I_K_1 to "empty">>
<<set $I_K_2 to "empty">>
<<set $I_K_3 to "empty">>
<<set $I_K_4 to "empty">>
<<set $I_K_5 to "empty">>
<<set $I_K_6 to "empty">>
<<set $I_K_7 to "empty">>
<<set $I_K_8 to "empty">>
<<set $I_K_9 to "empty">>
<<set $I_K_10 to "empty">>
<<set $I_K_11 to "empty">>
<<set $I_K_12 to "empty">>
<<set $I_K_13 to "empty">>
<<set $I_K_14 to "empty">>
<<set $I_K_15 to "empty">>
<<set $I_K_16 to "empty">>
<<set $I_K_17 to "empty">>
<<set $I_K_18 to "empty">>
<<set $I_K_19 to "empty">>
<<set $I_K_20 to "empty">>
<<set $I_K_21 to "empty">>
<<set $I_K_22 to "empty">>
<<set $I_K_23 to "empty">>
<<set $I_K_24 to "empty">>
<<set $I_K_25 to "empty">>
<<set $I_K_26 to "empty">>
<<set $I_K_27 to "empty">>
<<set $I_K_28 to "empty">>
<<set $I_K_29 to "empty">>
<<set $I_K_30 to "empty">>
<<nobr>>
<<if $inventory_pane is "weapon" or $inventory_pane is "weapon2" or $inventory_pane is "weapon3">>
<<if $inventory_page lte 0 or $inventory_page is 3>><<set $inventory_pane to "weapon3">><<set $inventory_page to 3>>
<<elseif $inventory_page is 2>><<set $inventory_pane to "weapon2">>
<<elseif $inventory_page gte 4 or $inventory_page is 1>><<set $inventory_pane to "weapon">><<set $inventory_page to 1>>
<</if>>
<</if>>
<<if $inventory_pane is "armour" or $inventory_pane is "armour2" or $inventory_pane is "armour3">>
<<if $inventory_page lte 0 or $inventory_page is 3>><<set $inventory_pane to "armour3">><<set $inventory_page to 3>>
<<elseif $inventory_page is 2>><<set $inventory_pane to "armour2">>
<<elseif $inventory_page gte 4 or $inventory_page is 1>><<set $inventory_pane to "armour">><<set $inventory_page to 1>>
<</if>>
<</if>>
<<if $inventory_pane is "consumable" or $inventory_pane is "consumable2" or $inventory_pane is "consumable3">>
<<if $inventory_page lte 0 or $inventory_page is 3>><<set $inventory_pane to "consumable3">><<set $inventory_page to 3>>
<<elseif $inventory_page is 2>><<set $inventory_pane to "consumable2">>
<<elseif $inventory_page gte 4 or $inventory_page is 1>><<set $inventory_pane to "consumable">><<set $inventory_page to 1>>
<</if>>
<</if>>
<<if $inventory_pane is "key" or $inventory_pane is "key2" or $inventory_pane is "key3">>
<<if $inventory_page lte 0 or $inventory_page is 3>><<set $inventory_pane to "key3">><<set $inventory_page to 3>>
<<elseif $inventory_page is 2>><<set $inventory_pane to "key2">>
<<elseif $inventory_page gte 4 or $inventory_page is 1>><<set $inventory_pane to "key">><<set $inventory_page to 1>>
<</if>>
<</if>>
<<if $inventory_pane is "subweapon" or $inventory_pane is "subweapon2" or $inventory_pane is "subweapon3">>
<<if $inventory_page lte 0 or $inventory_page is 2>><<set $inventory_pane to "subweapon2">><<set $inventory_page to 2>>
<<elseif $inventory_page gte 3 or $inventory_page is 1>><<set $inventory_pane to "subweapon">><<set $inventory_page to 1>>
<</if>>
<</if>>
<<if $inventory_pane is "clothing" or $inventory_pane is "clothing2" or $inventory_pane is "clothing3">>
<<if $inventory_page lte 0 or $inventory_page is 2>><<set $inventory_pane to "clothing2">><<set $inventory_page to 2>>
<<elseif $inventory_page gte 3 or $inventory_page is 1>><<set $inventory_pane to "clothing">><<set $inventory_page to 1>>
<</if>>
<</if>>
<<if $inventory_pane is "accessory" or $inventory_pane is "accessory2" or $inventory_pane is "accessory3">>
<<if $inventory_page lte 0 or $inventory_page is 2>><<set $inventory_pane to "accessory2">><<set $inventory_page to 2>>
<<elseif $inventory_page gte 3 or $inventory_page is 1>><<set $inventory_pane to "accessory">><<set $inventory_page to 1>>
<</if>>
<</if>>
<</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Weapon Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_W_11 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_11]]>><<set $whichNo to $I_W_11_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_11_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_12 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_12]]>><<set $whichNo to $I_W_12_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_12_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_13 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_13]]>><<set $whichNo to $I_W_13_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_13_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_14 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_14]]>><<set $whichNo to $I_W_14_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_14_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_15 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_15]]>><<set $whichNo to $I_W_15_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_15_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Weapon4Div"><<if $I_W_16 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_16]]>><<set $whichNo to $I_W_16_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_16_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_17 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_17]]>><<set $whichNo to $I_W_17_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_17_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_18 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_18]]>><<set $whichNo to $I_W_18_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_18_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_19 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_19]]>><<set $whichNo to $I_W_19_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_19_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_20 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_20]]>><<set $whichNo to $I_W_20_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_20_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Weapon Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_W_21 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_21]]>><<set $whichNo to $I_W_21_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_21_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_22 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_22]]>><<set $whichNo to $I_W_22_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_22_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_23 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_23]]>><<set $whichNo to $I_W_23_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_23_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_24 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_24]]>><<set $whichNo to $I_W_24_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_24_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_25 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_25]]>><<set $whichNo to $I_W_25_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_25_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Weapon6Div"><<if $I_W_26 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_26]]>><<set $whichNo to $I_W_26_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_26_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_27 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_27]]>><<set $whichNo to $I_W_27_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_27_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_28 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_28]]>><<set $whichNo to $I_W_28_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_28_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_29 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_29]]>><<set $whichNo to $I_W_29_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_29_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_W_30 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_30]]>><<set $whichNo to $I_W_30_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_30_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Armour Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_A_11 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_11]]>><<set $whichNo to $I_A_11_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_11_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_12 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_12]]>><<set $whichNo to $I_A_12_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_12_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_13 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_13]]>><<set $whichNo to $I_A_13_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_13_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_14 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_14]]>><<set $whichNo to $I_A_14_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_14_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_15 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_15]]>><<set $whichNo to $I_A_15_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_15_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Armour4Div"><<if $I_A_16 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_16]]>><<set $whichNo to $I_A_16_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_16_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_17 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_17]]>><<set $whichNo to $I_A_17_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_17_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_18 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_18]]>><<set $whichNo to $I_A_18_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_18_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_19 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_19]]>><<set $whichNo to $I_A_19_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_19_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_20 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_20]]>><<set $whichNo to $I_A_20_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_20_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Armour Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_A_21 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_21]]>><<set $whichNo to $I_A_21_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_21_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_22 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_22]]>><<set $whichNo to $I_A_22_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_22_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_23 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_23]]>><<set $whichNo to $I_A_23_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_23_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_24 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_24]]>><<set $whichNo to $I_A_24_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_24_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_25 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_25]]>><<set $whichNo to $I_A_25_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_25_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Armour6Div"><<if $I_A_26 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_26]]>><<set $whichNo to $I_A_26_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_26_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_27 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_27]]>><<set $whichNo to $I_A_27_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_27_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_28 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_28]]>><<set $whichNo to $I_A_28_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_28_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_29 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_29]]>><<set $whichNo to $I_A_29_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_29_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_A_30 is "empty">><<link [img[$I_A_E]]>><</link>><<else>><<mouseover>><<link [img[$I_A_30]]>><<set $whichNo to $I_A_30_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_A_30_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Consumables Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_C_1 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_1]]>><<set $whichNo to $I_C_1_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_1_T>>:<<=$I_C_1_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI1Div"><<if $I_C_1_S is 0>><<else>>$I_C_1_S<</if>></div><<if $I_C_2 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_2]]>><<set $whichNo to $I_C_2_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_2_T>>:<<=$I_C_2_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI2Div"><<if $I_C_2_S is 0>><<else>>$I_C_2_S<</if>></div><<if $I_C_3 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_3]]>><<set $whichNo to $I_C_3_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_3_T>>:<<=$I_C_3_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI3Div"><<if $I_C_3_S is 0>><<else>>$I_C_3_S<</if>></div><<if $I_C_4 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_4]]>><<set $whichNo to $I_C_4_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_4_T>>:<<=$I_C_4_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI4Div"><<if $I_C_4_S is 0>><<else>>$I_C_4_S<</if>></div><<if $I_C_5 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_5]]>><<set $whichNo to $I_C_5_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_5_T>>:<<=$I_C_5_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI5Div"><<if $I_C_5_S is 0>><<else>>$I_C_5_S<</if>></div>
<div class="Consumables2Div"><<if $I_C_6 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_6]]>><<set $whichNo to $I_C_6_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_6_T>>:<<=$I_C_6_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI6Div"><<if $I_C_6_S is 0>><<else>>$I_C_6_S<</if>></div><<if $I_C_7 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_7]]>><<set $whichNo to $I_C_7_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_7_T>>:<<=$I_C_7_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI7Div"><<if $I_C_7_S is 0>><<else>>$I_C_7_S<</if>></div><<if $I_C_8 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_8]]>><<set $whichNo to $I_C_8_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_8_T>>:<<=$I_C_8_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI8Div"><<if $I_C_8_S is 0>><<else>>$I_C_8_S<</if>></div><<if $I_C_9 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_9]]>><<set $whichNo to $I_C_9_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_9_T>>:<<=$I_C_9_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI9Div"><<if $I_C_9_S is 0>><<else>>$I_C_9_S<</if>></div><<if $I_C_10 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_10]]>><<set $whichNo to $I_C_10_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_10_T>>:<<=$I_C_10_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI10Div"><<if $I_C_10_S is 0>><<else>>$I_C_10_S<</if>></div></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Consumables Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_C_11 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_11]]>><<set $whichNo to $I_C_11_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_11_T>>:<<=$I_C_11_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI1Div"><<if $I_C_11_S is 0>><<else>>$I_C_11_S<</if>></div><<if $I_C_12 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_12]]>><<set $whichNo to $I_C_12_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_12_T>>:<<=$I_C_12_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI2Div"><<if $I_C_12_S is 0>><<else>>$I_C_12_S<</if>></div><<if $I_C_13 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_13]]>><<set $whichNo to $I_C_13_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_13_T>>:<<=$I_C_13_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI3Div"><<if $I_C_13_S is 0>><<else>>$I_C_13_S<</if>></div><<if $I_C_14 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_14]]>><<set $whichNo to $I_C_14_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_14_T>>:<<=$I_C_14_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI4Div"><<if $I_C_14_S is 0>><<else>>$I_C_14_S<</if>></div><<if $I_C_15 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_15]]>><<set $whichNo to $I_C_15_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_15_T>>:<<=$I_C_15_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="Consumable15Div"><<if $I_C_15_S is 0>><<else>>$I_C_15_S<</if>></div>
<div class="Consumables4Div"><<if $I_C_16 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_16]]>><<set $whichNo to $I_C_16_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_16_T>>:<<=$I_C_16_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI6Div"><<if $I_C_16_S is 0>><<else>>$I_C_16_S<</if>></div><<if $I_C_17 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_17]]>><<set $whichNo to $I_C_17_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_17_T>>:<<=$I_C_17_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI7Div"><<if $I_C_17_S is 0>><<else>>$I_C_17_S<</if>></div><<if $I_C_18 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_18]]>><<set $whichNo to $I_C_18_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_18_T>>:<<=$I_C_18_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI8Div"><<if $I_C_18_S is 0>><<else>>$I_C_18_S<</if>></div><<if $I_C_19 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_19]]>><<set $whichNo to $I_C_19_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_19_T>>:<<=$I_C_19_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI9Div"><<if $I_C_19_S is 0>><<else>>$I_C_19_S<</if>></div><<if $I_C_20 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_20]]>><<set $whichNo to $I_C_20_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_20_T>>:<<=$I_C_20_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI10Div"><<if $I_C_20_S is 0>><<else>>$I_C_20_S<</if>></div></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Consumables Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_C_21 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_21]]>><<set $whichNo to $I_C_21_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_21_T>>:<<=$I_C_21_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI1Div"><<if $I_C_21_S is 0>><<else>>$I_C_21_S<</if>></div><<if $I_C_22 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_22]]>><<set $whichNo to $I_C_22_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_22_T>>:<<=$I_C_22_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI2Div"><<if $I_C_22_S is 0>><<else>>$I_C_22_S<</if>></div><<if $I_C_23 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_23]]>><<set $whichNo to $I_C_23_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_23_T>>:<<=$I_C_23_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI3Div"><<if $I_C_23_S is 0>><<else>>$I_C_23_S<</if>></div><<if $I_C_24 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_24]]>><<set $whichNo to $I_C_24_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_24_T>>:<<=$I_C_24_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI4Div"><<if $I_C_24_S is 0>><<else>>$I_C_24_S<</if>></div><<if $I_C_25 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_25]]>><<set $whichNo to $I_C_25_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_25_T>>:<<=$I_C_25_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI5Div"><<if $I_C_25_S is 0>><<else>>$I_C_25_S<</if>></div>
<div class="Consumables6Div"><<if $I_C_26 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_26]]>><<set $whichNo to $I_C_26_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_26_T>>:<<=$I_C_26_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI6Div"><<if $I_C_26_S is 0>><<else>>$I_C_26_S<</if>></div><<if $I_C_27 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_27]]>><<set $whichNo to $I_C_27_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_27_T>>:<<=$I_C_27_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI7Div"><<if $I_C_27_S is 0>><<else>>$I_C_27_S<</if>></div><<if $I_C_28 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_28]]>><<set $whichNo to $I_C_28_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_28_T>>:<<=$I_C_28_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI8Div"><<if $I_C_28_S is 0>><<else>>$I_C_28_S<</if>></div><<if $I_C_29 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_29]]>><<set $whichNo to $I_C_29_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_29_T>>:<<=$I_C_29_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI9Div"><<if $I_C_29_S is 0>><<else>>$I_C_29_S<</if>></div><<if $I_C_30 is "empty">><<link [img[$I_C_E]]>><</link>><<else>><<mouseover>><<link [img[$I_C_30]]>><<set $whichNo to $I_C_30_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>><<= $I_C_30_T>>:<<=$I_C_30_S>><</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="ConsumableI10Div"><<if $I_C_30_S is 0>><<else>>$I_C_30_S<</if>></div></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Key Item Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_K_1 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_1]]>><<set $whichNo to $I_K_1_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_1_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_2 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_2]]>><<set $whichNo to $I_K_2_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_2_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_3 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_3]]>><<set $whichNo to $I_K_3_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_3_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_4 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_4]]>><<set $whichNo to $I_K_4_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_4_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_5 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_5]]>><<set $whichNo to $I_K_5_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_5_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="KeyItem2Div"><<if $I_K_6 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_6]]>><<set $whichNo to $I_K_6_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_6_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_7 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_7]]>><<set $whichNo to $I_K_7_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_7_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_8 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_8]]>><<set $whichNo to $I_K_8_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_8_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_9 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_9]]>><<set $whichNo to $I_K_9_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_9_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_10 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_10]]>><<set $whichNo to $I_K_10_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_10_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Key Item Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_K_11 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_11]]>><<set $whichNo to $I_K_11_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_11_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_12 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_12]]>><<set $whichNo to $I_K_12_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_12_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_13 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_13]]>><<set $whichNo to $I_K_13_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_13_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_14 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_14]]>><<set $whichNo to $I_K_14_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_14_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_15 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_15]]>><<set $whichNo to $I_K_15_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_15_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="KeyItem4Div"><<if $I_K_16 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_16]]>><<set $whichNo to $I_K_16_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_16_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_17 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_17]]>><<set $whichNo to $I_K_17_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_17_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_18 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_18]]>><<set $whichNo to $I_K_18_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_18_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_19 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_19]]>><<set $whichNo to $I_K_19_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_19_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_20 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_20]]>><<set $whichNo to $I_K_20_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_20_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Key Item Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_K_21 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_21]]>><<set $whichNo to $I_K_21_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_21_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_22 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_22]]>><<set $whichNo to $I_K_22_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_22_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_23 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_23]]>><<set $whichNo to $I_K_23_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_23_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_24 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_24]]>><<set $whichNo to $I_K_24_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_24_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_25 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_25]]>><<set $whichNo to $I_K_25_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_25_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="KeyItem6Div"><<if $I_K_26 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_26]]>><<set $whichNo to $I_K_26_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_26_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_27 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_27]]>><<set $whichNo to $I_K_27_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_27_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_28 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_28]]>><<set $whichNo to $I_K_28_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_28_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_29 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_29]]>><<set $whichNo to $I_K_29_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_29_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_K_30 is "empty">><<link [img[$I_K_E]]>><</link>><<else>><<mouseover>><<link [img[$I_K_30]]>><<set $whichNo to $I_K_30_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_K_30_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<if $I_W_31 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_31]]>><<dialog>><<include $I_W_31_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_31_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<<if $I_W_32 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_32]]>><<dialog>><<include $I_W_32_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_32_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<<if $I_W_33 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_33]]>><<dialog>><<include $I_W_33_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_33_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<<if $I_W_34 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_34]]>><<dialog>><<include $I_W_34_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_34_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<<if $I_W_35 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_35]]>><<dialog>><<include $I_W_35_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_35_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<<if $I_W_36 is "empty">><<link [img[$I_W_E]]>><</link>><<else>><<mouseover>><<link [img[$I_W_36]]>><<dialog>><<include $I_W_36_D>><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_W_36_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
This is a collection of knowledge about the people, places and things of this Galaxy.
<<nobr>>
<hrt><hr></hrt>
<</nobr>><<link "Concepts">><<dialog>><<include "Codex - Concepts">><</dialog>><</link>>
<<link "Corporations and Organizations">><<dialog>><<include "Codex - Corporations and Organizations">><</dialog>><</link>>
<<link "Monsters">><<dialog>><<include "Codex - Monsters">><</dialog>><</link>>
<<link "People">><<dialog>><<include "Codex - People">><</dialog>><</link>>
<<link "Places">><<dialog>><<include "Codex - Places">><</dialog>><</link>>
<<link "Species (Terran)">><<dialog>><<include "Codex - Species (Terran)">><</dialog>><</link>>
<<link "Species (Xeno)">><<dialog>><<include "Codex - Species (Xeno)">><</dialog>><</link>>
<<link "Technology and Magic">><<dialog>><<include "Codex - Technology and Magic">><</dialog>><</link>>
<<if $Codex_Loop is "yes">>
<<set $Codex_Loop to "no">>
<<link "Return">><<dialog>><<include $Codex_Return>><</dialog>><</link>><</if>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $encounter_mercy to 3>>
<<set $k to $Player_name>>
<<set $character[$k].class to $Player_class>>
<<set $character[$k].level to $Player_level>>
<<set $character[$k].exp_max to $Player_exp_max>>
<<set $character[$k].exp to $Player_exp>>
<<set $character[$k].hp_max to $Player_hp_max>>
<<set $character[$k].hp to $Player_hp>>
<<set $character[$k].shield_max to $Player_shield_max>>
<<set $character[$k].shield to $Player_shield>>
<<set $character[$k].focus_max to $Player_focus_max>>
<<set $character[$k].focus to $Player_focus>>
<<set $character[$k].flow_max to $Player_flow_max>>
<<set $character[$k].flow to $Player_flow>>
<<set $character[$k].glow_max to $Player_glow_max>>
<<set $character[$k].glow to $Player_glow>>
<<set $character[$k].morale_max to $Player_morale_max>>
<<set $character[$k].morale to $Player_morale>>
<<set $character[$k].gold to $Player_gold>>
<<set $character[$k].strength to $Player_strength>>
<<set $character[$k].agility to $Player_agility>>
<<set $character[$k].wits to $Player_wits>>
<<set $character[$k].location to passage()>>
<<set $character[$k].attacks to $learnedAttacks>>
<<set $character[$k].weapon to $currentWeapon>>
<<set $character[$k].w_id to $currentWeaponID>>
<<set $character[$k].subweapon to $currentSubweapon>>
<<set $character[$k].sw_id to $currentSubweaponID>>
<<set $character[$k].armour to $currentArmour>>
<<set $character[$k].a_id to $currentArmourID>>
<<set $character[$k].clothing to $currentClothing>>
<<set $character[$k].cl_id to $currentClothingID>>
<<set $character[$k].accessory to $currentAccessory>>
<<set $character[$k].ac_id to $currentAccessoryID>>
<<set $Enemy_surrender = 0>>
<<set $Player_surrender = 0>>
<<set $Player_combat = 1>>
<<set $Player_flow = $Player_flowbase>>
<<set $Player_flow = $Player_flowbase + $Player_flow_level>>
<<if $Player_perk_raging_river === 1>><<set $Player_flow = $Player_flow + 10>><</if>>
<<set $Player_shield = $Player_shield_max>>
<<if $Player_combat_testing === "yes">>
<<set $Player_hp = 99999>>
<<set $Player_hp_max = 99999>>
<<set $Player_flow = 99999>>
<<set $Player_flow_max = 99999>>
<<set $Player_glow = 99999>>
<<set $Player_glow_max = 99999>>
<<set $Player_focus = 99999>>
<<set $Player_focus_max = 99999>>
<<set $Player_morale = 100>>
<</if>>
<<set $weather_active to 0>>
<<set $Enemy_Script_1 to 1>>
<<set $Enemy_Script_2 to 1>>
<<set $Enemy_Script_3 to 1>>
<<set $Enemy_Script_4 to 1>>
<<set $Enemy_Script_5 to 1>>
<<set $Enemy_Script_6 to 1>>
<<set $Enemy_Script_7 to 1>>
<<set $Enemy_Script_8 to 1>>
<<set $Enemy_Script_9 to 1>>
<<set $Enemy_Script_10 to 1>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Grapple_Loss to "na">>
<<set $Grapple_Stage to 0>>
<<set $Grapple_Damage to 0>>
<<set $Grapple_Escape to 0>>
<<set $Player_ace_move to 1>>
<<set $Enemy_damage_type_2 to "unaspected">>
<<set $Grapple_Loss to "na">>
<<if $Player_alias is "Jaycie" or $Enemy_alias is "Amy">>
<<set $Perk_TSDK to 0>>
<</if>>
<</nobr>><<button [[↑->Zandra's Tower Top Lef]]>><</button>>
<<button [[↓->Zandra's Tower Bottom Lef]]>><</button>>
↑
@@#up;[img[https://i.imgur.com/0umtJos.png][Zandra's Tower Bottom]]@@
<<set $variable to settingthing>>
<<if $tile_up isnot "no">>@@#up;[img[https://i.imgur.com/0umtJos.png][$tile_up]]@@<<else>><img src="https://i.imgur.com/I6SRDAX.png"><</if>>
<<if $tile_left isnot "no">><<link [img["https://i.imgur.com/zKUZmEJ.png"][$tile_left]]>><</link>><<else>><img src="https://i.imgur.com/ZOu2D3h.png"><</if>><<if $tile_down isnot "no">><<link [img["https://i.imgur.com/593R7oY.png"][$tile_down]]>><</link>><<else>><img src="https://i.imgur.com/Jzf9f3u.png"><</if>><<if $tile_right isnot "no">><<link [img["https://i.imgur.com/4cXsRCs.png"][$tile_right]]>><</link>><<else>><img src="https://i.imgur.com/iYv4i2t.png"><</if>>
// Begin Inventory Macros
// Original macros by F2Andy: http://strugglingwithtwine.blogspot.ca/2014/03/handling-inventory.html
//
// Instructions:
//
// 1. In a passage, check if there's an item in the inventory...
// ...if not, give the user the option to link to a passage that adds it to inventory:
// <<if $inventory.indexOf("An Unsigned Note") == -1>>There is a note here. [[Pick up the note.]]<<endif>>
//
// 2. In a passage, check if there's an item in the inventory..
// ...if so, give the user a choice to progress to a new passage:
// <<if $inventory.indexOf("The Golden Key") != -1>>[[Unlock the door.]]<<endif>>
//
// 3. To add an "Inventory" link in your sidebar menu, create a passage named "StoryMenu".
// In it, create a link to your inventory's passage: [[Inventory]] or [[Backpack]], for example.
// Create a passage named "Inventory", and in it, write something like the following:
// <<if $inventory.length == 0>>You are not carrying anything.<<else>>You are carrying:
// <<invWithLinks>> <<endif>>
// <<back>>
// A helper function for the following macros.
window.getInv = function() {
return state.active.variables.inventory;
}
// Starts your inventory. You need to call this once at the start of your game in order to make the inventory work.
// Usage: Place <<initInv>> in your StoryInit passage. Don't have a StoryInit passage? Make one.
macros.initInv = {
handler: function(place, macroName, params, parser) {
state.active.variables.inventory = [];
}
};
// Add an item to your inventory:
// Usage: <<addToInv rock>> or <<addToInv "a smooth rock">>
macros.addToInv = {
handler: function(place, macroName, params, parser) {
if (params.length == 0) {
throwError(place, "<<" + macroName + ">>: no parameters given");
return;
}
if (state.active.variables.inventory.indexOf(params[0]) == -1) {
state.active.variables.inventory.push(params[0]);
}
}
};
// Removes an item from your inventory
// Usage: <<removeFromInv rock>> or <<removeFromInv "a smooth rock">>
macros.removeFromInv = {
handler: function(place, macroName, params, parser) {
if (params.length == 0) {
throwError(place, "<<" + macroName + ">>: no parameters given");
return;
}
var index = state.active.variables.inventory.indexOf(params[0]);
if (index != -1) {
state.active.variables.inventory.splice(index, 1);
}
}
};
// Display the inventory as a list: Rock, Paper, Scissors
// This can go in any passage, but the best spot would be your [[Inventory]] passage.
// Usage: <<inv>>
macros.inv = {
handler: function(place, macroName, params, parser) {
if (state.active.variables.inventory.length == 0) {
new Wikifier(place, 'nothing');
} else {
new Wikifier(place, state.active.variables.inventory.join(','));
}
}
};
// Display the inventory as a series of links to passages with the same names.
// This can go in any passage, but the best spot would be your [[Inventory]] passage.
// Usage: <<invWithLinks>>
// If those passages don't exist, the links will be broken.
// There is a line break after every item in the inventory.
macros.invWithLinks = {
handler: function(place, macroName, params, parser) {
if (state.active.variables.inventory.length == 0) {
new Wikifier(place, 'nothing');
} else {
new Wikifier(place, '[[' + state.active.variables.inventory.join(']] <<print $pig_amount>> <br>[[') + ']]');
}
}
};
// Empty the inventory entirely.
// Note: This is not like "dropping" an object; they are not added to the current room/passage. It just erases them all entirely.
// Usage: <<emptyInv>>
macros.emptyInv = {
handler: function(place, macroName, params, parser) {
state.active.variables.inventory = []
}
};
// End Inventory Macros<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "pageNameHere">>
Whenever adjusting $Player_shield_max, set $Fake_shield_max to $Player_shield_max + 0.0001
<<set $Player_basic_attack_taunts = [ "", "", "" ]>>
<<elseif $Player_weapon_main_archetype is "placeholder">>
<<set $Player_attack_taunts = [ "" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<set $Player_dice to dice('1d20')>>
<<link 'Pick up a Zipper Arm Cannon.'>>
<<set $I_W_Temp to "https://i.imgur.com/qLagmnQ.png">>
<<set $I_W_D_Temp to "Zipper Arm Cannon">>
<<set $I_W_T_Temp to "Zipper Arm Cannon">>
<<include "Pickup Weapon">>
<<if $Inventory_w_full is 1>>
<<dialog>>$Player_alias cannot carry any more main weapons!<</dialog>>
<<else>>
<<set $Zipper_Arm_Cannon_Position to $I_W_P>>
<</if>>
<</link>>
' <---- this turns into a ', to be used when i need one in a string
" <---- this turns into a "
Removing a Key Item from inventory:
<<for _Key, _property range $Inventory>>
<<if $Inventory[_Key].internal is "Wine_Bottle_Tempranillo">>
<<link "Throw the bottle of Tempranillo at the door" "Throw Wine">>
<<set $HW_Wine to "Tempranillo">>
<<set $whichNo to $Inventory[_Key].id>>
<<set $move_letter to $Inventory[_Key].type_id>>
<<set $Remove_Position to State.variables.Inventory["n" + $whichNo].position>>
<<set State.variables["I_" + $move_letter + "_" + $Remove_Position] to "empty">>
<<run delete State.variables.Inventory["n" + $whichNo]>>
<</link>>
<</if>>
<</for>><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
Mio's sensors blaze in half a dozen different ways at once! An ominous gurgling, the rapid approach of displaced heat and organic life signs... and a distinct rumbling from below. The evasive action comes swiftly - a quick blast from the soles of her armoured feet sends her into a quick backstep, sparks flying from the tiles upon which the metal scrapes. A split second later and she might have found herself glued to the ceiling; the floor tile before her erupts in a geyser of translucent purple muck, filtering the flickering facility lights beyond it through a veil of violet as the shapeless mass slaps wetly to the ground like an impassable barricade, wall-to-wall. Having well-secured her attention, the small grooved sphere within the dark recesses of the living slime begins to swirl, the rippling sludge pulling inwards to form a loose 'pile' before Mio's eyes, rudimentary tentacles forming in every direction upon its body. It's time to fight...
<div align='center' style='font-size: 150%;'><b>The Slipperiest Slope...
<span style="color:#baa2fc">The Glob!</span></b>
<<nobr>>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Glob">>
<<set $Enemy_level = 0>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 40>>
<<set $Enemy_hp = 40>>
<<set $Enemy_strength = 1>>
<<set $Enemy_agility = 1>>
<<set $Enemy_intelligence = 1>>
<<set $Enemy_toughness = 4>>
<<set $Enemy_strength_total = 1>>
<<set $Enemy_agility_total = 1>>
<<set $Enemy_intelligence_total = 1>>
<<set $Enemy_toughness_total = 3>>
<<set $Enemy_attack = 2>>
<<set $Enemy_accuracy_base = 2>>
<<set $Enemy_dodge = 4>>
<<set $Enemy_morale_bonus to -10>>
<<set $Enemy_alias = "Glob">>
<<set $Enemy_Article = "The Glob">>
<<set $Enemy_article = "the Glob">>
<<set $Enemy_class = "Aggravated Amoeba">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "resist">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "weak">>
<<set $Enemy_poison = "resist">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "resist">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "resist">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Glob_Experience is 0>>
<<set $Player_Glob_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Average">>
<<set $Enemy_agility_rating to "Sluggish">>
<<set $Enemy_wits_rating to "Dim">>
<<set $Enemy_toughness_rating to "Durable">>
<<set $Enemy_strength_guess to "Average(?)">>
<<set $Enemy_agility_guess to "Sluggish(?)">>
<<set $Enemy_wits_guess to "Dim(?)">>
<<set $Enemy_toughness_guess to "Squishy(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_energy = "weak">>
<<set $Enemy_hp_max = 45>>
<<set $Enemy_hp = 45>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = 50>>
<<set $Enemy_hp = 50>>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<<include "Combat Activate Combat Mode">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<nobr>>
<<set $Player_used_item to 0>>
<<set $Player_turn to 1>>
<<set $Player_item_block to 0>>
<<if $Player_charging gte 1>>
<<if $Enemy_alias is "Amy">>
<<if $Player_alias is "Helen">>
<<set $attack to "Lightning_Spear">>
<<else>>
<<if $currentWeapon is "Crystal">>
<<set $attack to "Wide_Cleave">>
<<else>>
<<set $attack to "Groovy">>
<</if>>
<</if>>
<</if>>
<<include "Special Attack Base">>
<<else>>
<<set $Player_defend_defence to 0>>
<<set $Enemy_defend_defence to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Player_long_dodge_bonus to 0>>
<<set $Player_holy_armour_bonus to 0>>
<<set $Actual_damage_type to "unaspected">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_attack_type to "unaspected">>
<<set $hit_chance_weapon to $Player_weapon_main_accuracy_bonus>>
<<if $Player_disabled lte 0>>
@@#a;[[Attack->Combat Basic Attack]]@@ <span style="color:#AB92D3">(<b>A</b>)</span> -- Perform a basic attack with equipped main weapon (or fists)
<<if $currentWeapon isnot "bare hands">>
<<set $hit_chance_weapon to $Player_weapon_main_accuracy_bonus>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<else>>
<<set $hit_chance_weapon to 0>>
<<set $Actual_attack_type to "Forceful">>
<<include "HitChance">> - <b>$chancehit% To Hit.</b>
<</if>>
<<else>>
<s>Attack</s> -- Can't perform Basic Attacks whilst Disabled!
<</if>>
<br>
<<if $Player_silenced lte 0>>
@@#s;<<link "Special Attacks" "Combat Special Attack Menu">><</link>>@@ <span style="color:#AB92D3">(<b>S</b>)</span> -- Open the Special Attacks menu to access Weapon, Class and Learned moves.
<<else>>
<s>Special Attack</s> -- Can't perform Special Attacks whilst Silenced!
<</if>>
<br>
<<if $Player_context_move > 0>>
@@#c;[[Context Moves->Combat Context Moves Menu]]@@ <span style="color:#AB92D3">(<b>C</b>)</span> -- Perform actions contextual to this fight.
<<else>>
<s>Context Moves</s> -- No Context Moves are applicable to this fight.
<</if>>
<br>
/*
<<if $Player_ace_move is 1 and $Player_ace_moves_known gte 1>>
@@#u;[[Ace Moves->Combat Ace Move Menu]]@@ <span style="color:#AB92D3">(<b>U</b>)</span> -- Perform a powerful once-per-fight move as a Free Action.
<<else>>
<s>Ace Moves</s> -- Either an Ace Move has already been used, or none are learned!
<</if>>
<br>*/
@@#d;[[Defend->Combat Defend]]@@ <span style="color:#AB92D3">(<b>D</b>)</span> -- End the turn immediately with a high defence boost.
<br>
@@#e;[[Examine->Combat Examine]]@@ <span style="color:#AB92D3">(<b>E</b>)</span> -- Examine the enemy more closely. This does not end the turn.
<br>
/*<<if $Enemy_morale lte 0>>
@@#p;[[Spare->Combat Spare]]@@ <span style="color:#AB92D3">(<b>P</b>)</span> -- End the combat peacefully.@@
<<else>>
<s>Spare</s> -- The enemy still has Morale remaining!
<</if>>
<br>*/
[[Surrender->Combat Surrender]] -- Immediately lose this fight without taking further combat damage. Requires confirmation.
<br>
/*<<if $Player_glued lte 0>>
@@#f;[[Flee->Combat Flee]]@@ <span style="color:#AB92D3">(<b>F</b>)</span> -- Attempt to escape! Gets easier with every attempt!
<<else>>
<s>Flee</s> -- Can't attempt to flee whilst Glued!
<</if>>
<br>*/<br>
<<include "Player Turn Taunt Blurbs">>
<br><br>
<success><<if $Player_offence_pod > 0>>$Player_alias has an active Offence Pod! It will remain active for $Player_offence_pod more turns.
<br><</if>><<if $Player_nurse_pod > 0>>$Player_alias has an active Nurse Pod! It will remain active for $Player_nurse_pod more turns.
<br><</if>><<if $Player_regen > 0>>$Player_alias has active regen! It will remain in effect for $Player_regen more turns.
<br><</if>></success>
<fail><<if $Player_poisoned > 0>>$Player_alias is poisoned! It should wear off in $Player_poisoned more turns.
<br><</if>><<if $Player_burned > 0>>$Player_alias is burning! It should wear off in $Player_burned more turns.
<br><</if>><<if $Player_bleeding > 0>>$Player_alias is bleeding! It should wear off in $Player_bleeding more turns.
<br><</if>><<if $Player_drained > 0>>$Player_alias is drained! It should wear off in $Player_drained more turns.
<br><</if>><<if $Player_charmed > 0>>$Player_alias is charmed! It should wear off in $Player_charmed more turns.
<br><</if>><<if $Player_silenced > 0>>$Player_alias is silenced! It should wear off in $Player_silenced more turns.
<br><</if>><<if $Player_glued > 0>>$Player_alias is glued! It should wear off in $Player_glued more turns.
<br><</if>><<if $Player_disabled > 0>>$Player_alias is disabled! It should wear off in $Player_disabled more turns.
<br><</if>><<if $Player_blinded > 0>>$Player_alias is blinded! It should wear off in $Player_blinded more turns.
<br><</if>><<if $Player_soft > 0>>$Player_alias is softened! It should wear off in $Player_soft more turns.
<br><</if>><<if $Player_cursed > 0>>$Player_alias is cursed! It should wear off in $Player_cursed more turns.
<br><</if>><<if $Player_chilled > 0>>$Player_alias is chilled! It should wear off in $Player_chilled more turns.
<br><</if>><<if $Player_clot > 0>>$Player_alias is clotted! It should wear off in $Player_clot more turns.
<br><</if>><<if $Player_oiled > 0>>$Player_alias is oiled! It should wear off in $Player_oiled more turns.
<br><</if>><<if $Player_soaked > 0>>$Player_alias is soaked! It should wear off in $Player_soaked more turns.
<br><</if>><<if $Player_infirm > 0>>$Player_alias is infirm! It should wear off in $Player_infirm more turns.
<br><</if>><<if $Player_concussed > 0>>$Player_alias is concussed! It should wear off in $Player_concussed more turns.
<br><</if>><<if $Player_choking > 0>>$Player_alias is choking! It should wear off in $Player_choking more turns.
<br><</if>><<if $Player_drowning > 0>>$Player_alias is drowning! It should wear off in $Player_drowning more turns.
<br><</if>><<if $Player_bogged_down > 0>>$Player_alias is bogged down! It should wear off in $Player_bogged_down more turns.
<br><</if>><<if $Player_paralyzed > 0>>$Player_alias is paralyzed! It should wear off in $Player_paralyzed more turns.
<br><</if>><<if $Player_confused > 0>>$Player_alias is confused! It should wear off in $Player_confused more turns.
<br><</if>><<if $Player_petrified > 0>>$Player_alias is petrified! It should wear off in $Player_petrified more turns.
<br><</if>><<if $Player_frozen > 0>>$Player_alias is frozen! It should wear off in $Player_frozen more turns.
<br><</if>></fail>
<fail><<if $Enemy_offence_pod > 0>>$Enemy_Article has an active Offence Pod! It will remain active for $Enemy_offence_pod more turns.
<br><</if>><<if $Enemy_nurse_pod > 0>>$Enemy_Article has an active Nurse Pod! It will remain active for $Enemy_nurse_pod more turns.
<br><</if>><<if $Enemy_regen > 0>>$Enemy_Article has active regen! It will remain in effect for $Enemy_regen more turns.
<br><</if>></fail><success><<if $Enemy_poisoned > 0>>$Enemy_Article is poisoned! It should wear off in $Enemy_poisoned more turns.
<br><</if>><<if $Enemy_burned > 0>>$Enemy_Article is burning! It should wear off in $Enemy_burned more turns.
<br><</if>><<if $Enemy_bleeding > 0>>$Enemy_Article is bleeding! It should wear off in $Enemy_bleeding more turns.
<br><</if>><<if $Enemy_drained > 0>>$Enemy_Article is drained! It should wear off in $Enemy_drained more turns.
<br><</if>><<if $Enemy_charmed > 0>>$Enemy_Article is charmed! It should wear off in $Enemy_charmed more turns.
<br><</if>><<if $Enemy_silenced > 0>>$Enemy_Article is silenced! It should wear off in $Enemy_silenced more turns.
<br><</if>><<if $Enemy_glued > 0>>$Enemy_Article is glued! It should wear off in $Enemy_glued more turns.
<br><</if>><<if $Enemy_disabled > 0>>$Enemy_Article is disabled! It should wear off in $Enemy_disabled more turns.
<br><</if>><<if $Enemy_blinded > 0>>$Enemy_Article is blinded! It should wear off in $Enemy_blinded more turns.
<br><</if>><<if $Enemy_soft > 0>>$Enemy_Article is softened! It should wear off in $Enemy_soft more turns.
<br><</if>><<if $Enemy_cursed > 0>>$Enemy_Article is cursed! It should wear off in $Enemy_cursed more turns.
<br><</if>><<if $Enemy_chilled > 0>>$Enemy_Article is chilled! It should wear off in $Enemy_chilled more turns.
<br><</if>><<if $Enemy_clot > 0>>$Enemy_Article is clotted! It should wear off in $Enemy_clot more turns.
<br><</if>><<if $Enemy_oiled > 0>>$Enemy_Article is oiled! It should wear off in $Enemy_oiled more turns.
<br><</if>><<if $Enemy_soaked > 0>>$Enemy_Article is soaked! It should wear off in $Enemy_soaked more turns.
<br><</if>><<if $Enemy_infirm > 0>>$Enemy_Article is infirm! It should wear off in $Enemy_infirm more turns.
<br><</if>><<if $Enemy_concussed > 0>>$Enemy_Article is concussed! It should wear off in $Enemy_concussed more turns.
<br><</if>><<if $Enemy_choking > 0>>$Enemy_Article is choking! It should wear off in $Enemy_choking more turns.
<br><</if>><<if $Enemy_drowning > 0>>$Enemy_Article is drowning! It should wear off in $Enemy_drowning more turns.
<br><</if>><<if $Enemy_bogged_down > 0>>$Enemy_Article is bogged down! It should wear off in $Enemy_bogged_down more turns.
<br><</if>><<if $Enemy_paralyzed > 0>>$Enemy_Article is paralyzed! It should wear off in $Enemy_paralyzed more turns.
<br><</if>><<if $Enemy_confused > 0>>$Enemy_Article is confused! It should wear off in $Enemy_confused more turns.
<br><</if>><<if $Enemy_petrified > 0>>$Enemy_Article is petrified! It should wear off in $Enemy_petrified more turns.
<br><</if>><<if $Enemy_frozen > 0>>$Enemy_Article is frozen! It should wear off in $Enemy_frozen more turns.
<br><</if>></success> <</if>>
<br>
<<if $Amy_Curse_Spirit gt 0>>
<amy><i>Amy's curse against the Spirit is building...</i></amy>
<</if>>
<<if $Amy_Curse_Flesh gt 0>>
<amy><i>Amy's curse against the Flesh is building...</i></amy>
<</if>>
<</nobr>><<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Player_turn to 1>>
<<set $encounter_mercy to 3>>
<<set $Enemy_surrender = 0>>
<<set $Player_surrender = 0>>
<<set $Player_combat = 0>>
<<set $Player_flow = 5 * $Player_wits_total + $Player_morale_flow + 5>>
<<set $Player_flow_level = 0>>
<<if $Player_perk_raging_river === "yes">><<set $Player_flow = $Player_flow + 10>><</if>>
<<set $Player_defend_defence = 0>>
<<set $Enemy_defend_defence = 0>>
<<set $Enemy_Threat_Assessment to "Not in Combat">>
<<set $Enemy_threat to 0>>
<<set $Enemy_threat_max to 10>>
<<set $Player_damage to 0>>
<<set $Player_damageroll to 0>>
<<set $Player_attack to 0>>
<<set $Player_concussion_severity to 0>>
<<set $Enemy_damage to 0>>
<<set $Player_element_effectiveness to 0>>
<<set $Enemy_element_effectiveness to 0>>
<<set $Player_healing to 0>>
<<set $Enemy_healing to 0>>
<<set $Player_alive = "false">>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "???">>
<<set $Enemy_alive = "true">>
<<set $Enemy_level = -1>>
<<set $Enemy_hp_max = 30>>
<<set $Enemy_hp = 30>>
<<set $Enemy_strength = 1>>
<<set $Enemy_agility = 1>>
<<set $Enemy_intelligence = 1>>
<<set $Enemy_toughness = 3>>
<<set $Enemy_attack = 2>>
<<set $Enemy_accuracy = 2>>
<<set $Enemy_dodge = 2>>
<<set $Enemy_alias = "Glob">>
<<set $Enemy_Article = "The Glob">>
<<set $Enemy_article = "the Glob">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "neutral">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "resist">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "weak">>
<<set $Enemy_poison = "resist">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "resist">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "weak">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "resist">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<set $Enemy_poisoned = 0>>
<<set $Enemy_burned = 0>>
<<set $Enemy_frozen = 0>>
<<set $Enemy_paralyzed = 0>>
<<set $Enemy_silenced = 0>>
<<set $Enemy_bleeding = 0>>
<<set $Enemy_confuses = 0>>
<<set $Enemy_petrified = 0>>
<<set $Enemy_blinded = 0>>
<<set $Enemy_soft = 0>>
<<set $Enemy_charmed = 0>>
<<set $Enemy_drained = 0>>
<<set $Enemy_disabled = 0>>
<<set $Enemy_clot = 0>>
<<set $Enemy_cursed = 0>>
<<set $Enemy_oiled = 0>>
<<set $Enemy_chilled = 0>>
<<set $Enemy_infirm = 0>>
<<set $Enemy_glued = 0>>
<<set $Enemy_bogged_down = 0>>
<<set $Enemy_drowning = 0>>
<<set $Enemy_choking = 0>>
<<set $Enemy_concussed = 0>>
<<set $Enemy_offence_pod = 0>>
<<set $Enemy_nurse_pod = 0>>
<<set $Enemy_regen = 0>>
<<set $Enemy_poisoned_rounds = 0>>
<<set $Enemy_burned_rounds = 0>>
<<set $Enemy_bleeding_stacks = 0>>
<<set $Enemy_petrified_rounds = 0>>
<<set $Enemy_petrified_bonus = 0>>
<<set $Enemy_concussion_severity to 0>>
<<set $Player_poisoned_rounds = 0>>
<<set $Player_burned_rounds = 0>>
<<set $Player_bleeding_stacks = 0>>
<<set $Player_petrified_rounds = 0>>
<<set $Player_petrified_bonus = 0>>
<<set $Player_concussion_severity to 0>>
<<set $Enemy_strength_bonus = 0>>
<<set $Enemy_agility_bonus = 0>>
<<set $Enemy_wits_bonus = 0>>
<<set $Enemy_toughness_bonus = 0>>
<<set $Player_strength_bonus = 0>>
<<set $Player_agility_bonus = 0>>
<<set $Player_wits_bonus = 0>>
<<set $Player_toughness_bonus = 0>>
<<set $Player_dice = 0>>
<<set $Player_dice2 = 0>>
<<set $Player_dice3 = 0>>
<<set $Player_temp = 0>>
<<set $Player_temp2 = 0>>
<<set $Player_temp3 = 0>>
<<set $Player_dodge = 0>>
<<set $Player_dodgeroll = 0>>
<<set $Enemy_dice = 0>>
<<set $Enemy_dice2 = 0>>
<<set $Enemy_dice3 = 0>>
<<set $Enemy_temp = 0>>
<<set $Enemy_temp2 = 0>>
<<set $Enemy_temp3 = 0>>
<<set $Enemy_dodge = 0>>
<<set $Enemy_dodgeroll = 0>>
<<set $Player_weapon_main = "fists">>
<<set $Player_weapon_main_damage_type = "blunt">>
<<set $Player_weapon_main_damage_type_2 = "unaspected">>
<<set $Player_weapon_main_modifier = "unaspected">>
<<set $Player_weapon_main_modifier_2 = "unaspected">>
<<set $Player_weapon_main_archetype = "fists">>
<<set $Player_weapon_main_damage = 0>>
<<set $Player_weapon_main_damage_range = "1d4">>
<<set $Player_weapon_main_advanced_range = "1d4">>
<<set $Player_weapon_main_attack_type = "Forceful">>
<<set $Player_weapon_main_accuracy_bonus = 0>>
<<set $Player_weapon_main_defence = 0>>
<<set $Player_weapon_main_armour_penetration = 0>>
<<set $Player_weapon_sub = "nothing">>
<<set $Player_weapon_sub_damage_type = "blunt">>
<<set $Player_weapon_sub_damage_type_2 = "unaspected">>
<<set $Player_weapon_sub_modifier = "unaspected">>
<<set $Player_weapon_sub_modifier_2 = "unaspected">>
<<set $Player_weapon_sub_archetype = "fists">>
<<set $Player_weapon_sub_damage = 0>>
<<set $Player_weapon_sub_damage_range = "1d4">>
<<set $Player_weapon_sub_advanced_range = "1d4">>
<<set $Player_weapon_sub_attack_type = "Forceful">>
<<set $Player_weapon_sub_accuracy_bonus = 0>>
<<set $Player_weapon_sub_defence = 0>>
<<set $Player_weapon_sub_armour_penetration = 0>>
<<set $Player_poison_resist_accessory = 0>>
<<set $Player_burn_resist_accessory = 0>>
<<set $Player_freeze_resist_accessory = 0>>
<<set $Player_paralyze_resist_accessory = 0>>
<<set $Player_silence_resist_accessory = 0>>
<<set $Player_bleed_resist_accessory = 0>>
<<set $Player_confuse_resist_accessory = 0>>
<<set $Player_petrify_resist_accessory = 0>>
<<set $Player_blind_resist_accessory = 0>>
<<set $Player_soft_resist_accessory = 0>>
<<set $Player_charm_resist_accessory = 0>>
<<set $Player_drain_resist_accessory = 0>>
<<set $Player_disable_resist_accessory = 0>>
<<set $Player_clot_resist_accessory = 0>>
<<set $Player_curse_resist_accessory = 0>>
<<set $Player_oil_resist_accessory = 0>>
<<set $Player_chill_resist_accessory = 0>>
<<set $Player_infirm_resist_accessory = 0>>
<<set $Player_glue_resist_accessory = 0>>
<<set $Player_bogged_down_resist_accessory = 0>>
<<set $Player_drown_resist_accessory = 0>>
<<set $Player_choke_resist_accessory = 0>>
<<set $Player_concuss_resist_accessory = 0>>
<<set $Player_blunt_accessory = 0>>
<<set $Player_piercing_accessory = 0>>
<<set $Player_slashing_accessory = 0>>
<<set $Player_fire_accessory = 0>>
<<set $Player_elec_accessory = 0>>
<<set $Player_ice_accessory = 0>>
<<set $Player_poison_accessory = 0>>
<<set $Player_holy_accessory = 0>>
<<set $Player_void_accessory = 0>>
<<set $Player_earth_accessory = 0>>
<<set $Player_water_accessory = 0>>
<<set $Player_wind_accessory = 0>>
<<set $Player_emp_accessory = 0>>
<<set $Player_sonic_accessory = 0>>
<<set $Player_energy_accessory = 0>>
<<set $Player_acid_accessory = 0>>
<<set $Player_radiation_accessory = 0>>
<<set $Player_strength_accessory = 0>>
<<set $Player_agility_accessory = 0>>
<<set $Player_wits_accessory = 0>>
<<set $Player_toughness_accessory = 0>>
<<set $Player_damage_accessory = 0>>
<<set $Player_dodge_accessory = 0>>
<<set $Player_defence_accessory = 0>>
<<set $Player_accuracy_accessory = 0>>
<<set $Player_armour_penetration_accessory = 0>>
<<set $Player_dice_bonus_accessory = 0>>
<<set $Player_shield_accessory to 0>>
<<set $Player_strength_armour = 0>>
<<set $Player_agility_armour = 0>>
<<set $Player_wits_armour = 0>>
<<set $Player_toughness_armour = 0>>
<<set $Player_damage_armour = 0>>
<<set $Player_dodge_armour = 0>>
<<set $Player_defence_armour = 0>>
<<set $Player_accuracy_armour = 0>>
<<set $Player_armour_penetration_armour = 0>>
<<set $Player_dice_bonus_armour = 0>>
<<set $Player_special_ability_strength = 0>>
<<set $Player_special_ability_agility = 0>>
<<set $Player_special_ability_wits = 0>>
<<set $Player_special_ability_toughness = 0>>
<<set $Player_special_ability_damage = 0>>
<<set $Player_special_ability_dodge = 0>>
<<set $Player_special_ability_defence = 0>>
<<set $Player_special_ability_accuracy = 0>>
<<set $Player_special_ability_armour_penetration = 0>>
<<set $Player_special_ability_dice_bonus = 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Player_strength_food = 0>>
<<set $Player_agility_food = 0>>
<<set $Player_wits_food = 0>>
<<set $Player_toughness_food = 0>>
<<set $Player_damage_food = 0>>
<<set $Player_dodge_food = 0>>
<<set $Player_defence_food = 0>>
<<set $Player_accuracy_food = 0>>
<<set $Player_armour_penetration_food = 0>>
<<set $Player_dice_bonus_food = 0>>
<<set $Player_strength_consumable = 0>>
<<set $Player_agility_consumable = 0>>
<<set $Player_wits_consumable = 0>>
<<set $Player_toughness_consumable = 0>>
<<set $Player_damage_consumable = 0>>
<<set $Player_dodge_consumable = 0>>
<<set $Player_defence_consumable = 0>>
<<set $Player_accuracy_consumable = 0>>
<<set $Player_armour_penetration_consumable = 0>>
<<set $Player_dice_bonus_consumable = 0>>
<<set $Player_blunt_natural = 0>>
<<set $Player_piercing_natural = 0>>
<<set $Player_slashing_natural = 0>>
<<set $Player_fire_natural = 0>>
<<set $Player_elec_natural = 0>>
<<set $Player_ice_natural = 0>>
<<set $Player_poison_natural = 0>>
<<set $Player_holy_natural = 0>>
<<set $Player_void_natural = 0>>
<<set $Player_earth_natural = 0>>
<<set $Player_water_natural = 0>>
<<set $Player_wind_natural = 0>>
<<set $Player_emp_natural = 0>>
<<set $Player_sonic_natural = 0>>
<<set $Player_energy_natural = 0>>
<<set $Player_acid_natural = 0>>
<<set $Player_radiation_natural = 0>>
<<set $Player_blunt_armour = 0>>
<<set $Player_piercing_armour = 0>>
<<set $Player_slashing_armour = 0>>
<<set $Player_fire_armour = 0>>
<<set $Player_elec_armour = 0>>
<<set $Player_ice_armour = 0>>
<<set $Player_poison_armour = 0>>
<<set $Player_holy_armour = 0>>
<<set $Player_void_armour = 0>>
<<set $Player_earth_armour = 0>>
<<set $Player_water_armour = 0>>
<<set $Player_wind_armour = 0>>
<<set $Player_emp_armour = 0>>
<<set $Player_sonic_armour = 0>>
<<set $Player_energy_armour = 0>>
<<set $Player_acid_armour = 0>>
<<set $Player_radiation_armour = 0>>
<<set $Player_blunt_food = 0>>
<<set $Player_piercing_food = 0>>
<<set $Player_slashing_food = 0>>
<<set $Player_fire_food = 0>>
<<set $Player_elec_food = 0>>
<<set $Player_ice_food = 0>>
<<set $Player_poison_food = 0>>
<<set $Player_holy_food = 0>>
<<set $Player_void_food = 0>>
<<set $Player_earth_food = 0>>
<<set $Player_water_food = 0>>
<<set $Player_wind_food = 0>>
<<set $Player_emp_food = 0>>
<<set $Player_sonic_food = 0>>
<<set $Player_energy_food = 0>>
<<set $Player_acid_food = 0>>
<<set $Player_radiation_food = 0>>
<<set $Player_blunt_consumable = 0>>
<<set $Player_piercing_consumable = 0>>
<<set $Player_slashing_consumable = 0>>
<<set $Player_fire_consumable = 0>>
<<set $Player_elec_consumable = 0>>
<<set $Player_ice_consumable = 0>>
<<set $Player_poison_consumable = 0>>
<<set $Player_holy_consumable = 0>>
<<set $Player_void_consumable = 0>>
<<set $Player_earth_consumable = 0>>
<<set $Player_water_consumable = 0>>
<<set $Player_wind_consumable = 0>>
<<set $Player_emp_consumable = 0>>
<<set $Player_sonic_consumable = 0>>
<<set $Player_energy_consumable = 0>>
<<set $Player_acid_consumable = 0>>
<<set $Player_radiation_consumable = 0>>
<<set $Player_total_blunt = 0>>
<<set $Player_total_piercing = 0>>
<<set $Player_total_slashing = 0>>
<<set $Player_total_fire = 0>>
<<set $Player_total_elec = 0>>
<<set $Player_total_ice = 0>>
<<set $Player_total_poison = 0>>
<<set $Player_total_holy = 0>>
<<set $Player_total_void = 0>>
<<set $Player_total_earth = 0>>
<<set $Player_total_water = 0>>
<<set $Player_total_wind = 0>>
<<set $Player_total_emp = 0>>
<<set $Player_total_sonic = 0>>
<<set $Player_total_energy = 0>>
<<set $Player_total_acid = 0>>
<<set $Player_total_radiation = 0>>
<<set $Player_status_resist to 0>>
<<set $Enemy_status_duration to 0>>
<<set $Player_poisoned = 0>>
<<set $Player_burned = 0>>
<<set $Player_frozen = 0>>
<<set $Player_paralyzed = 0>>
<<set $Player_silenced = 0>>
<<set $Player_bleeding = 0>>
<<set $Player_confuses = 0>>
<<set $Player_petrified = 0>>
<<set $Player_blinded = 0>>
<<set $Player_soft = 0>>
<<set $Player_charmed = 0>>
<<set $Player_drained = 0>>
<<set $Player_disabled = 0>>
<<set $Player_clot = 0>>
<<set $Player_cursed = 0>>
<<set $Player_oiled = 0>>
<<set $Player_chilled = 0>>
<<set $Player_infirm = 0>>
<<set $Player_glued = 0>>
<<set $Player_bogged_down = 0>>
<<set $Player_drowning = 0>>
<<set $Player_choking = 0>>
<<set $Player_concussed = 0>>
<<set $Player_offence_pod = 0>>
<<set $Player_nurse_pod = 0>>
<<set $Player_regen = 0>>
<<set $Player_poison_resist_natural = 0>>
<<set $Player_burn_resist_natural = 0>>
<<set $Player_freeze_resist_natural = 0>>
<<set $Player_paralyze_resist_natural = 0>>
<<set $Player_silence_resist_natural = 0>>
<<set $Player_bleed_resist_natural = 0>>
<<set $Player_confuse_resist_natural = 0>>
<<set $Player_petrify_resist_natural = 0>>
<<set $Player_blind_resist_natural = 0>>
<<set $Player_soft_resist_natural = 0>>
<<set $Player_charm_resist_natural = 0>>
<<set $Player_drain_resist_natural = 0>>
<<set $Player_disable_resist_natural = 0>>
<<set $Player_clot_resist_natural = 0>>
<<set $Player_curse_resist_natural = 0>>
<<set $Player_oil_resist_natural = 0>>
<<set $Player_chill_resist_natural = 0>>
<<set $Player_infirm_resist_natural = 0>>
<<set $Player_glue_resist_natural = 0>>
<<set $Player_bogged_down_resist_natural = 0>>
<<set $Player_drowning_resist_natural = 0>>
<<set $Player_choking_resist_natural = 0>>
<<set $Player_concussion_resist_natural = 0>>
<<set $Player_poison_resist_armour = 0>>
<<set $Player_burn_resist_armour = 0>>
<<set $Player_freeze_resist_armou = 0>>
<<set $Player_paralyze_resist_armour = 0>>
<<set $Player_silence_resist_armour = 0>>
<<set $Player_bleed_resist_armour = 0>>
<<set $Player_confuse_resist_armour = 0>>
<<set $Player_petrify_resist_armour = 0>>
<<set $Player_blind_resist_armour = 0>>
<<set $Player_soft_resist_armour = 0>>
<<set $Player_charm_resist_armour = 0>>
<<set $Player_drain_resist_armour = 0>>
<<set $Player_disable_resist_armour = 0>>
<<set $Player_clot_resist_armour = 0>>
<<set $Player_curse_resist_armour = 0>>
<<set $Player_oil_resist_armour = 0>>
<<set $Player_chill_resist_armour = 0>>
<<set $Player_infirm_resist_armour = 0>>
<<set $Player_glue_resist_armour = 0>>
<<set $Player_bogged_down_resist_armour = 0>>
<<set $Player_drowning_resist_armour = 0>>
<<set $Player_choking_resist_armour = 0>>
<<set $Player_concussion_resist_armour = 0>>
<<set $Player_poison_resist_accessory = 0>>
<<set $Player_burn_resist_accessory = 0>>
<<set $Player_freeze_resist_accessory = 0>>
<<set $Player_paralyze_resist_accessory = 0>>
<<set $Player_silence_resist_accessory = 0>>
<<set $Player_bleed_resist_accessory = 0>>
<<set $Player_confuse_resist_accessory = 0>>
<<set $Player_petrify_resist_accessory = 0>>
<<set $Player_blind_resist_accessory = 0>>
<<set $Player_soft_resist_accessory = 0>>
<<set $Player_charm_resist_accessory = 0>>
<<set $Player_drain_resist_accessory = 0>>
<<set $Player_disable_resist_accessory = 0>>
<<set $Player_clot_resist_accessory = 0>>
<<set $Player_curse_resist_accessory = 0>>
<<set $Player_oil_resist_accessory = 0>>
<<set $Player_chill_resist_accessory = 0>>
<<set $Player_infirm_resist_accessory = 0>>
<<set $Player_glue_resist_accessory = 0>>
<<set $Player_bogged_down_resist_accessory = 0>>
<<set $Player_drowning_resist_accessory = 0>>
<<set $Player_choking_resist_accessory = 0>>
<<set $Player_concussion_resist_accessory = 0>>
<<set $Player_poison_resist_food = 0>>
<<set $Player_burn_resist_food = 0>>
<<set $Player_freeze_resist_food = 0>>
<<set $Player_paralyze_resist_food = 0>>
<<set $Player_silence_resist_food = 0>>
<<set $Player_bleed_resist_food = 0>>
<<set $Player_confuse_resist_food = 0>>
<<set $Player_petrify_resist_food = 0>>
<<set $Player_blind_resist_food = 0>>
<<set $Player_soft_resist_food = 0>>
<<set $Player_charm_resist_food = 0>>
<<set $Player_drain_resist_food = 0>>
<<set $Player_disable_resist_food = 0>>
<<set $Player_clot_resist_food = 0>>
<<set $Player_curse_resist_food = 0>>
<<set $Player_oil_resist_food = 0>>
<<set $Player_chill_resist_food = 0>>
<<set $Player_infirm_resist_food = 0>>
<<set $Player_glue_resist_food = 0>>
<<set $Player_bogged_down_resist_food = 0>>
<<set $Player_drowning_resist_food = 0>>
<<set $Player_choking_resist_food = 0>>
<<set $Player_concussion_resist_food = 0>>
<<set $Player_poison_resist_consumable = 0>>
<<set $Player_burn_resist_consumable = 0>>
<<set $Player_freeze_resist_consumable = 0>>
<<set $Player_paralyze_resist_consumable = 0>>
<<set $Player_silence_resist_consumable = 0>>
<<set $Player_bleed_resist_consumable = 0>>
<<set $Player_confuse_resist_consumable = 0>>
<<set $Player_petrify_resist_consumable = 0>>
<<set $Player_blind_resist_consumable = 0>>
<<set $Player_soft_resist_consumable = 0>>
<<set $Player_charm_resist_consumable = 0>>
<<set $Player_drain_resist_consumable = 0>>
<<set $Player_disable_resist_consumable = 0>>
<<set $Player_clot_resist_consumable = 0>>
<<set $Player_curse_resist_consumable = 0>>
<<set $Player_oil_resist_consumable = 0>>
<<set $Player_chill_resist_consumable = 0>>
<<set $Player_infirm_resist_consumable = 0>>
<<set $Player_glue_resist_consumable = 0>>
<<set $Player_bogged_down_resist_consumable = 0>>
<<set $Player_drowning_resist_consumable = 0>>
<<set $Player_choking_resist_consumable = 0>>
<<set $Player_concussion_resist_consumable = 0>>
<<set $Player_total_resist_poison = 0>>
<<set $Player_total_resist_burn = 0>>
<<set $Player_total_resist_freeze = 0>>
<<set $Player_total_resist_paralyze = 0>>
<<set $Player_total_resist_silence = 0>>
<<set $Player_total_resist_bleed = 0>>
<<set $Player_total_resist_confuse = 0>>
<<set $Player_total_resist_petrify = 0>>
<<set $Player_total_resist_blind = 0>>
<<set $Player_total_resist_soft = 0>>
<<set $Player_total_resist_charm = 0>>
<<set $Player_total_resist_drain = 0>>
<<set $Player_total_resist_disable = 0>>
<<set $Player_total_resist_clot = 0>>
<<set $Player_total_resist_curse = 0>>
<<set $Player_total_resist_oil = 0>>
<<set $Player_total_resist_chill = 0>>
<<set $Player_total_resist_infirm = 0>>
<<set $Player_total_resist_glue = 0>>
<<set $Player_total_resist_bogged_down = 0>>
<<set $Player_total_resist_drowning = 0>>
<<set $Player_total_resist_choking = 0>>
<<set $Player_total_resist_concussion = 0>>
<<set $Player_skill_lift = 0>>
<<set $Player_skill_lift_actual = 0>>
<<set $Player_skill_lift_accessory = 0>>
<<set $Player_skill_lift_consumable = 0>>
<<set $Player_skill_lift_progress = 0>>
<<set $Player_skill_athletics = 0>>
<<set $Player_skill_athletics_actual = 0>>
<<set $Player_skill_athletics_accessory = 0>>
<<set $Player_skill_athletics_consumable = 0>>
<<set $Player_skill_athletics_progress = 0>>
<<set $Player_skill_survival = 0>>
<<set $Player_skill_survival_actual = 0>>
<<set $Player_skill_survival_accessory = 0>>
<<set $Player_skill_survival_consumable = 0>>
<<set $Player_skill_survival_progress = 0>>
<<set $Player_skill_sleight = 0>>
<<set $Player_skill_sleight_actual = 0>>
<<set $Player_skill_sleight_accessory = 0>>
<<set $Player_skill_sleight_consumable = 0>>
<<set $Player_skill_sleight_progress = 0>>
<<set $Player_skill_acrobatics = 0>>
<<set $Player_skill_acrobatics_actual = 0>>
<<set $Player_skill_acrobatics_accessory = 0>>
<<set $Player_skill_acrobatics_consumable = 0>>
<<set $Player_skill_acrobatics_progress = 0>>
<<set $Player_skill_perform = 0>>
<<set $Player_skill_perform_actual = 0>>
<<set $Player_skill_perform_accessory = 0>>
<<set $Player_skill_perform_consumable = 0>>
<<set $Player_skill_perform_progress = 0>>
<<set $Player_skill_science = 0>>
<<set $Player_skill_science_actual = 0>>
<<set $Player_skill_science_accessory = 0>>
<<set $Player_skill_science_consumable = 0>>
<<set $Player_skill_science_progress = 0>>
<<set $Player_skill_handiwork = 0>>
<<set $Player_skill_handiwork_actual = 0>>
<<set $Player_skill_handiwork_accessory = 0>>
<<set $Player_skill_handiwork_consumable = 0>>
<<set $Player_skill_handiwork_progress = 0>>
<<set $Player_skill_diplomacy = 0>>
<<set $Player_skill_diplomacy_actual = 0>>
<<set $Player_skill_diplomacy_accessory = 0>>
<<set $Player_skill_diplomacy_consumable = 0>>
<<set $Player_skill_diplomacy_progress = 0>>
<<set $Player_long_dodge_bonus = 0>>
<<set $Player_holy_defence_bonus = 0>>
<<set $Player_shield_armour to 0>>
<<set $Player_shield_perk to 0>>
<<set $Player_shield_accessory to 0>>
<<set $Player_shield_max = $Player_shield_armour + $Player_shield_perk + $Player_shield_accessory>>
<<set $Player_shield = $Player_shield_max>>
<<set $Player_sexy_total = 0>>
<<set $Player_badass_total = 0>>
<<set $Player_armour = "lack of armour">>
<<set $Player_armour_on = "no">>
<<set $Player_armour_defence = 0>>
<<set $Player_armour_sexy = 0>>
<<set $Player_armour_badass = 0>>
<<set $Player_outfit = "underwear">>
<<set $Player_outfit_on = "no">>
<<set $Player_outfit_sexy = 2>>
<<set $Player_outfit_badass = 0>>
<<set $Player_outfit_description = "nudity description">>
<<set $Player_outfit_top = "bra">>
<<set $Player_outfit_bottom = "panties">>
<<set $Player_outfit_legs = "bare legs">>
<<set $Player_outfit_boots = "bare feet">>
<<set $Player_outfit_arms = "bare arms">>
<<set $Player_outfit_gloves = "bare hands">>
<<set $Player_dicetemp = 0>>
<<set $Actual_damage_range = "1d4">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to 0>>
<<set $Enemy_dodge_buff to 0>>
<<set $Player_concussion_severity to 0>>
<<set $Player_accuracy_accessory to 0>>
<<set $Fake_shield_max to $Player_shield_max + 0.0001>>
<<set $Fake_Enemy_shield_max to $Enemy_shield_max + 0.0001>>
<<set $Enemy_armour_total to 0>>
<<set $Enemy_defend_defence to 0>>
<<set $Enemy_petrified_bonus to 0>>
<<set $Player_holy_armour_bonus to 0>>
<<set $Player_element_effectiveness to 0>>
<<set $Enemy_element_effectiveness to 0>>
<<set $Player_attack_taunts to [ "$Player_alias strikes with $her fists!", "$Player_alias attempts to pummel $Enemy_article with $her bare hands!" ]>>
<<set $Player_attack_taunts2 to "$Player_alias strikes with $her fists!">>
<<set $Player_status_dice to 0>>
<<set $Player_status_roll to 0>>
<<set $Player_status_bonus to 0>>
<<set $Enemy_status_dice to 0>>
<<set $Enemy_status_roll to 0>>
<<set $Enemy_status_bonus to 0>>
<<set $Player_armour_total to 0>>
<<set $Enemy_armour_total to 0>>
<<set $Player_escape_bonus to 0>>
<<set $Enemy_morale_bonus to 0>>
<<set $Player_flowbase to 10>>
<<set $Player_exp_temp to 0>>
<<set $Player_charging to 0>>
<<set $Player_charging_charge_shot to 0>>
<<set $Player_charging_finished to 0>>
<<set $Enemy_accuracy_buff to 0>>
<<set $Player_used_item to 0>>
<<set $Player_lock_on_bonus to 0>>
<<set $Enemy_static to 0>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Grapple_Loss to "na">>
<<set $Grapple_Stage to 0>>
<<set $Grapple_Damage to 0>>
<<set $Grapple_Escape to 0>>
<<set $Player_Glob_Experience to 0>>
<<set $Player_Shambler_Experience to 0>>
<<set $Player_Mimic_Experience to 0>>
<<set $Player_Drikk_Experience to 0>>
<<set $Player_Serenity_Veil_Experience to 0>>
<<set $Player_Gulper_Experience to 0>>
<<set $Player_FUM_Experience to 0>>
<<set $Player_Goo_Doll_Experience to 0>>
<<set $Player_Bearslug_Experience to 0>>
<<set $Player_Slammia_Experience to 0>>
<<set $Player_Beezlebuu_Experience to 0>>
<<set $Player_Symbiode_Experience to 0>>
<<set $Player_Mimi_Experience to 0>>
<<set $Player_Travesty_Experience to 0>>
<<set $Enemy_armour_decay_buff to 0>>
<<set $Enemy_strength_decay_buff to 0>>
<<set $Enemy_agility_decay_buff to 0>>
<<set $Enemy_wits_decay_buff to 0>>
<<set $Enemy_attack_decay_buff to 0>>
<<set $Player_toughness_decay_buff to 0>>
<<set $Player_strength_decay_buff to 0>>
<<set $Player_agility_decay_buff to 0>>
<<set $Player_wits_decay_buff to 0>>
<<set $Player_damage_decay_buff to 0>>
<<set $Player_accuracy_decay_buff to 0>>
<<set $Player_defence_decay_buff to 0>>
<<set $Player_dodge_decay_buff to 0>>
<<set $Player_dice_decay_buff to 0>>
<<set $Bad_End to 0>>
<<set $Player_ace_moves_known to 0>>
<<set $Enemy_Spare_HP to 0>><<set $Player_crafting_bits to 0>>
<<set $Player_crafting_tek to 0>>
<<set $Player_crafting_herbs to 0>>
<<set $Player_crafting_chems to 0>>
<<set $Player_crafting_bio to 0>>
<<set $Player_crafting_meds to 0>>
<<set $Player_crafting_mats to 0>>
<<set $Cr_Bits_Empty to "https://i.imgur.com/5mqKjLu.png">>
<<set $Cr_Tek_Empty to "https://i.imgur.com/Shx5gKY.png">>
<<set $Cr_Herbs_Empty to "https://i.imgur.com/nElfXGq.png">>
<<set $Cr_Chems_Empty to "https://i.imgur.com/vsYfXUg.png">>
<<set $Cr_Bio_Empty to "https://i.imgur.com/z3OAnkN.png">>
<<set $Cr_Meds_Empty to "https://i.imgur.com/8sxemLC.png">>
<<set $Cr_Mats_Empty to "https://i.imgur.com/zKybKrb.png">>
<<set $I_Cr_Bits to "https://i.imgur.com/5mqKjLu.png">>
<<set $I_Cr_Tek to "https://i.imgur.com/Shx5gKY.png">>
<<set $I_Cr_Herbs to "https://i.imgur.com/nElfXGq.png">>
<<set $I_Cr_Chems to "https://i.imgur.com/vsYfXUg.png">>
<<set $I_Cr_Bio to "https://i.imgur.com/z3OAnkN.png">>
<<set $I_Cr_Meds to "https://i.imgur.com/8sxemLC.png">>
<<set $I_Cr_Mats to "https://i.imgur.com/zKybKrb.png">>
<<set $Player_crafting_mod_1_bits_cost to 0>>
<<set $Player_crafting_mod_1_tek_cost to 0>>
<<set $Player_crafting_mod_1_herbs_cost to 0>>
<<set $Player_crafting_mod_1_chems_cost to 0>>
<<set $Player_crafting_mod_1_bio_cost to 0>>
<<set $Player_crafting_mod_1_meds_cost to 0>>
<<set $Player_crafting_mod_1_mats_cost to 0>>
<<set $Player_crafting_mod_1_gold_cost to 0>>
<<set $Player_crafting_mod_1_price_increase to 0>>
<<set $Player_crafting_mod_1_new_name to "no">>
<<set $Player_crafting_mod_2_bits_cost to 0>>
<<set $Player_crafting_mod_2_tek_cost to 0>>
<<set $Player_crafting_mod_2_herbs_cost to 0>>
<<set $Player_crafting_mod_2_chems_cost to 0>>
<<set $Player_crafting_mod_2_bio_cost to 0>>
<<set $Player_crafting_mod_2_meds_cost to 0>>
<<set $Player_crafting_mod_2_mats_cost to 0>>
<<set $Player_crafting_mod_2_gold_cost to 0>>
<<set $Player_crafting_mod_2_price_increase to 0>>
<<set $Player_crafting_mod_3_bits_cost to 0>>
<<set $Player_crafting_mod_3_tek_cost to 0>>
<<set $Player_crafting_mod_3_herbs_cost to 0>>
<<set $Player_crafting_mod_3_chems_cost to 0>>
<<set $Player_crafting_mod_3_bio_cost to 0>>
<<set $Player_crafting_mod_3_meds_cost to 0>>
<<set $Player_crafting_mod_3_mats_cost to 0>>
<<set $Player_crafting_mod_3_gold_cost to 0>>
<<set $Player_crafting_mod_3_price_increase to 0>><<nobr>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_flow_spent to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
<<include "Combat Basic Attack Taunts">> <br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias strikes <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <<if $Enemy_armour_total isnot 0>><<linkreplace "→">>→ $Armour_report<</linkreplace>><</if>><br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias strikes $Enemy_article in a vital spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <<if $Enemy_armour_total isnot 0>><<linkreplace "→">>→ $Armour_report<</linkreplace>><</if>><br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<b>Main Weapon</b> -- $Player_weapon_main <br>
<<include "Special Attacks Weapon">> <br>
<b>Subweapon</b> -- <<if $Player_weapon_sub is "nothing">>No Subweapon equipped.<<else>>$Player_weapon_sub<</if>> <br>
<<include "Special Attacks Subweapon">> <br>
<b>Class Abilities</b> -- $Player_class <br>
<<include "Special Attacks Class">> <br>
<b>Learned Abilities</b> <br>
<<include "Special Attacks Natural">> <br>
<<link "Return" "Combat Player Turn">><</link>>
<</nobr>><<nobr>>
$Player_alias stays on $her guard this turn! Defence is significantly raised!
<<set $Player_defend_defence to 5>>
<<if $Perk_Evasive_Thrusters > 0>>
<<set $Player_special_ability_dodge to $Player_special_ability_dodge + 4>>
With $her thrusters poised and ready to blast $her out of harm's way, so is $her Dodge!
<</if>>
<<if $Perk_Observe_From_On_High > 0>>
<<set $Player_OFOH_Damage to 4>>
Secure behind $her defenses, $she takes the opportunity to observe the enemy for a weakness...
<</if>>
<br><br>
<<include "Combat Player Status Effects End Turn">>
<</nobr>><<nobr>>
<<if $Enemy_alias is "Glob">>
<<include "Combat Examine Glob">>
<<elseif $Enemy_alias is "FUM">>
<<include "Combat Examine FUM">>
<<elseif $Enemy_alias is "Tentacle Pit">>
<<include "Combat Examine Tentacle Pit">>
<<elseif $Enemy_alias is "Ghost Girl">>
<<include "Combat Examine Ghost Girl">>
<<elseif $Enemy_alias is "Maiden Armour">>
<<include "Combat Examine Maiden Armour">>
<<elseif $Enemy_alias is "Corrupted Pixie">>
<<include "Combat Examine Corrupted Pixie">>
<<elseif $Enemy_alias is "Mandrakes">>
<<include "Combat Examine Mandrakes">>
<<elseif $Enemy_alias is "Haunted Portrait">>
<<include "Combat Examine Haunted Portrait">>
<<elseif $Enemy_alias is "Possessed Mirror">>
<<include "Combat Examine Possessed Mirror">>
<<elseif $Enemy_alias is "Amy">>
<<include "Combat Examine Amy">>
<<else>>
I have no fucking idea what this is, because Pyksies forgot to write an Examine entry for this encounter! Or she spelled its name wrong internally Whoops! Go yell at her!
<</if>>
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@<</nobr>><<nobr>>
Adopting a less threatening stance, $Player_alias attempts to bring things to a peaceful conclusion... <br><br>
<<set $Enemy_surrender = 1>>
<<if $Enemy_alias is "Glob">>
The Glob as advertized shouldn't have the intelligence required to understand <i>mercy...</i> and yet, after considering Mio's stance, this puddle of purple muck seems to nod towards her, shape smoothing out nice and round as it ceases aggression. <br><br>
<b>$Enemy_alias has surrendered!</b>
<<elseif $Enemy_alias is "Shambler">>
The Shambler actually pauses, to Mio's surprise. She keeps the look off of her face, however, maintaining her stony look that screams both 'mercy' and 'don't try me'. The Shambler quivers... then halts entirely. <br><br>
<b>$Enemy_alias has surrendered!</b>
<<elseif $Enemy_alias is "Serenity Veil">>
The ghastly figure of the Veil falters, hovering in mid-air before Mio, its mask quivering as it rotates erratically. Self-preservation seems to be fighting desire and biological drive... and winning. <br><br>
<b>$Enemy_alias has surrendered!</b>
<<elseif $Enemy_alias is "Drikk">>
Putting herself in a position where the Drikk can no longer circle her like predatory fish, Mio keeps herself in an aggressive stance, eyes flicking rapidly but confidently onto each of the little monsters in turn. They shrink under her gaze, beginning to step backwards, fearfully.<br><br>
<b>$Enemy_alias has surrendered!</b>
<<elseif $Enemy_alias is "Mimic">>
Mio pivots to avoid a lashing tentacle, closing the distance to the hermit-monster. Planting a boot upon the top of its opening, she's poised a deliver a finishing blow!... but does not. The Mimic twitches, hesitates... and then seems to deflate, its tentacles going limp and meekly withdrawing back inside its shell.<br><br>
<b>$Enemy_alias has surrendered!</b>
<<elseif $Enemy_alias is "Mimi">>
<span style="color:#E5CEF3">"That's enough. I'm not fighting you any more."</span> Mio says with a sigh and a shake of her head, staring down the trembling tentacle girl. Mimi balks at the suggestion of hostility cessation, failing to compute the concept... but she doesn't charge.<br><br>
<b>$Enemy_alias has surrendered!</b>
<<elseif $Enemy_alias is "Slammia">>
<span style="color:#E5CEF3">"Will you just let me explain?"</span> Mio asks with an irritated sigh. Not the best tone for diplomacy, but she lowers her $Player_weapon_main to sow she means it. The Slammia narrows her eyes and falters.<br><br>
<b>$Enemy_alias is mulling things over...</b>
<<elseif $Enemy_alias is "EXAMPLE">>
spare pre-text<br><br>
<b>$Enemy_alias has surrendered!</b>
<<else>>
PYKSIES FORGOT TO WRITE A SURRENDER INTRO FOR THIS ENEMY, WHOOPS
<</if>>
<<include "Combat Enemy Turn">>
<</nobr>><<nobr>>
Will $Player_alias surrender? No HP will be lost from further combat, but beware the consequences of losing!
<br><br>
<<link "SURRENDER..." "Combat Enemy Turn">><<set $Player_surrender to 1>><</link>>
<br><br>
<<link "Do not surrender!" "Combat Player Turn">><</link>>
<</nobr>><<nobr>>
<<set $Player_temp = dice('1d10')>>
<<set $Player_temp = $Player_temp + $Player_agility_total>>
<<set $Player_temp = $Player_temp + $Player_escape_bonus>>
<<set $Player_temp = $Player_temp - $Player_frozen>>
<<set $Player_temp = $Player_temp - $Player_charmed>>
<<set $Player_temp = $Player_temp - $Enemy_charmed>>
<<set $Player_temp = $Player_temp + $Player_desperate_flee_bonus>>
<<set $Player_desperate_flee_bonus to 0>>
<<if $Perk_Justified_Paranoia is 1>>
<<set $Player_temp = $Player_temp + 2>>
<</if>>
<<if $Enemy_alias is "Glob">>
$Player_alias attempts to run away from the Glob, which wobbles with a delayed lurch to slime after her!
<br><br>
<<if $Player_temp gte 9>>
$Player_alias manages to get far away enough that the Glob's limited senses lose track of her. Watching from afar, she frowns impassively as it lets out a mournful blurble, then drains itself down a vent... do Globs mope? Mio doesn't care. <b>Escape success!</b>
<br><br>
<<set $Player_escape_bonus to 0>>
<<link "Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>>
<<else>>
The Glob lurches, stretching itself into a translucent, purple wall, mocking Mio with a violet-tinged vision of freedom beyond it! <b>Escape failed!</b>
<br><br>
<<set $Player_escape_bonus to $Player_escape_bonus + 1>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<<elseif $Enemy_alias is "Shambler">>
$Player_alias attempts to run away from the Shambler! It reacts with a tilt of its tentacled 'head' before bounding after her like a demented, disjointed puppy.
<br><br>
<<if $Player_temp gte 8>>
$Player_alias gives the Shambler a real workout! Little more than a messy mass of barely-joined tentacles, it soon falls apart under the strain of trying to keep up with her - much to Mio's surprise! The individual tendrils tremble before her before they 'skree' and split off in different directions... <b>Escape success!</b>
<br><br>
<<set $Player_escape_bonus to 0>>
<<link "Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>>
<<else>>
The Shambler suddenly pitches back and then springs forwards, propelling itself up and over Mio's head to block off her escape, landing with a -splat- before her! <b>Escape failed!</b>
<br><br>
<<set $Player_escape_bonus to $Player_escape_bonus + 1>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<<elseif $Enemy_alias is "Serenity Veil">>
$Player_alias takes a step back, bracing her <<= $Player_weapon_main>> as if about to attack: a feint for her true intentions... a sudden turn and hasty retreat! The Serenity Veil falters in something approaching surprise, then begins to shimmer...
<br><br>
<<if $Player_temp gte 10>>
$Player_alias glances over her shoulder, eyes widening as the Veil suddenly plunges into the solid ground as readily as though it were water. Acting more on instinct than her sensors, she turns her sprint into a leap right as the spectral monster's claws swipe up from the ground, harmlessly passing between her legs! She hits the ground running and, with another glance, watches as the disgruntled aggressor pulls itself up and out of the ground. It gives her plenty of time to put distance between them, and, once she loops back around, she finds that she's given it the slip. <b>Escape success!</b>
<br><br>
<<set $Player_escape_bonus to 0>>
<<link "Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>>
<<else>>
Mio concentrates on the path ahead: step over that, leap across this, avoid the giant spectral-- claw!? She stumbles in an effort to cut her momentum and barely avoids the Serenity Veil as its ethereally-warped body emerges from the ground before her, cutting her off once more! <b>Escape failed!</b>
<br><br>
<<set $Player_escape_bonus to $Player_escape_bonus + 1>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<<elseif $Enemy_alias is "Drikk">>
$Player_alias casts her head from side to side, up and down, trying to keep track of the Drikk squad as they circle her. Both Android and Alien alike search for openings; one to attack, and one to... RUN! Mio turns in a crouch and springs forwards on her new heading, arms swinging as the Drikk startle and rush after her!
<br><br>
<<if $Player_temp gte 6>>
$Player_alias dashes with speed, not haste. She's careful to avoid obstacles in her path, all whilst keeping her aural sensors trained on the skittering that echoes around and behind her as the Drikk scale the walls to keep up. The very moment four sets of legs become three, she pitches to the side without compromising her momentum: a leaping Drikk sails harmlessly past her and -splats- against the opposite wall! Two-- Mio pushes up into a jump, soaring over another one, only to tuck and roll in a frontflip as she correctly guesses that the other two will try to take advantage of her in the air. With the squad disoriented, she turns a corner and slips away, returning once the frustrated chitters and click-clack footfalls fade off into the distance. <b>Escape success!</b>
<br><br>
<<set $Player_escape_bonus to 0>>
<<link "Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>>
<<else>>
Mio grimaces as the sound of skittering echoes behind her... and above her! The Drikk swirl around the walls and ceiling, avoiding many of the obstacles Mio has to dance around. It's during one such step that one of the Drikk leaps from the wall, clamping around Mio's arm: she gasps and turns, her momentum cut as she swings to send the Drikk flying off of her before it can latch on, immediately ducking to dodge another one! Ugh- she's back to square one! <b>Escape failed!</b>
<br><br>
<<set $Player_escape_bonus to $Player_escape_bonus + 1>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<<elseif $Enemy_alias is "Mimic">>
$Player_alias growls in frustration at her situation. This immobile menance should be easy to run away from, but the reach of its tentacles will make that difficult. Thus, she elects for a feint: pitching to the right, only to suddenly dip and push off to the left, grinning when the Mimic's cavernous maw erupts with a flurry of tentacles aimed at where she isn't!
<br><br>
<<if $Player_temp gte 9>>
$Player_alias swells with triumph - metaphorically - as those tentacle overshoot, no power left in them to cut off her escape. Once she's out of sight, Mio simply presses her back to the doorway and waits, aural sensors tuned to the grumbling gurgles of the ambush-type monster. Once they stop, she peeks back inside... it's as if it was never there at all. It might be gone, or it may have simply moved shells... or retreated back into the same one. Tricky... <b>Escape success!</b>
<br><br>
<<set $Player_escape_bonus to 0>>
<<link "Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>>
<<else>>
It was a good plan, but the Mimic seems to have prepared a contingency. Mio's eyes widen as its tentacles extend even further and curl inwards! She skids to a halt, barely avoiding a collision with the gooey things, forcing her to step back towards the awaiting Mimic... its casing deformed into a rough imitation of a cocky grin. <b>Escape failed!</b>
<br><br>
<<set $Player_escape_bonus to $Player_escape_bonus + 1>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<<elseif $Enemy_alias is "EXAMPLE">>
$Player_alias escape attempt
<br><br>
<<if $Player_temp gte 8>>
$Player_alias escape success <b>Escape success!</b>
<br><br>
<<set $Player_escape_bonus to 0>>
<<link "Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>>
<<else>>
escape failure <b>Escape failed!</b>
<br><br>
<<set $Player_escape_bonus to $Player_escape_bonus + 1>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<<elseif $Enemy_alias is "Gulper">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<elseif $Enemy_alias is "FUM">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<elseif $Enemy_alias is "Symbiode">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<elseif $Enemy_alias is "Bearslug">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<elseif $Enemy_alias is "Beezlebuu">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<elseif $Enemy_alias is "Goo Doll">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<elseif $Enemy_alias is "Slammia">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<elseif $Enemy_alias is "Mimi">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<elseif $Enemy_alias is "Travesty">>
This is one fight $Player_alias can't run from!
<br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<else>>
$Player_alias attempts to run away from <<= $Enemy_article>>! Also, Pyksies forgot to give this enemy a unique Flee taunt! She should fix that!
<br><br>
<<if $Player_temp gte 8>>
$Player_alias manages to escape!
<br><br>
<<set $Player_escape_bonus to 0>>
<<link "Back to it!" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>>
<<else>>
$Player_alias was prevented from escaping! <b>Escape failed!</b>
<br><br>
<<set $Player_escape_bonus to $Player_escape_bonus + 1>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Enemy_threat_max = 10>>
<<set $Player_temp = $Player_level - $Enemy_level>>
<<if $Player_temp lte -5>>
<<set $Enemy_threat to 10>>
<<set $Enemy_Threat_Assessment to "DISASTER">>
<<elseif $Player_temp === -4>>
<<set $Enemy_threat to 9>>
<<set $Enemy_Threat_Assessment to "Savage">>
<<elseif $Player_temp === -3>>
<<set $Enemy_threat to 8>>
<<set $Enemy_Threat_Assessment to "Major">>
<<elseif $Player_temp === -2>>
<<set $Enemy_threat to 7>>
<<set $Enemy_Threat_Assessment to "Substantial">>
<<elseif $Player_temp === -1>>
<<set $Enemy_threat to 6>>
<<set $Enemy_Threat_Assessment to "Notable">>
<<elseif $Player_temp === 0>>
<<set $Enemy_threat to 5>>
<<set $Enemy_Threat_Assessment to "Even">>
<<elseif $Player_temp === 1>>
<<set $Enemy_threat to 4>>
<<set $Enemy_Threat_Assessment to "Minor">>
<<elseif $Player_temp === 2>>
<<set $Enemy_threat to 3>>
<<set $Enemy_Threat_Assessment to "Minuscule">>
<<elseif $Player_temp === 3>>
<<set $Enemy_threat to 2>>
<<set $Enemy_Threat_Assessment to "Harmless">>
<<elseif $Player_temp === 4>>
<<set $Enemy_threat to 1>>
<<set $Enemy_Threat_Assessment to "Feeble">>
<<elseif $Player_temp gte 5>>
<<set $Enemy_threat to 0>>
<<set $Enemy_Threat_Assessment to "Doomed">>
<</if>>
<<updatemeter 'enemy_exp_bar' `$Enemy_threat / $Enemy_threat_max`>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<<updatemeter 'enemy_flow_bar' `$Enemy_flow / $Enemy_flow_max`>>
<<updatemeter 'enemy_glow_bar' `$Enemy_glow / $Enemy_glow_max`>>
<<updatemeter 'enemy_morale_bar' `$Enemy_morale / $Enemy_morale_max`>>
<</nobr>><<nobr>>
<<link "Return" "Combat Player Turn">><</link>>
<hrt><hr></hrt>
<<hover>><IS>CONTEXT MOVES</IS><<tip>>Context Moves are specific to certain fights or situations.<br>Keep an eye out for them!<</hover>> <br>
<<set $hit_chance_weapon to 0>>
<<for _i, _attack range $contextAttacks>>
<<set _attackValid to 1>><<set _attackRejection to "">>
<<if def setup.attacks[_attack].flow and $Player_flow lt setup.attacks[_attack].flow>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Flow!">>
<</if>>
<<if def setup.attacks[_attack].glow and $Player_glow lt setup.attacks[_attack].glow>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Glow!">>
<</if>>
<<if def setup.attacks[_attack].focus and $Player_focus lt setup.attacks[_attack].focus>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Focus!">>
<</if>>
<<if def setup.attacks[_attack].gold and $Player_gold lt setup.attacks[_attack].gold>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Gold!">>
<</if>>
<<if def setup.attacks[_attack].hp and $Player_hp lt setup.attacks[_attack].hp>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Gold!">>
<</if>>
<<if def setup.attacks[_attack].cooldown>>
<<if $attacks[_attack].cooldown gt 0>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - On cooldown! (" + $attacks[_attack].cooldown + " rounds)">>
<</if>>
<</if>>
<<if def setup.attacks[_attack].attack_type>>
<<set $Actual_attack_type to setup.attacks[_attack].attack_type>>
<<else>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<</if>>
<<if def setup.attacks[_attack].special_ability_accuracy>>
<<set $Player_special_ability_accuracy to setup.attacks[_attack].special_ability_accuracy>>
<<else>>
<<set $Player_special_ability_accuracy to 0>>
<</if>>
<<if def setup.attacks[_attack].special_ability_accuracy_multiplier>>
<<set $Player_special_ability_accuracy_multiplier to setup.attacks[_attack].special_ability_accuracy_multiplier>>
<<else>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<</if>>
<<include "HitChance">>
<<capture _attack, _attackRejection>>
<<if _attackValid is 1>>
<<link setup.attacks[_attack].name setup.attacks[_attack].passage>><<set $attack to _attack>><</link>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>>
<<else>>
<<set _attackRejection to "Cannot use now!" + _attackRejection>>
<<hover>><BA><<= setup.attacks[_attack].name>></BA><<tip>><<= _attackRejection>><</hover>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>>
<</if>>
<</capture>>
<br>
<</for>>
<</nobr>><<nobr>>
<<if $Enemy_alias is "EXAMPLE">><<set $taunts = [ "", "", "", "" ]>><<set $taunts2 = $taunts.random()>>$taunts2
<</if>>
<<if $Enemy_alias is "Glob">><<set $taunts = [ "The Glob lurches towards $Player_alias with uneven and awkward shrugs. By design, it isn't used to chasing down partners.", "$Player_alias can't help but shudder at the obscene squelching noise the Glob makes as it hurdles a piece of debris and <b>splats</b> back onto the ground.", "The aggressive, stark light tubes above are filtered a plum purple through the Glob's swelling body, casting shimmering refractions in all directions. Trippy.", "The Glob carries with it a strong scent of berries. Pleasant! Or, it would be, if it wasn't trying to kidnap <<= $Player_alias>>." ]>><<set $taunts2 = $taunts.random()>>$taunts2
<<elseif $Enemy_alias is "FUM">><<set $taunts = [ "With a twinkle in its beady, recessed eyes, the FUM licks its lips in a manner most lecherous: gaze firmly and obviously trained on Mio's chest, even as they battle.", "The glistening, mishapen frame of the FUM is distracting enough by itself, but perhaps just as bad are the moans: from all around the infested chamber, sweet cries and husky groans and muffled gags weave a wretched, cacophonic tapestry for Mio to endure.", "The FUM's third leg - for, given it's girth, that may as well be what it is - incessantly pulses in tune with its excitement at the prospect of a new, sturdy toy. It isn't subtle: veins throb with enough force to make it leap and 'stand', bent under its own weight. This is, frankly, impossible not to notice - even if Mio is repulsed - and the FUM cackles cruelly whenever Mio's attention is pulled to it, even if only for a moment." ]>><<set $taunts2 = $taunts.random()>>$taunts2
<<elseif $Enemy_alias is "Tentacle Pit">>
<<set $taunts = [ "The moans and groans of the pit's captives seem to increase in their intensity as it wrestles to contain Jaycie. Adrenaline, perhaps, spent on more than just her...", "Wisps of hedonistic smog float humidly about the chamber, giving Jaycie clues to the Monster's movements whenever the fog is disturbed by a lashing tendril.", "The Monster's many mouthes chitter and gnash, but if it's speaking anything beyond primitive noise, Jaycie can't make heads of tails of it.", "One of the Monster's eyes locks onto Jaycie, only to shrink when she glares right back at it. Eye contact champion this year and every year!" ]>>
<<set $taunts2 = $taunts.random()>>$taunts2
<<elseif $Enemy_alias is "Ghost Girl">>
<<set $taunts = [ "<daria>"You're being a real pain, you know that? Hold still!"</daria> the Ghost huffs, hands briefly planted on her hips as she blows a cheeky raspberry at Helen.", "<daria>"I haven't felt this alive in years!~"</daria> the Ghost exclaims with a delighted cry, grinning from ear to ear with that purple gleam in her eye.", "The scant furniture and ample litter around the Entry Hall keeps rattling and bumping, animated with Poltergeist pranks!", "The manic Ghost slips through obstacles as if they weren't even there, leaving behind patches of swiftly-melting frost each time she does." ]>>
<<set $taunts2 = $taunts.random()>>$taunts2
<<elseif $Enemy_alias is "Maiden Armour">>
<<set $taunts = [ "The Maiden Armour raises its blade arm skywards, its serene visage remaining static even as it chants in tongues.", "The Maiden Armour's torso keeps splitting open and clanging back shut, the writhing flesh within pulsing into new configurations and forms each time it does.", "The Maiden Armour clangs and squelches with each step it takes, circling the battlefield just as Jaycie does.", "The Maiden Armour crushes a can beneath its metal foot as it repositions..." ]>>
<<set $taunts2 = $taunts.random()>>$taunts2
<<elseif $Enemy_alias is "Corrupted Pixie">>
<<set $taunts = [ "<pixie>"Annoying! Loud! At least you're pretty. But you can still be pretty when you're polite and QUIET."</pixie> the Pixie sneers, glittering pebbles floating about her body.", "The Pixie leaps and dashes from statue to statue, sometimes teleporting when out of sight. Helen's emerald eyes flit to and fro in an effort to keep up, her face stoic.", "<pixie>"Give it up. If you're good, I'll let you pick your pose before I make you one with the stone!~"</pixie> the Pixie giggles, madness in her eyes. Corruption, or is she just a brat? Hard to say." ]>>
<<set $taunts2 = $taunts.random()>>$taunts2
<<elseif $Enemy_alias is "Mandrakes">>
<<set $taunts = [ "The Mandrakes cackle and giggle as they dart around the vegetation, Jaycie not bothering to track them by sight. Instead, she relies on her ears and nose.", "Flowers around the Conservatory quiver and unfurl, blasting pollen into the air at random...", "Jaycie feels her rage rising, but it would be a shame to punish this garden just for the behaviour of some of its rowdier weeds..." ]>>
<<set $taunts2 = $taunts.random()>>$taunts2
<<elseif $Enemy_alias is "Haunted Portrait">>
<<set $taunts = [ "The Monster's body shimmers with colours suddenly, as if paint were sweating from its pores and running back down into the portrait from when it came.", "The Portrait Monster seems to be trying to pull more of its body out of the frame, but the canvas bulges obscenely around an obscured bulk...", "Helen watches as the Monster's warped face flits through a number of painted guises, including the eye-rolled woman it was originally disguised as." ]>>
<<set $taunts2 = $taunts.random()>>$taunts2
<<elseif $Enemy_alias is "Possessed Mirror">>
<<set $taunts = [ "The warped reflection of Jaycie tilts its head. Jaycie does the same, but doesn't lower her guard.", "Jaycie grumbles as the warped reflection of herself circles. She's not used to dealing with humanoid combatants taller than her!", "Steam and smog billow from the holes in the reflection's mask, which seems to be shifting into a more demonic visage as the fight draws on." ]>>
<<set $taunts2 = $taunts.random()>>$taunts2
<<elseif $Enemy_alias is "Amy">>
<<set $taunts = [ "<amy>"I'll never hear another 'short' joke again! I'm not going to let you take my victory away!!"</amy> Amy snarls, cluing Helen in on what she used to be before she became this...", "<amy>"You two are to blame for giving sweet little Daria ideas above her station. I'm going to have to correct all three of you!"</amy> the Succubus snarls. Jaycie and Helen glare defiantly, though they hear Daria gulp from above.", "<amy>"I'm gunna chew your souls like bubblegum, you insolent BRATS."</amy> Amy snarls. Jaycie tilts her head and rolls her eyes... Brats? Look who's talking.", "The Succubus looks around with fury in her eyes, mingled with apprehension. She looks as though she's trying to figure out what her new body is capable of on the fly.", "Daria puts on a brave face as she focuses on maintaining the spells she's slinging for the Agents' benefit." ]>>
<<set $taunts2 = $taunts.random()>>$taunts2
<</if>>
<</nobr>><<set $Inventory = {
n1:{name: "Zipper Arm Cannon",
internal: "Zipper_Arm_Cannon",
id: 1,
type: "weapon",
location: "",
position: 0,
owned: "InternalCharacterNameNotUsedHereLol",
equipped: 0,
mod1: 0,
mod2: 0,
mod3: 0}
}>>
<<set $W_Zipper_Arm_Cannon_Equipped = 0>>
<<set $W_Zipper_Arm_Cannon_Mod_1 = 0>>
<<set $W_Zipper_Arm_Cannon_Mod_2 = 0>>
<<set $W_Zipper_Arm_Cannon_Mod_3 = 0>>
<<set $W_Shredder_Rifle_Equipped = 0>>
<<set $W_Shredder_Rifle_Mod_1 = 0>>
<<set $W_Shredder_Rifle_Mod_2 = 0>>
<<set $W_Shredder_Rifle_Mod_3 = 0>>
<<set $W_Bug_Hunter_Equipped = 0>>
<<set $W_Bug_Hunter_Mod_1 = 0>>
<<set $W_Bug_Hunter_Mod_2 = 0>>
<<set $W_Bug_Hunter_Mod_3 = 0>>
<<set $W_Torch_Kanabo_Equipped = 0>>
<<set $W_Torch_Kanabo_Mod_1 = 0>>
<<set $W_Torch_Kanabo_Mod_2 = 0>>
<<set $W_Torch_Kanabo_Mod_3 = 0>>
<<set $W_Truthseeker_Smartbow_Equipped = 0>>
<<set $W_Truthseeker_Smartbow_Mod_1 = 0>>
<<set $W_Truthseeker_Smartbow_Mod_2 = 0>>
<<set $W_Truthseeker_Smartbow_Mod_3 = 0>>
<<set $W_Flakks_Cannon_Equipped = 0>>
<<set $W_Flakks_Cannon_Mod_1 = 0>>
<<set $W_Flakks_Cannon_Mod_2 = 0>>
<<set $W_Flakks_Cannon_Mod_3 = 0>>
<<set $W_Portable_Hull_Cleanser_Equipped = 0>>
<<set $W_Portable_Hull_Cleanser_Mod_1 = 0>>
<<set $W_Portable_Hull_Cleanser_Mod_2 = 0>>
<<set $W_Portable_Hull_Cleanser_Mod_3 = 0>>
<<set $SW_Freqblade_Knife_Equipped to 0>>
<<set $SW_Overcharged_Tazer_Equipped to 0>>
<<set $SW_Riot_Grenade_Printer_Equipped to 0>>
<<set $SW_Cybuckler_Equipped to 0>>
<<set $SW_DEFF_Ray_Equipped to 0>>
<<set $SW_Resolver_Equipped to 0>>
<<set $A_Impact_Vest_Equipped = 0>>
<<set $A_Security_Armour_Overlay_Equipped = 0>>
<<set $A_Reactive_Biosuit_Equipped = 0>>
<<set $CL_Breaching_Wear_Equipped = 0>>
<<set $CL_Starslave_Bikini_Equipped = 0>>
<<set $CL_Security_Uniform_Equipped = 0>>
<<set $AC_Breaching_Jacket_Equipped = 0>>
<<set $AC_Gas_Mask_Equipped = 0>>
<<set $AC_TALE_Device_Equipped = 0>>
<<set $AC_Fang_Necklace_Equipped = 0>>
<<set $AC_Obsidian_Ring_Equipped = 0>>
<<set $Health_Potion_Position = 0>>
<<set $C_Health_Potion = 0>>
<<set $Pain_Relief_Position = 0>>
<<set $C_Pain_Relief = 0>>
<<set $Smartpick_Position = 0>>
<<set $C_Smartpick = 0>>
<<set $Dataprick_Position = 0>>
<<set $C_Dataprick = 0>>
<<set $Smart_Bandage_Position = 0>>
<<set $C_Smart_Bandage = 0>>
<<set $Gold_Nugget_Position = 0>>
<<set $C_Gold_Nugget = 0>>
<<set $Acid_Grenade_Position = 0>>
<<set $C_Acid_Grenade = 0>>
<<set $Redline_Position = 0>>
<<set $C_Redline = 0>>
<<set $Glow_Shard_Position = 0>>
<<set $C_Glow_Shard = 0>>
<<set $Sober_Strobe_Position = 0>>
<<set $C_Sober_Strobe = 0>>
<<set $Glow_Crystal_Position = 0>>
<<set $C_Glow_Crystal = 0>>
<<set $Silence_Thought_Position = 0>>
<<set $C_Silence_Thought = 0>>
<<set $Smart_Pill_Position = 0>>
<<set $C_Smart_Pill = 0>>
<<set $Portable_MediStation_Position = 0>>
<<set $C_Portable_MediStation = 0>>
<<set $Energized_Throwing_Knife_Position = 0>>
<<set $C_Energized_Throwing_Knife = 0>>
<<set $Unstable_Power_Core_Position = 0>>
<<set $C_Unstable_Power_Core = 0>>
<<set $Leathegg_Position = 0>>
<<set $C_Leathegg = 0>>
<<set $Medi_Drone_Position = 0>>
<<set $C_Medi_Drone = 0>>
<<set $Glob_Core_Position = 0>>
<<set $C_Glob_Core = 0>>
<<set $Active_Glob_Core_Position = 0>>
<<set $C_Active_Glob_Core = 0>>
<<set $Ransacked_Medkit_Position = 0>>
<<set $C_Ransacked_Medkit= 0>>
<<set $Sneerz_Soda_Position = 0>>
<<set $C_Sneerz_Soda = 0>>
<<set $Tentakoyaki_Flavour_Chips_Position = 0>>
<<set $C_Tentakoyaki_Flavour_Chips = 0>>
<<set $Used_TentaCan_Position = 0>>
<<set $C_Used_TentaCan = 0>>
<<set $Paravine_Position = 0>>
<<set $C_Paravine = 0>>
<<set $Writhing_Tentacle_Position = 0>>
<<set $C_Writhing_Tentacle = 0>>
<<set $Glob_Gloop_Position = 0>>
<<set $C_Glob_Gloop = 0>>
<<set $Busted_Terminal_Position = 0>>
<<set $C_Busted_Terminal = 0>>
<<set $Bio_Sample_Position = 0>>
<<set $C_Bio_Sample = 0>>
<<set $Snapper_Flower_Position = 0>>
<<set $C_Snapper_Flower = 0>>
<<set $Incredibly_Poisonous_Mushroom_Position = 0>>
<<set $C_Incredibly_Poisonous_Mushroom = 0>>
<<set $Goop_Cube_Position = 0>>
<<set $C_Goop_Cube = 0>>
<<set $Suspiciously_Green_Liquid_Position = 0>>
<<set $C_Suspiciously_Green_Liquid = 0>>
<<set $Expectedly_Pink_Liquid_Position = 0>>
<<set $C_Expectedly_Pink_Liquid = 0>>
<<set $Ruined_Floor_Tile_Position = 0>>
<<set $C_Ruined_Floor_Tile = 0>>
<<set $Chewed_Up_Keycard_Position = 0>>
<<set $C_Chewed_Up_Keycard = 0>>
<<set $Broken_Chain_Position = 0>>
<<set $C_Broken_Chain = 0>>
<<set $Level_1_Keycard_Position = 0>>
<<set $C_Level_1_Keycard = 0>>
<<set $Level_1_Keycard_Position = 0>>
<<set $C_Level_2_Keycard = 0>>
<<set $Territorial_Acid_Position = 0>>
<<set $C_Territorial_Acid = 0>>
<<set $Orange_Canister_Position = 0>>
<<set $C_Orange_Canister = 0>>
<<set $Yellow_Canister_Position = 0>>
<<set $C_Yellow_Canister = 0>>
<<set $SA_Aimed_Shot to 0>>
<<set $SA_Ammunition_Dump to 0>>
<<set $SA_Burst_Shot to 0>>
<<set $SA_Charge_Shot to 0>>
<<set $SA_Double_Tap to 0>>
<<set $SA_Explosive_Round to 0>>
<<set $SA_Flamethrower to 0>>
<<set $SA_Flare to 0>>
<<set $SA_Homerun to 0>>
<<set $SA_Incineration_Cannon to 0>>
<<set $SA_Rocket_Swing to 0>>
<<set $SA_Skullcrush to 0>>
<<set $SA_Smart_Link to 0>>
<<set $Smart_Link_Cooldown to 0>>
<<set $swSA_Irritant to 0>>
<<set $swSA_Slash to 0>>
<<set $swSA_Stab to 0>>
<<set $swSA_Taze to 0>>
<<set $Core_Push_Cooldown to 0>><<nobr>>
<<if $Actual_damage_range is "1d4">>
<<set $Player_damageroll to dice('1d4')>>
<<elseif $Actual_damage_range is "1d6">>
<<set $Player_damageroll to dice('1d6')>>
<<elseif $Actual_damage_range is "1d8">>
<<set $Player_damageroll to dice('1d8')>>
<<elseif $Actual_damage_range is "1d10">>
<<set $Player_damageroll to dice('1d10')>>
<<elseif $Actual_damage_range is "1d12">>
<<set $Player_damageroll to dice('1d12')>>
<<elseif $Actual_damage_range is "1d16">>
<<set $Player_damageroll to dice('1d16')>>
<<elseif $Actual_damage_range is "1d20">>
<<set $Player_damageroll to dice('1d20')>>
<<elseif $Actual_damage_range is "2d2">>
<<set $Player_damageroll to dice('2d2')>>
<<elseif $Actual_damage_range is "3d2">>
<<set $Player_damageroll to dice('3d2')>>
<<elseif $Actual_damage_range is "4d2">>
<<set $Player_damageroll to dice('4d2')>>
<<elseif $Actual_damage_range is "5d2">>
<<set $Player_damageroll to dice('5d2')>>
<<elseif $Actual_damage_range is "6d2">>
<<set $Player_damageroll to dice('6d2')>>
<<elseif $Actual_damage_range is "2d3">>
<<set $Player_damageroll to dice('2d3')>>
<<elseif $Actual_damage_range is "3d3">>
<<set $Player_damageroll to dice('3d3')>>
<<elseif $Actual_damage_range is "4d3">>
<<set $Player_damageroll to dice('4d3')>>
<<elseif $Actual_damage_range is "5d3">>
<<set $Player_damageroll to dice('5d3')>>
<<elseif $Actual_damage_range is "6d3">>
<<set $Player_damageroll to dice('6d3')>>
<<elseif $Actual_damage_range is "2d4">>
<<set $Player_damageroll to dice('2d4')>>
<<elseif $Actual_damage_range is "3d4">>
<<set $Player_damageroll to dice('3d4')>>
<<elseif $Actual_damage_range is "4d4">>
<<set $Player_damageroll to dice('4d4')>>
<<elseif $Actual_damage_range is "5d4">>
<<set $Player_damageroll to dice('5d4')>>
<<elseif $Actual_damage_range is "6d4">>
<<set $Player_damageroll to dice('6d4')>>
<<elseif $Actual_damage_range is "2d5">>
<<set $Player_damageroll to dice('2d5')>>
<<elseif $Actual_damage_range is "3d5">>
<<set $Player_damageroll to dice('3d5')>>
<<elseif $Actual_damage_range is "4d5">>
<<set $Player_damageroll to dice('4d5')>>
<<elseif $Actual_damage_range is "5d5">>
<<set $Player_damageroll to dice('5d5')>>
<<elseif $Actual_damage_range is "6d5">>
<<set $Player_damageroll to dice('6d5')>>
<<elseif $Actual_damage_range is "2d5">>
<<set $Player_damageroll to dice('2d5')>>
<<elseif $Actual_damage_range is "3d5">>
<<set $Player_damageroll to dice('3d5')>>
<<elseif $Actual_damage_range is "4d5">>
<<set $Player_damageroll to dice('4d5')>>
<<elseif $Actual_damage_range is "5d5">>
<<set $Player_damageroll to dice('5d5')>>
<<elseif $Actual_damage_range is "6d5">>
<<set $Player_damageroll to dice('6d5')>>
<<elseif $Actual_damage_range is "2d6">>
<<set $Player_damageroll to dice('2d6')>>
<<elseif $Actual_damage_range is "3d6">>
<<set $Player_damageroll to dice('3d6')>>
<<elseif $Actual_damage_range is "4d6">>
<<set $Player_damageroll to dice('4d6')>>
<<elseif $Actual_damage_range is "5d6">>
<<set $Player_damageroll to dice('5d6')>>
<<elseif $Actual_damage_range is "6d6">>
<<set $Player_damageroll to dice('6d6')>>
<<elseif $Actual_damage_range is "1d4 + 1d6">>
<<set $Player_damageroll to dice('1d4')>>
<<set $Player_dicetemp to dice('1d6')>>
<<set $Player_damageroll to $Player_damageroll + $Player_dicetemp>>
<<elseif $Actual_damage_range is "1d6 + 1d8">>
<<set $Player_damageroll to dice('1d6')>>
<<set $Player_dicetemp to dice('1d8')>>
<<set $Player_damageroll to $Player_damageroll + $Player_dicetemp>>
<<else>>
<<set $Player_damageroll to dice('1d4')>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_dice to dice('1d20')>>
<<set $Player_accuracy to $Player_dice>>
<<if $Player_morale < 20>>
<<set $Player_special_ability_damage to $Player_special_ability_damage - 1>>
<<set $Player_special_ability_accuracy to $Player_special_ability_accuracy - 1>>
<</if>>
<<if $Player_morale < 40>>
<<set $Player_special_ability_damage to $Player_special_ability_damage - 1>>
<<set $Player_special_ability_accuracy to $Player_special_ability_accuracy - 1>>
<</if>>
<<if $Player_morale > 60>>
<<set $Player_special_ability_damage to $Player_special_ability_damage + 1>>
<<set $Player_special_ability_accuracy to $Player_special_ability_accuracy + 1>>
<</if>>
<<if $Player_morale > 80>>
<<set $Player_special_ability_damage to $Player_special_ability_damage + 1>>
<<set $Player_special_ability_accuracy to $Player_special_ability_accuracy + 1>>
<</if>>
<<if $Player_actual_attack_modifier === "keen" or $Player_actual_attack_modifier_2 === "keen">>
<<set $Player_dice to $Player_dice + 1>>
<</if>>
<<set $Player_dice to $Player_dice + $Player_dice_bonus_accessory>>
<<set $Player_dice to $Player_dice + $Player_dice_bonus_armour>>
<<set $Player_dice to $Player_dice + $Player_dice_decay_buff>>
<<set $Player_dice to $Player_dice + $Player_special_ability_dice_bonus>>
<<set $Player_dice to $Player_dice + $Player_lock_on_bonus>>
<<set $Player_accuracy to $Player_accuracy + $Player_weapon_main_accuracy_bonus>>
<<set $Player_accuracy to $Player_accuracy - $Enemy_dodge_buff>>
<<set $Player_accuracy to $Player_accuracy + $Player_special_ability_accuracy>>
<<set $Player_accuracy to $Player_accuracy - $Player_concussion_severity>>
<<set $Player_accuracy to $Player_accuracy - $Enemy_attack_dodge>>
<<set $Player_accuracy to $Player_accuracy + $Player_accuracy_food>>
<<set $Player_accuracy to $Player_accuracy + $Player_accuracy_accessory>>
<<set $Player_accuracy to $Player_accuracy + $Player_accuracy_armour>>
<<set $Player_accuracy to $Player_accuracy + $Player_accuracy_decay_buff>>
<<set $Player_accuracy to $Player_accuracy * $Player_special_ability_accuracy_multiplier>>
<<if $Player_bogged_down > 0>>
<<set $Player_accuracy to $Player_accuracy - 3>>
<</if>>
<<if $Enemy_bogged_down > 0>>
<<set $Player_accuracy to $Player_accuracy + 3>>
<</if>>
<<if $Smart_Link_Cooldown gte 3>>
<<set $Player_accuracy to $Player_accuracy + 2>>
<</if>>
<<set $Player_damage to $Player_attack>>
<<set $Player_damage to $Player_damage + $Player_damageroll>>
<<set $Player_damage to $Player_damage - $Player_concussion_severity>>
<<if $Actual_attack_type is "Forceful" or $Actual_attack_type is "forceful">>
<<set $Player_damage to $Player_damage + $Player_strength_total>>
<<set $Player_accuracy to $Player_accuracy + $Player_strength_total>>
<<set $Player_temp to $Player_agility_total>>
<<set $Player_temp to $Player_temp / 2>>
<<set $Player_temp to $Player_temp + 0.001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_temp2 to $Player_wits_total>>
<<set $Player_temp2 to $Player_temp / 2>>
<<set $Player_temp2 to $Player_temp + 0.001>>
<<set $Player_temp2 to Math.round($Player_temp2)>>
<<set $Player_damage to $Player_damage + $Player_temp + $Player_temp2>>
<<elseif $Actual_attack_type is "Agile" or $Actual_attack_type is "agile">>
<<set $Player_damage to $Player_damage + $Player_agility_total>>
<<set $Player_accuracy to $Player_accuracy + $Player_agility_total>>
<<set $Player_temp to $Player_wits_total>>
<<set $Player_temp to $Player_temp / 2>>
<<set $Player_temp to $Player_temp + 0.001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_temp2 to $Player_strength_total>>
<<set $Player_temp2 to $Player_temp / 2>>
<<set $Player_temp2 to $Player_temp + 0.001>>
<<set $Player_temp2 to Math.round($Player_temp2)>>
<<set $Player_damage to $Player_damage + $Player_temp + $Player_temp2>>
<<elseif $Actual_attack_type is "Tricky" or $Actual_attack_type is "tricky">>
<<set $Player_damage to $Player_damage + $Player_wits_total>>
<<set $Player_accuracy to $Player_accuracy + $Player_wits_total>>
<<set $Player_temp to $Player_strength_total>>
<<set $Player_temp to $Player_temp / 2>>
<<set $Player_temp to $Player_temp + 0.001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_temp2 to $Player_agility_total>>
<<set $Player_temp2 to $Player_temp / 2>>
<<set $Player_temp2 to $Player_temp + 0.001>>
<<set $Player_temp2 to Math.round($Player_temp2)>>
<<set $Player_damage to $Player_damage + $Player_temp + $Player_temp2>>
<</if>>
<<set $Player_damage to $Player_damage + $Player_special_ability_damage>>
<<set $Player_damage to $Player_damage + $Player_damage_food>>
<<set $Player_damage to $Player_damage + $Player_damage_accessory>>
<<set $Player_damage to $Player_damage + $Player_damage_armour>>
<<set $Player_damage to $Player_damage + $Player_damage_decay_buff>>
<<if $Player_OFOH_Damage > 0>>
<<set $Player_damage to $Player_damage + $Player_OFOH_Damage>>
<<set $Player_OFOH_Damage to 0>>
<</if>>
<<if $Redline_Cooldown > 0>>
<<set $Player_damage to $Player_damage + dice('1d3')>>
<</if>>
<<set $Player_damage to $Player_damage * $Player_special_ability_damage_multiplier>>
<<include "Combat Enemy Armour Calculation">>
<<set $Enemy_dodgeroll = $Enemy_dodge>>
<<set $Enemy_dodgeroll = $Enemy_dodgeroll + $Enemy_agility>>
<<set $Enemy_dodgeroll = $Enemy_dodgeroll + $Enemy_agility_decay_buff>>
<<set $Enemy_dodgeroll = $Enemy_dodgeroll + $Player_blinded>>
<<include "Combat Player Element Attack Check">>
<<if $Player_damage < 1>>
<<set $Player_damage to 1>>
<</if>>
<<if $Player_dice lte 0>>
<<set $Player_success to 0>>
<<elseif $Player_dice gte 20>>
<<set $Player_success to 2>>
<<elseif $Player_accuracy gte $Enemy_dodgeroll or $Enemy_frozen > 0>>
<<set $Player_success to 1>>
<<elseif $Player_accuracy < $Enemy_dodgeroll>>
<<set $Player_success to 0>>
<</if>>
<<set $Enemy_hp_adjust to $Player_damage / -1>>
<</nobr>><<nobr>>
<<set $Enemy_armour_total to 0>>
<<set $Enemy_armour_total to $Enemy_armour_total + $Enemy_attack_def>>
<<set $Enemy_armour_total to $Enemy_armour_total + $Enemy_toughness_total + $Enemy_defend_defence>>
<<set $Enemy_armour_total to $Enemy_armour_total - $Actual_armour_penetration>>
<<set $Enemy_armour_total to $Enemy_armour_total - $Enemy_armour_decay_buff>>
<<set $Enemy_armour_decay_buff to Math.clamp($Enemy_armour_decay_buff - 1, 0, 99)>>
<<set $Enemy_armour_total to $Enemy_armour_total - $Player_armour_penetration_food>>
<<set $Enemy_armour_total to $Enemy_armour_total + $Enemy_petrified_bonus>>
<<set $Enemy_armour_total to $Enemy_armour_total - $Enemy_soft>>
<<set $Enemy_armour_total to $Enemy_armour_total - $Player_special_ability_armour_penetration>>
<<set $Enemy_armour_total to $Enemy_armour_total - $Player_armour_penetration_accessory>>
<<if $Enemy_armour_total lte -5>>
<<set $Player_damage to $Player_damage * 1.5>>
<<set $Armour_report to "$Enemy_armour_total defence - damage increased by 50%!">>
<<elseif $Enemy_armour_total is -4>>
<<set $Player_damage to $Player_damage * 1.4>>
<<set $Armour_report to "$Enemy_armour_total defence - damage increased by 40%!">>
<<elseif $Enemy_armour_total is -3>>
<<set $Player_damage to $Player_damage * 1.3>>
<<set $Armour_report to "$Enemy_armour_total defence - damage increased by 30%!">>
<<elseif $Enemy_armour_total is -2>>
<<set $Player_damage to $Player_damage * 1.2>>
<<set $Armour_report to "$Enemy_armour_total defence - damage increased by 20%!">>
<<elseif $Enemy_armour_total is -1>>
<<set $Player_damage to $Player_damage * 1.1>>
<<set $Armour_report to "$Enemy_armour_total defence - damage increased by 10%!">>
<<elseif $Enemy_armour_total is 0>>
<<set $Player_damage to $Player_damage * 1>>
<<set $Armour_report to "No Report">>
<<elseif $Enemy_armour_total is 1>>
<<set $Player_damage to $Player_damage * 0.9>>
<<set $Armour_report to "$Enemy_armour_total defence - damage decreased by 10%.">>
<<elseif $Enemy_armour_total is 2>>
<<set $Player_damage to $Player_damage * 0.8>>
<<set $Armour_report to "$Enemy_armour_total defence - damage decreased by 20%.">>
<<elseif $Enemy_armour_total is 3>>
<<set $Player_damage to $Player_damage * 0.75>>
<<set $Armour_report to "$Enemy_armour_total defence - damage decreased by 25%.">>
<<elseif $Enemy_armour_total is 4>>
<<set $Player_damage to $Player_damage * 0.7>>
<<set $Armour_report to "$Enemy_armour_total defence - damage decreased by 30%.">>
<<elseif $Enemy_armour_total is 5>>
<<set $Player_damage to $Player_damage * 0.65>>
<<set $Armour_report to "$Enemy_armour_total defence - damage decreased by 35%.">>
<<elseif $Enemy_armour_total is 6>>
<<set $Player_damage to $Player_damage * 0.6>>
<<set $Armour_report to "$Enemy_armour_total defence - damage decreased by 40%.">>
<<elseif $Enemy_armour_total is 7>>
<<set $Player_damage to $Player_damage * 0.55>>
<<set $Armour_report to "$Enemy_armour_total defence - damage decreased by 45%.">>
<<elseif $Enemy_armour_total is 8>>
<<set $Player_damage to $Player_damage * 0.5>>
<<set $Armour_report to "$Enemy_armour_total defence - damage decreased by 50%.">>
<<elseif $Enemy_armour_total is 9>>
<<set $Player_damage to $Player_damage * 0.45>>
<<set $Armour_report to "$Enemy_armour_total defence - damage decreased by 550%.">>
<<elseif $Enemy_armour_total gte 10>>
<<set $Player_damage to $Player_damage * 0.4>>
<<set $Armour_report to "$Enemy_armour_total defence - damage decreased by 60%.">>
<</if>>
<<set $Player_damage to $Player_damage + 0.0001>>
<<set $Player_damage to Math.round($Player_damage)>>
<</nobr>><<nobr>>
<<set $Player_element_effectiveness to 0>>
<<if $Actual_damage_type is "blunt" or $Actual_damage_type_2 is "blunt">>
<<if $Enemy_blunt is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_blunt is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "piercing" or $Actual_damage_type_2 is "piercing">>
<<if $Enemy_piercing is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_piercing is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "slashing" or $Actual_damage_type_2 is "slashing">>
<<if $Enemy_slashing is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_slashing is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "fire" or $Actual_damage_type_2 is "fire">>
<<if $Enemy_fire is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_fire is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "ice" or $Actual_damage_type_2 is "ice">>
<<if $Enemy_ice is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_ice is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "elec" or $Actual_damage_type_2 is "elec">>
<<if $Enemy_elec is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_elec is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "poison" or $Actual_damage_type_2 is "poison">>
<<if $Enemy_poison is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_poison is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "holy" or $Actual_damage_type_2 is "holy">>
<<if $Enemy_holy is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_holy is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "void" or $Actual_damage_type_2 is "void">>
<<if $Enemy_void is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_void is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "earth" or $Actual_damage_type_2 is "earth">>
<<if $Enemy_earth is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_earth is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "water" or $Actual_damage_type_2 is "water">>
<<if $Enemy_water is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_water is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "wind" or $Actual_damage_type_2 is "wind">>
<<if $Enemy_wind is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_wind is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "EMP" or $Actual_damage_type_2 is "EMP">>
<<if $Enemy_EMP is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_EMP is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "energy" or $Actual_damage_type_2 is "energy">>
<<if $Enemy_energy is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_energy is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "sonic" or $Actual_damage_type_2 is "sonic">>
<<if $Enemy_sonic is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_sonic is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "radiation" or $Actual_damage_type_2 is "radiation">>
<<if $Enemy_radiation is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_radiation is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Actual_damage_type is "acid" or $Actual_damage_type_2 is "acid">>
<<if $Enemy_acid is "weak">>
<<set $Player_damage to $Player_damage *1.3>>
<<set $Player_element_effectiveness to $Player_element_effectiveness + 1>>
<<elseif $Enemy_acid is "resist">>
<<set $Player_damage to $Player_damage *0.7>>
<<set $Player_element_effectiveness to $Player_element_effectiveness - 1>>
<</if>>
<</if>>
<<set $Player_damage to $Player_damage + 0.001>>
<<set $Player_damage to Math.round($Player_damage)>>
<</nobr>><<nobr>><<set $weapon to $Player_weapon_main>>
<<if $Player_weapon_main_archetype is "1h club">>
<<set $Player_attack_taunts = [ "$Player_alias strikes out with $her <<print $weapon>>!", "$Player_alias lunges to bash $Enemy_article with $her <<print $weapon>>!", "Squaring up $her shoulders, $Player_alias smashes $her $weapon down upon her foe!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "2h club">>
<<set $Player_attack_taunts = [ "$Player_alias heaves $her <<print $weapon>> up and goes to slam it down upon <<print $Enemy_article>>!", "$Player_alias grunts with the effort of raising $her $weapon up above $her head, then roars as $she brings it smashing down upon $Enemy_article with savage force!", "Performing a spin upon $her heels, $Player_alias builds up momentum to slug $Enemy_article with $her $weapon at full force!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "1h blade">>
<<set $Player_attack_taunts = [ "$Player_alias stabs with $her <<print $weapon>>!", "$Player_alias feints $Enemy_article, cutting through the air before $her with a quick slash before following up with the true strike!", "Placing both hands upon the hilt of $her $weapon, $Player_alias drives it down upon $Enemy_article with savage force!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "2h blade">>
<<set $Player_attack_taunts = [ "$Player_alias cleaves with $her <<print $weapon>>!", "$Player_alias raises $her $weapon towards the heavens then brings it down with a fierce chop unto <<print $Enemy_article>>!", "With both hands gripping the hilt of $her $weapon tightly, $Player_alias breaks into a charge and carries that momentum into a mighty swing towards <<print $Enemy_article>>." ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "axe">>
<<set $Player_attack_taunts = [ "$Player_alias performs a quick chop with $her <<= $weapon>>!", "$Player_alias bursts into a charge, spinning the shaft of $her $weapon to re-angle the head towards $her foe in a broad swing!", "Grunting with exertion, $Player_alias swings her $weapon up into the air, arches $her back, and then slams it down upon <<= $Enemy_article>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "gauntlets">>
<<set $Player_attack_taunts = [ "$Player_alias launches into a flurry of blows with $her <<= $weapon>>!", "$Player_alias attempts to pummel $Enemy_article with $her <<= $weapon>>!", "Aiming to break and bruise, $Player_alias swings wildly at $Enemy_article with $her armoured fists!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "spear">>
<<set $Player_attack_taunts = [ "$Player_alias steps forward with a lunge of $her <<= $weapon>>!", "With $her $weapon held before $herhim firmly, $Player_alias breaks into a charge!", "$Player_alias spins $her $weapon by the shaft, drags the pointy end low, then brings it up in a full-body thrust!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy blade">>
<<set $Player_attack_taunts = [ "$Player_alias slashes with $her <<= $weapon>>!", "With the glow of $her $weapon casting $her features in shade, $Player_alias swipes with her <<= $weapon>>!", "<<= $Player_alias>>'s weapon flares brightly as she swings it towards <<= $Enemy_article>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug pistol">>
<<set $Player_attack_taunts = [ "$Player_alias clasps both hands upon the grip of $her $weapon to brace it before the air cracks with the BANG of a fired shot!", "Aiming down the sights, $Player_alias makes a shot!", "$Player_alias braces $herself and opens fire!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug rifle">>
<<set $Player_attack_taunts = [ "Bracing $her $weapon against $her shoulder, $Player_alias opens fire!", "$Player_alias steadies <<= $herself>>, takes aim, and braces for the recoil as $she fires!", "Making a quick adjustment to the grip of $her <<= $weapon>>, $Player_alias stoops into a brief crouch to absorb the recoil of $her shot!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug shotgun">>
<<set $Player_attack_taunts = [ "$Player_alias jolts with the recoil of letting loose a blast from her <<= $weapon>>!", "A hand slides further down the grip to steady the $weapon before $Player_alias fires!", "Inhale, take aim, brace... and fire! $Player_alias grunts as the recoil punches back against <<= $her>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug sniper">>
<<set $Player_attack_taunts = [ "$Player_alias takes careful aim down the sights of $her <<= $weapon>>, exhales slowly, and fires.", "Allow the target to slip into your sights, rather than chasing their movements... $Player_alias patiently waits for $her opportunity to-- FIRE!", "Taking the briefest of moments to adjust the sights of $her <<= $weapon>>, $Player_alias quickly brings it up to aim and fires!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug submachinegun">>
<<set $Player_attack_taunts = [ "Gripping $her $weapon with white-knuckle tightness, $Player_alias unleashes a burst of gunfire!", "$Player_alias elects to hipfire $her $weapon to stay on the move!", "A spray of bullets is hosed from <<= $Player_alias>>'s <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug carbine">>
<<set $Player_attack_taunts = [ "$Player_alias wheels around with a tight grip on $her <<= $weapon>>, letting off a burst of shots!", "The air is ripped with gunfire from <<= $Player_alias>>'s <<= $weapon>>!", "Fire, move, fire, move! $Player_alias keeps quick on $her feet as she peppers $Enemy_article with gunfire!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug machinegun">>
<<set $Player_attack_taunts = [ "$Player_alias hefts the weight of $her $weapon up to a proper firing position, $her surroundings strobing with rapid gunfire!", "$Player_alias breaks low into a crouch, stabilizing her $weapon to unleash a torrent of shots!", "The air is torn with a defeaning mechanical roar as $Player_alias unleashes hell from the barrel of $her <<= $weapon>>." ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug heavy gun">>
<<set $Player_attack_taunts = [ "$Player_alias has to brace to stop $herself being pushed back with every shot of her <<= $weapon>>!", "The very air is shattered with every blast unleashed from <<= $Player_alias>>'s mighty <<= $weapon>>!", "Dust flies up and forms thick, choking clouds from the sheer reverb of firing the <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "slug chaingun">>
<<set $Player_attack_taunts = [ "The $weapon whirs with a constant, menacing whine before it unleashes a shower of bullets.", "$Player_alias has to lunge with the weight of her $weapon to bring the business end around to pepper $Enemy_article with bullets.", "Holding down the trigger, $Player_alias unleashes armageddon upon <<= $Enemy_article>>." ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy pistol">>
<<set $Player_attack_taunts = [ "$Player_alias clasps both hands upon the grip of $her $weapon to brace it before the air cracks with the ZAP of a fired shot!", "Aiming down the sights, $Player_alias makes a shot!", "<<= $Player_alias>>'s $weapon emits a bright glow, charging up before she opens fire!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy rifle">>
<<set $Player_attack_taunts = [ "Bringing $her $weapon against $her shoulder to aim, $Player_alias opens fire!", "$Player_alias steadies <<= $herself>>, takes aim, and shields $her eyes from the energized flash as $she fires!", "Making a quick adjustment to the grip of $her <<= $weapon>>, $Player_alias grins as the weapon's chamber glows brightly before unleashing a shot!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy shotgun">>
<<set $Player_attack_taunts = [ "$Player_alias grimaces with the bright cluster of flashes from letting loose a blast from her <<= $weapon>>!", "A hand slides further down the grip to better aim the $weapon before $Player_alias fires!", "Inhale, take aim, brace... and fire! $Player_alias grunts as a spread of fizzing energy bolts rip through the air!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy sniper">>
<<set $Player_attack_taunts = [ "$Player_alias takes careful aim down the sights of $her <<= $weapon>>, exhales slowly, and fires.", "Allow the target to slip into your sights, rather than chasing their movements... $Player_alias patiently waits for $her opportunity to-- ZAP!", "Taking the briefest of moments to adjust the sights of $her <<= $weapon>>, $Player_alias quickly brings it up to aim and fires a lance of energy!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy submachinegun">>
<<set $Player_attack_taunts = [ "Gripping $her $weapon with white-knuckle tightness, $Player_alias unleashes a burst of bolts!", "$Player_alias elects to hipfire $her $weapon to stay on the move!", "A spray of bolts is hosed from <<= $Player_alias>>'s <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy carbine">>
<<set $Player_attack_taunts = [ "$Player_alias wheels around with a tight grip on $her <<= $weapon>>, letting off a burst of bolts!", "The air is ripped with energy bolts from <<= $Player_alias>>'s <<= $weapon>>!", "Fire, move, fire, move! $Player_alias keeps quick on $her feet as she peppers $Enemy_article with energized gunfire!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy machinegun">>
<<set $Player_attack_taunts = [ "$Player_alias hefts the weight of $her $weapon up to a proper firing position, $her surroundings strobing with rapid energy bolts!", "$Player_alias breaks low into a crouch, stabilizing her $weapon to unleash a torrent of bolts!", "The air is torn with a defeaning mechanical roar as $Player_alias unleashes hell from the barrel of $her <<= $weapon>>." ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy heavy gun">>
<<set $Player_attack_taunts = [ "$Player_alias has to brace to stop $herself being pushed back with every shot of her <<= $weapon>>!", "Piercing, skin-tingling shrieks rend the air with every blast unleashed from <<= $Player_alias>>'s mighty <<= $weapon>>!", "sunspots dance in <<= $Player_alias>>'s eyes with each supernova flash of firing the <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "energy chaingun">>
<<set $Player_attack_taunts = [ "The $weapon whirs with a constant, menacing whine before it unleashes a shower of bolts.", "$Player_alias has to lunge with the weight of her $weapon to bring the business end around to pepper $Enemy_article with bolts.", "Holding down the trigger, $Player_alias unleashes armageddon upon <<= $Enemy_article>>." ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "thrower">>
<<set $Player_attack_taunts = [ "$Player_alias grips $her $weapon carefully as she unleashes a torrent!", "After a careful check of pressure gauges and readings, $Player_alias braces $herself and holds down the trigger!", "$Player_alias lets loose a blast from her <<= $weapon>>" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "projector">>
<<set $Player_attack_taunts = [ "$Player_alias has to shield $her eyes as she unleashes a blast from $her <<= $weapon>>", "$Player_alias opens fire with the <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "emitter">>
<<set $Player_attack_taunts = [ "$Player_alias feels a strange tingling on the back of $her neck as $her $weapon unleashes hell!", "$Player_alias emits a steady stream from her <<= $weapon>>" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "launcher">>
<<set $Player_attack_taunts = [ "$Player_alias has to take a moment to brace herself, but the force of the $weapon still staggers $her!", "Taking a deep breath, $Player_alias exhales sharply as her $weapon kicks with the force of firing!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "arm cannon">>
<<set $Player_attack_taunts = [ "$Player_alias hefts $her $weapon up with $her opposing hand, bracing it before $she opens fire!", "$Player_alias rends the air with blasts from $her <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "dual swords">>
<<set $Player_attack_taunts = [ "$Player_alias is an intimidating sight as $she twirls both $weapon in deft hands, suddenly lunging in to strike <<= $Enemy_article>>!", "Twin whistles sing through the air as both $weapon are brought to bear down upon the foe!", "The $weapon briefly shriek against one another before they're swung out with force!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "dual pistols">>
<<set $Player_attack_taunts = [ "$Player_alias unleashes a torrent of bullets from $her <<= $weapon>>!", "With a careful hold upon each grip, $Player_alias lets loose with shots from $her <<= $weapon>>!", "$Player_alias opens fire with both barrels!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "scythe">>
<<set $Player_attack_taunts = [ "$Player_alias brings $her $weapon down in a reaping swing!", "$Player_alias slides a hand up the shaft of $her <<= $weapon>>, gripping it tightly to slash it down in a wide, crescent arc.", "Light glints along the half-moon edge of the $weapon as $Player_alias attempts to cleave $Enemy_article with it!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "polearm">>
<<set $Player_attack_taunts = [ "$Player_alias jabs with $her <<= $weapon>>!", "$Player_alias goes to bonk $Enemy_article with a swing of $her <<= $weapon>>!", "Twirling her $weapon like a parade staff, $Player_alias puts on a distracting show before catching it in place and lunging in for a smash!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "claws">>
<<set $Player_attack_taunts = [ "$Player_alias lets rip with twinned slashes of her <<= $weapon>>!", "Cleaving through the air, $Player_alias attempts to slash <<= $Enemy_article>>!", "With cat-like grace, $Player_alias goes for a swipe of her <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "chakrams">>
<<set $Player_attack_taunts = [ "Light glints from each blade as $Player_alias moves with the grace of a dancer to scissor-cleave $her $weapon down upon the <<= $Enemy_article>>!", "Swinging $her arms in a wide arc, $Player_alias lets slip one of her $weapon to fling it towards <<= $Enemy_article>>!", "Schwing! A $weapon flies loose in a crescent arc, aiming to cleave through $Enemy_article before it sails back into <<= $Player_alias>>'s waiting hand." ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "throwing">>
<<set $Player_attack_taunts = [ "$Player_alias moves like a blur, arm whipping out to toss a <<= $weapon>>!", "With deft movements, $Player_alias unleashes a flurry of <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "whip">>
<<set $Player_attack_taunts = [ "$Player_alias spins, $her $weapon coiling around $her like a spring before she swings her arm up to bring it cracking down upon <<= $Enemy_article>>!", "With repeated strikes, $Player_alias makes a convincing imitation of gunfire each time the tip of her $weapon strikes $Enemy_article - or the air and ground around them!", "$Player_alias attempts to sting her foe with a crack of the <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "crossbow">>
<<set $Player_attack_taunts = [ "Taking careful aim, $Player_alias grunts as a sharp-tipped bolt is slingshot from her <<= $weapon>>.", "C-TUNK! $Player_alias keeps one eye shut as the watches the bolt fly!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "bow and arrow">>
<<set $Player_attack_taunts = [ "Creaks and the subtle grind of shaft against the bracing of the bow... and THWIP- unleash!", "$Player_alias quick-nocks an arrow and lets fly with a sharp exhale!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "staff">>
<<set $Player_attack_taunts = [ "$Player_alias clutches her $weapon tightly, waving it in an arcane pattern to unleash a bolt of magic!", "Chanting under her breath, the tip of the $weapon glows as a simple concussive spell shrieks into being!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "magic ring">>
<<set $Player_attack_taunts = [ "$Player_alias whispers in tongues, pointing her ring-adorned finger towards <<= $Enemy_article>>... ZAP!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "spellbook">>
<<set $Player_attack_taunts = [ "Flipping through pages rapidly, $Player_alias traces the wording of a spell as she mouthes along, the spine of the $weapon glowing brightly... ZAP!", "With the spell already in mind, $Player_alias slams her $weapon shut, eyes glowing as it acts as a foci, her magic erupting from her gaze!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "power tool">>
<<set $Player_attack_taunts = [ "With a rev of her mighty $weapon, $Player_alias bears down on her foe with a cold glare.", "<<= $Player_alias>>'s weapon roars infernally as it swings towards her target!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<elseif $Player_weapon_main_archetype is "bare hands">>
<<set $Player_attack_taunts = [ "$Player_alias attempts to pummel the foe with $her bare hands!", "$Player_alias tries to slug $Enemy_article with a thrown punch!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<<else>>
<<set $Player_attack_taunts = [ "$Player_alias attacks with $her <<= $weapon>>!", "$Player_alias strikes $Enemy_article with $her <<= $weapon>>!" ]>>
<<set $Player_attack_taunts2 = $Player_attack_taunts.random()>>
$Player_attack_taunts2
<</if>>
<</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Subweapon Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_SW_1 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_1]]>><<set $whichNo to $I_SW_1_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_1_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_2 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_2]]>><<set $whichNo to $I_SW_2_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_2_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_3 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_3]]>><<set $whichNo to $I_SW_3_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_3_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_4 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_4]]>><<set $whichNo to $I_SW_4_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_4_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_5 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_5]]>><<set $whichNo to $I_SW_5_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_5_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="SubWeapon2Div"><<if $I_SW_6 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_6]]>><<set $whichNo to $I_SW_6_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_6_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_7 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_7]]>><<set $whichNo to $I_SW_7_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_7_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_8 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_8]]>><<set $whichNo to $I_SW_8_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_8_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_9 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_9]]>><<set $whichNo to $I_SW_9_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_9_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_10 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_10]]>><<set $whichNo to $I_SW_10_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_10_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Subweapon Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_SW_11 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_11]]>><<set $whichNo to $I_SW_11_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_11_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_12 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_12]]>><<set $whichNo to $I_SW_12_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_12_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_13 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_13]]>><<set $whichNo to $I_SW_13_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_13_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_14 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_14]]>><<set $whichNo to $I_SW_14_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_14_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_15 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_15]]>><<set $whichNo to $I_SW_15_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_15_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="SubWeapon4Div"><<if $I_SW_16 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_16]]>><<set $whichNo to $I_SW_16_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_16_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_17 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_17]]>><<set $whichNo to $I_SW_17_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_17_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_18 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_18]]>><<set $whichNo to $I_SW_18_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_18_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_19 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_19]]>><<set $whichNo to $I_SW_19_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_19_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_SW_20 is "empty">><<link [img[$I_SW_E]]>><</link>><<else>><<mouseover>><<link [img[$I_SW_20]]>><<set $whichNo to $I_SW_20_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_SW_20_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>>Double-click this passage to edit it.<<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Clothing Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_CL_1 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_1]]>><<set $whichNo to $I_CL_1_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_1_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_2 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_2]]>><<set $whichNo to $I_CL_2_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_2_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_3 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_3]]>><<set $whichNo to $I_CL_3_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_3_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_4 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_4]]>><<set $whichNo to $I_CL_4_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_4_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_5 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_5]]>><<set $whichNo to $I_CL_5_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_5_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Clothing2Div"><<if $I_CL_6 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_6]]>><<set $whichNo to $I_CL_6_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_6_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_7 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_7]]>><<set $whichNo to $I_CL_7_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_7_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_8 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_8]]>><<set $whichNo to $I_CL_8_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_8_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_9 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_9]]>><<set $whichNo to $I_CL_9_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_9_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_10 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_10]]>><<set $whichNo to $I_CL_10_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_10_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Accessories Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_AC_1 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_1]]>><<set $whichNo to $I_AC_1_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_1_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_2 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_2]]>><<set $whichNo to $I_AC_2_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_2_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_3 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_3]]>><<set $whichNo to $I_AC_3_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_3_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_4 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_4]]>><<set $whichNo to $I_AC_4_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_4_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_5 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_5]]>><<set $whichNo to $I_AC_5_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_5_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Accessories2Div"><<if $I_AC_6 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_6]]>><<set $whichNo to $I_AC_6_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_6_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_7 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_7]]>><<set $whichNo to $I_AC_7_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_7_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_8 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_8]]>><<set $whichNo to $I_AC_8_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_8_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_9 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_9]]>><<set $whichNo to $I_AC_9_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_9_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_10 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_10]]>><<set $whichNo to $I_AC_10_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_10_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>><<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Clothing Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_CL_11 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_11]]>><<set $whichNo to $I_CL_11_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_11_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_12 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_12]]>><<set $whichNo to $I_CL_12_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_12_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_13 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_13]]>><<set $whichNo to $I_CL_13_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_13_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_14 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_14]]>><<set $whichNo to $I_CL_14_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_14_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_15 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_15]]>><<set $whichNo to $I_CL_15_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_15_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Clothing4Div"><<if $I_CL_16 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_16]]>><<set $whichNo to $I_CL_16_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_16_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_17 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_17]]>><<set $whichNo to $I_CL_17_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_17_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_18 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_18]]>><<set $whichNo to $I_CL_18_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_18_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_19 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_19]]>><<set $whichNo to $I_CL_19_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_19_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_CL_20 is "empty">><<link [img[$I_CL_E]]>><</link>><<else>><<mouseover>><<link [img[$I_CL_20]]>><<set $whichNo to $I_CL_20_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_CL_20_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>>Double-click this passage to edit it.<<link [img[$Inventory_Left_Arrow]]>><<set $inventory_page to $inventory_page - 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>> Accessories Tab $inventory_page <<link [img[$Inventory_Right_Arrow]]>><<set $inventory_page to $inventory_page + 1>><<include "Inventory Page Turner">><<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</link>>
<b>@@#tooltip;@@</b>
<<nobr>>
<<if $I_AC_11 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_11]]>><<set $whichNo to $I_AC_11_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_11_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_12 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_12]]>><<set $whichNo to $I_AC_12_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_12_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_13 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_13]]>><<set $whichNo to $I_AC_13_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_13_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_14 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_14]]>><<set $whichNo to $I_AC_14_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_14_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_15 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_15]]>><<set $whichNo to $I_AC_15_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_15_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>>
<div class="Accessories4Div"><<if $I_AC_16 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_16]]>><<set $whichNo to $I_AC_16_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_16_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_17 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_17]]>><<set $whichNo to $I_AC_17_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_17_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_18 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_18]]>><<set $whichNo to $I_AC_18_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_18_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_19 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_19]]>><<set $whichNo to $I_AC_19_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_19_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><<if $I_AC_20 is "empty">><<link [img[$I_AC_E]]>><</link>><<else>><<mouseover>><<link [img[$I_AC_20]]>><<set $whichNo to $I_AC_20_N>><<dialog>><<include "Item">><</dialog>><</link>><<onmousein>><<replace '#tooltip'>>$I_AC_20_T<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>></div><</nobr>>Double-click this passage to edit it.<<nobr>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<if $Player_crafting_bits gte 100>>
<<set $Player_crafting_bits to 99>>
<</if>>
<<if $Player_crafting_tek gte 100>>
<<set $Player_crafting_tek to 99>>
<</if>>
<<if $Player_crafting_herbs gte 100>>
<<set $Player_crafting_herbs to 99>>
<</if>>
<<if $Player_crafting_chems gte 100>>
<<set $Player_crafting_chems to 99>>
<</if>>
<<if $Player_crafting_bio gte 100>>
<<set $Player_crafting_bio to 99>>
<</if>>
<<if $Player_crafting_meds gte 100>>
<<set $Player_crafting_meds to 99>>
<</if>>
<<if $Player_crafting_mats gte 100>>
<<set $Player_crafting_mats to 99>>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>>[img[$Smart_Bandage_Icon]]<<nobr>>
<br>Smart Bandage | $C_Smart_Bandage in possession
<br><br>
<b>Type:</b> Healing. || <b>Usage:</b> Universal (In/Out of combat)
<br><br>
A single-use, slate-toned flexible strip with a peelable backing on one side and a small, disposable CPU glowing a striking magenta upon the other side. The Smart Bandage is a universal first-aid solution, used universally! Simply remove the protective backing and apply it to the damaged area, and the onboard nanomachines will identify the surface and get to work. Flesh, cybernetics, it does it all - mimicking materials both organic and inorganic to seal wounds and repair damage like new!
<br><br>
<i>By using a Smart Bandage, you agree to the terms of conditions as laid out by the Sera-Sera Corporation and absolve them of responsibility in the 1/100000000 likelihood of a 'Grey Goo' scenario.</i>
<br><br>
<<set $Player_Heal to ($Player_hp_max * 0.2)>>
<<if $Player_wits_total > 5>>
<<set $Player_htemp to $Player_hp_max * 0.04>>
<<set $Player_htemp to $Player_htemp * 5>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 5>>
<<set $Player_htemp to $Player_hp_max * 0.04>>
<<set $Player_htemp to $Player_htemp * $Player_wits_total>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 0>>
<<set $Player_Heal to ($Player_hp_max * 0.2)>>
<</if>>
<<set $Player_Heal to Math.round($Player_Heal)>>
Restores $Player_Heal HP. (20% Max HP, + 4% per Wits up to 20%)
<br><br>
<div align='center'>------------------------------------</div>
<div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Use">>
<<set $Player_hp to Math.clamp ($Player_hp + $Player_Heal, 0, $Player_hp_max)>>
<<dialog>>
$Player_alias grumbles with a furrowed brow as $she fiddles with the peelable backing of the hi-tech bandage. The magenta LED upon the other side glows brightly as $she places it gingerly against $her body, a slight wince giving way to a relieved sigh as the gray strip swiftly changes to match $her skin tone.
<br><br>
Within seconds it's disappeared, fully fused with $her body, restoring <<= $Player_Heal>> HP!
<</dialog>>
<<set $Consumable_Update_Position to $Smart_Bandage_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Smart_Bandage to $C_Smart_Bandage - 1>>
<<if $C_Smart_Bandage lte 0>>
<<set $Smart_Bandage_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<link [[Use->Combat Consumable Smart Bandage]]>>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Smart_Bandage_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Smart_Bandage to $C_Smart_Bandage - 1>>
<<if $C_Smart_Bandage lte 0>>
<<set $Smart_Bandage_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Smart_Bandage_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Smart_Bandage_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Smart_Bandage_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Smart_Bandage_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (8 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Medical">>
<<set $Shop_Item_Name to "Smart Bandage">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bundle of Smart Bandages">>
<</if>>
<<set $Consumable_Remove to "Smart Bandage">>
<<set $Consumable_Remove_Position to $Smart_Bandage_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Smart_Bandage_Position>>
<<include "Remove Consumable">>
<<set $C_Smart_Bandage to $C_Smart_Bandage - $Shop_Stack>>
<<if $C_Smart_Bandage is 0>>
<<set $Smart_Bandage_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Smart_Bandage>>
<<include "Stacking Selection">>
</div>
<</nobr>>[img[$Icon_Inventory_Left_Arrow_Inactive]] Crafting Tab [img[$Icon_Inventory_Right_Arrow_Inactive]]
<b>@@#tooltip;@@</b>
<<nobr>><<if $Player_crafting_bio is 0>><<mouseover>><<link [img[$Cr_Bio_Empty]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Bio: $Player_crafting_bio<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><<else>><<mouseover>><<link [img[$I_Cr_Bio]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Bio: $Player_crafting_bio<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="CraftingBio">$Player_crafting_bio</div><<if $Player_crafting_bits is 0>><<mouseover>><<link [img[$Cr_Bits_Empty]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Bits: $Player_crafting_bits<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><<else>><<mouseover>><<link [img[$I_Cr_Bits]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Bits: $Player_crafting_bits<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="CraftingBits">$Player_crafting_bits</div><<if $Player_crafting_chems is 0>><<mouseover>><<link [img[$Cr_Chems_Empty]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Chems: $Player_crafting_chems<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><<else>><<mouseover>><<link [img[$I_Cr_Chems]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Chems: $Player_crafting_chems<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="CraftingChems">$Player_crafting_chems</div><<if $Player_crafting_herbs is 0>><<mouseover>><<link [img[$Cr_Herbs_Empty]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Herbs: $Player_crafting_herbs<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><<else>><<mouseover>><<link [img[$I_Cr_Herbs]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Herbs: $Player_crafting_herbs<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="CraftingHerbs">$Player_crafting_herbs</div>
<div class="Crafting2Div">
<<if $Player_crafting_mats is 0>><<mouseover>><<link [img[$Cr_Mats_Empty]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Mats: $Player_crafting_mats<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><<else>><<mouseover>><<link [img[$I_Cr_Mats]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Mats: $Player_crafting_mats<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="CraftingMats">$Player_crafting_mats</div><<if $Player_crafting_meds is 0>><<mouseover>><<link [img[$Cr_Meds_Empty]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Meds: $Player_crafting_meds<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><<else>><<mouseover>><<link [img[$I_Cr_Meds]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Meds: $Player_crafting_meds<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="CraftingMeds">$Player_crafting_meds</div><<if $Player_crafting_tek is 0>><<mouseover>><<link [img[$Cr_Tek_Empty]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Tek: $Player_crafting_tek<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><<else>><<mouseover>><<link [img[$I_Cr_Tek]]>><</link>><<onmousein>><<replace '#tooltip'>>Crafting Tek: $Player_crafting_tek<</replace>><<onmouseout>><<replace '#tooltip'>><</replace>><</mouseover>><</if>><div class="CraftingTek">$Player_crafting_tek</div></div><</nobr>><<nobr>>
<<set $Player_flow = Math.clamp($Player_flow + $Player_flow_adjust, 0, $Player_flow_max)>>
<<set $Player_flow_spent2 to $Player_flow_spent>>
<<if $Player_flow_spent > 0>>
<<set $Player_temp3 = Math.clamp($Player_flow_spent / 10, 1, 20)>>
<<set $Player_temp3 to Math.round($Player_temp3)>>
<<set $Player_glow to Math.clamp($Player_glow + $Player_temp3, 0, $Player_glow_max)>>
<<set $Player_flow_spent to 0>>
<</if>>
<<if $Perk_Kinetic_Recycler is 1 and $Player_flow_spent2 > 0>>
<<set $Player_temp3 to Math.clamp($Player_flow_spent2 / 8, 1, 10)>>
<<set $Player_temp3 to Math.round($Player_temp3)>>
<<set $Player_flow to Math.clamp($Player_flow + $Player_temp3, 0, $Player_flow_max)>>
<<set $Player_flow_spent2 to 0>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<set $No_Status to 1>>
<<else>>
<<set $No_Status to 0>>
<</if>>
<<set $Player_item_block to 1>>
<<if $Player_success gte 1>>
<<if $Player_element_effectiveness is 0>>
<<elseif $Player_element_effectiveness is 1>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was effective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is 2>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>very</b> effective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is 3>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>incredibly</b> effective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is 4>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>overwhelmingly</b> effective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is -4>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>pathetically</b> ineffective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is -3>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>incredibly</b> ineffective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is -2>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>very</b> ineffective against <<= $Enemy_article>>!<br><br>
<<elseif $Player_element_effectiveness is -1>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was ineffective against <<= $Enemy_article>>!<br><br>
<</if>>
<</if>>
<<if $Player_poisoned > 0 or $Player_bleeding > 0 or $Player_burned > 0 or $Player_drained > 0 or $Player_charmed > 0 or $Player_silenced > 0 or $Player_glued > 0 or $Player_disabled > 0 or $Player_blinded > 0 or $Player_soft > 0 or $Player_clot > 0 or $Player_cursed > 0 or $Player_chilled > 0 or $Player_oiled > 0 or $Player_soaked > 0 or $Player_infirm > 0 or $Player_offence_pod > 0 or $Player_nurse_pod > 0 or $Player_regen > 0 or $Player_concussed > 0 or $Player_choking > 0 or $Player_drowning > 0 or $Player_bogged_down > 0>>
<br><br>
<</if>><</nobr>><<if $Player_poisoned > 0 and $No_Status is 1>><<nobr>>
<<set $Player_temp to $Player_hp_max / 20>>
<<set $Player_poisoned_rounds to Math.clamp($Player_poisoned_rounds + 1, 0, 3)>>
<<set $Player_temp to $Player_temp * $Player_poisoned_rounds>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_poisoned to $Player_poisoned - 1>>
$Player_alias coughs and staggers as poison courses through $her body for <b>$Player_temp damage</b><<if $Player_shield > 0>><b>, bypassing $her shield</b><</if>><b>!</b> <<if $Player_poisoned is 0>><<set $Player_poisoned_rounds to 0>><b>It seems $Player_alias has recovered from poison!</b><</if>>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>><</nobr>>
<</if>><<if $Player_bleeding > 0 and $No_Status is 1>><<nobr>>
<<set $Player_temp to $Player_hp_max / 24>>
<<if $Player_bleeding_stacks is 0>>
<<set $Player_bleeding_stacks to 1>>
<</if>>
<<set $Player_temp to $Player_temp * $Player_bleeding_stacks>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_bleeding to $Player_bleeding - 1>>
$Player_alias winces as $she attempts to stem $her bleeding, sustaining <b>$Player_temp damage</b><<if $Player_shield > 0>><b>, bypassing $her shield</b><</if>><b>!</b> <<if $Player_bleeding is 0>><<set $Player_bleeding_stacks to 0>><b>$Player_alias manages to stop the bleed!</b><</if>>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>><</nobr>>
<</if>><<if $Player_burned > 0 and $No_Status is 1>><<nobr>>
<<set $Player_temp to $Player_hp_max / 16>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_burned to $Player_burned - 1>>
$Player_alias panics as smouldering flames dance across $her body, dealing <b>$Player_temp damage</b><<if $Player_shield > 0>><b>, bypassing $her shield</b><</if>><b>!</b> <<if $Player_burned is 0>><b>$Player_alias manages to put out the burning flames!</b><</if>>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>><</nobr>>
<</if>><<if $Player_drained > 0 and $No_Status is 1>><<nobr>>
<<set $Player_temp to $Player_flow_max / 16>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_drained to $Player_drained - 1>>
$Player_alias blinks groggily as $she attempts to shrug off this draining feeling, losing <b>$Player_temp Flow!</b> <<if $Player_drained is 0>><b>$Player_alias has shrugged off the drained sensation!</b><</if>>
<<set $Player_flow = Math.clamp($Player_flow - $Player_temp, 0, $Player_flow_max)>>
<<updatemeter 'player_flow_bar' `$Player_flow / $Player_flow_max`>><</nobr>>
<</if>><<if $Player_charmed > 0 and $No_Status is 1>><<nobr>>
<<set $Player_temp to $Player_focus_max / 16>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_charmed to $Player_charmed - 1>>
$Player_alias sighs deamily, $her gaze briefly turning to one of longing as $she beholds <<= $Enemy_article>>, $her Focus degrading by <b><<= $Player_temp>>!</b> <<if $Player_charmed is 0>><b>$Player_alias blinks with a bewildered expression - the Charm is lifted!</b><</if>>
<<set $Player_focus = Math.clamp($Player_focus - $Player_temp, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>><</nobr>>
<</if>><<if $Player_silenced > 0 and $No_Status is 1>><<nobr>>
<<set $Player_silenced to $Player_silenced - 1>>
$Player_alias clutches at $her neck with a silent grimace. <<if $Player_silenced is 0>><b>$Player_alias recovers her voice!</b><</if>>
<</nobr>>
<</if>><<if $Player_glued > 0 and $No_Status is 1>><<nobr>>
<<set $Player_glued to $Player_glued - 1>>
$Player_alias shudders as $she tries to free $herself of goop! <<if $Player_glued is 0>><b>$Player_alias manages to clean $herself off!</b><</if>>
<</nobr>>
<</if>><<if $Player_disabled > 0 and $No_Status is 1>><<nobr>>
<<set $Player_disabled to $Player_disabled - 1>>
$Player_alias looks lost and confused, muscle memory disabled! <<if $Player_disabled is 0>><b>$Player_alias snaps out of it!</b><</if>>
<</nobr>>
<</if>><<if $Player_blinded > 0 and $No_Status is 1>><<nobr>>
<<set $Player_blinded to Math.clamp($Player_blinded - 2, 0, 30)>>
$Player_alias squints and rubs at $her eyes! <<if $Player_blinded is 0>><b>$Player_alias blinks, vision restored!</b><</if>>
<</nobr>>
<</if>><<if $Player_soft > 0 and $No_Status is 1>><<nobr>>
<<set $Player_soft to $Player_soft - 1>>
$Player_alias is feeling awfully exposed and squishy! <<if $Player_soft is 0>><b>$Player_alias manages to neutralize Soft!</b><</if>>
<</nobr>>
<</if>><<if $Player_clot > 0 and $No_Status is 1>><<nobr>>
<<set $Player_clot to $Player_clot - 1>>
$Player_alias seethes with a hand clutched to $her chest... she isn't healing! <<if $Player_clot is 0>><b>$Player_alias manages to overcome Clot!</b><</if>>
<</nobr>>
<</if>><<if $Player_cursed > 0 and $No_Status is 1>><<nobr>>
<<set $Player_cursed to $Player_cursed - 1>>
$Player_alias hears cruel whispers in $her ear, telling her to heal... <<if $Player_cursed is 0>><b>$Player_alias overcomes $her Curse!</b><</if>>
<</nobr>>
<</if>><<if $Player_chilled > 0 and $No_Status is 1>><<nobr>>
<<set $Player_chilled to $Player_chilled - 1>>
$Player_alias shivers as chills assault $her from all directions. <<if $Player_chilled is 0>><b>$Player_alias shrugs off $her chills!</b><</if>>
<</nobr>>
<</if>><<if $Player_oiled > 0 and $No_Status is 1>><<nobr>>
<<set $Player_oiled to $Player_oiled - 1>>
$Player_alias grimaces at the layer of oil coating $her skin. <<if $Player_oiled is 0>><b>$Player_alias manages to clean off Oiled!</b><</if>>
<</nobr>>
<</if>><<if $Player_soaked > 0 and $No_Status is 1>><<nobr>>
<<set $Player_soaked to $Player_soaked - 1>>
$Player_alias nearly slips over from how soaked $she is! <<if $Player_soaked is 0>><b>$Player_alias manages to dry off, no longer Soaked!</b><</if>>
<</nobr>>
<</if>><<if $Player_infirm > 0 and $No_Status is 1>><<nobr>>
<<set $Player_infirm to $Player_infirm - 1>>
$Player_alias huffs breathlessly as $her skin aches from within! <<if $Player_infirm is 0>><b>$Player_alias manages to overcome $her Infirmity!</b><</if>>
<</nobr>>
<</if>><<if $Player_offence_pod > 0 and $No_Status is 1>><<nobr>>
<<set $Player_offence_pod to $Player_offence_pod - 1>>
$Player_alias feels reassured by her Offence Pod's guarding presence! <<include "Combat Player Status Offence Pod">> <<if $Player_offence_pod is 0>><b><<= $Player_alias>>'s Offence Pod compresses back into a sphere, charge depleted!</b><</if>>
<</nobr>>
<</if>><<if $Player_nurse_pod > 0 and $No_Status is 1>><<nobr>>
<<set $Player_nurse_pod to $Player_nurse_pod - 1>>
$Player_alias feels reassured by $her Nurse Pod's comforting presence! It bathes $her in soothing green energies...
<<set $Player_healing to dice('2d4')>>
<<if $Player_clot > 0>>
But... nothing happens! Clot is preventing healing! The pod makes a confused chime!
<</if>>
<<if $Player_cursed > 0>>
$Player_alias gasps out in wide-eyed shock as her curse turns healing to harm, dealing $Player_healing damage! The pod makes an alarmed chime!
<<set $Player_hp = Math.clamp($Player_hp - $Player_healing, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<else>>
A relieved sigh escapes $her lips as the pod heals $her for $Player_healing HP, the pod letting out a cheerful chime.
<<set $Player_hp = Math.clamp($Player_hp + $Player_healing, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_nurse_pod is 0>><b>With its charge depleted, the drone compresses back into an enert sphere.</b><</if>>
<</nobr>>
<</if>><<if $Player_regen > 0 and $No_Status is 1>><<nobr>>
<<set $Player_regen to $Player_regen - 1>>
$Player_alias can feel $her Regen soothing $her body...
<<set $Player_healing to dice('1d4') + $Player_wits_total>>
<<if $Player_clot > 0>>
But... nothing happens! Clot is preventing healing!
<</if>>
<<if $Player_cursed > 0>>
$Player_alias gasps out in wide-eyed shock as her curse turns healing to harm, dealing $Player_healing damage!
<<set $Player_hp = Math.clamp($Player_hp - $Player_healing, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<else>>
A subtle thrumming glow emits from $her body, healing $her for $Player_healing HP.
<<set $Player_hp = Math.clamp($Player_hp + $Player_healing, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_regen is 0>><b>However, the regenerating light fades...</b><</if>>
<</nobr>>
<</if>><<if $Player_concussed > 0 and $No_Status is 1>><<nobr>>
<<set $Player_concussed to $Player_concussed - 1>>
<<if $Player_concussed is 0>>$Player_alias feels a crushing weight upon her head finally fade... <b>$Player_alias is no longer Concussed!</b> <<set $Player_concussion_severity to 0>>
<<else>>
<<= $Player_alias>>'s concussion rages on... <<set $Player_temp to dice('1d3')>><<if $Player_temp is 1>><<set $Player_concussion_severity to $Player_concussion_severity + 1>><b>$she staggers with a wave of nausea as it intensifies!</b>
<</if>>
<</if>>
<</nobr>>
<</if>><<if $Player_bogged_down > 0 and $No_Status is 1>><<nobr>>
<<set $Player_bogged_down to $Player_bogged_down - 1>>
$Player_alias struggles to stop $her feet from sinking into the sodden ground! <<if $Player_bogged_down is 0>><b>$Player_alias frees $herself and is no longer Bogged Down!</b><</if>>
<</nobr>>
<</if>><<if $Player_choking > 0 and $No_Status is 1>><<nobr>>
<<set $Player_temp to $Player_focus_max / 22>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_choking to $Player_choking - 1>>
$Player_alias rasps, struggling as $she chokes, sustaining <b>$Player_temp damage</b> to $her HP and Focus! <<if $Player_choking is 0>><b>$Player_alias inhales gratefully, no longer choking!</b><</if>>
<<set $Player_focus = Math.clamp($Player_focus - $Player_temp, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>><</nobr>>
<</if>><<if $Player_drowning > 0 and $No_Status is 1>><<nobr>>
<<set $Player_temp to $Player_flow_max / 20>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_drowning to $Player_drowning - 1>>
$Player_alias struggles for air as $she drowns, sustaining <b>$Player_temp damage</b> to $her HP and Flow! <<if $Player_drowning is 0>><b>$Player_alias coughs and gasps as $she pulls free from drowning!</b><</if>>
<<set $Player_flow = Math.clamp($Player_flow - $Player_temp, 0, $Player_flow_max)>>
<<updatemeter 'player_flow_bar' `$Player_flow / $Player_flow_max`>>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>><</nobr>>
<</if>><<nobr>><<include "Combat Additional Player Status">><<set $Player_element_effectiveness to 0>>@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Status Effects Start Turn]]@@<</nobr>><<nobr>>
<<if $Actual_attack_modifier is "long" or $Actual_attack_modifier_2 is "long">>
<<set $Player_status_dice to dice('1d10')>>
<<if $Player_status_dice gte 7>>
<<= $Player_alias>> kept $her distance with that strike! Dodge is boosted until next turn! <br>
<<set $Player_long_dodge_bonus = $Player_long_dodge_bonus + 2>>
<</if>>
<</if>>
<<if $Actual_attack_modifier is "holy" or $Actual_attack_modifier_2 is "holy">>
<<set $Player_status_dice to dice('1d10')>>
<<if $Player_status_dice gte 7>>
<<= $Player_alias>>'s kept $her distance with that strike! Dodge is boosted until next turn! <br>
<<set $Player_holy_armour_bonus = $Player_holy_armour_bonus + 2>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_success is 2 and $Player_lockon gte 1>>
<<set $Player_lockon to 0>>
After that severe hit, $Enemy_article repositions. Lock-on broken!
<br><br>
<</if>>
<<include "Combat Player Modifiers Always">>
<<if $Actual_attack_modifier is "heavy" or $Actual_attack_modifier_2 is "heavy">>
<<set $Player_status_dice to dice('1d10')>>
<<if $Player_status_dice gte 9>>
<<= $Player_alias>>'s Heavy weapon tenderizes $Enemy_article, lowering their armour! <br>
<<set $Enemy_toughness to $Enemy_toughness - 1>>
<</if>>
<</if>>
<<if $Actual_attack_modifier is "serrated" or $Actual_attack_modifier_2 is "serrated">>
<<set $Player_status_attack to "bleed">>
<<set $Player_status_bonus to 15>>
<<set $Player_status_duration to dice('1d2')>>
<<set $Player_status_duration to $Player_status_duration +1>>
<<include "Combat Enemy Status Resistances">>
<</if>>
<<if $Actual_attack_modifier is "heated" or $Actual_attack_modifier_2 is "heated">>
<<set $Player_status_attack to "burn">>
<<set $Player_status_bonus to 15>>
<<set $Player_status_duration to dice('1d2')>>
<<set $Player_status_duration to $Player_status_duration +1>>
<<include "Combat Enemy Status Resistances">>
<</if>>
<<if $Actual_attack_modifier is "sparking" or $Actual_attack_modifier_2 is "sparking">>
<<set $Player_status_attack to "paralyze">>
<<set $Player_status_bonus to 15>>
<<set $Player_status_duration to dice('1d2')>>
<<set $Player_status_duration to $Player_status_duration +1>>
<<include "Combat Enemy Status Resistances">>
<</if>>
<<if $Actual_attack_modifier is "chilled" or $Actual_attack_modifier_2 is "chilled">>
<<set $Player_status_attack to "freeze">>
<<set $Player_status_bonus to 15>>
<<set $Player_status_duration to dice('1d2')>>
<<set $Player_status_duration to $Player_status_duration +1>>
<<include "Combat Enemy Status Resistances">>
<</if>>
<<if $Actual_attack_modifier is "toxic" or $Actual_attack_modifier_2 is "toxic">>
<<set $Player_status_attack to "poison">>
<<set $Player_status_bonus to 15>>
<<set $Player_status_duration to dice('1d2')>>
<<set $Player_status_duration to $Player_status_duration +1>>
<<include "Combat Enemy Status Resistances">>
<</if>>
<<if $Actual_attack_modifier is "of the void" or $Actual_attack_modifier_2 is "of the void">>
<<set $Player_status_dice to dice('1d10')>>
<<if $Player_status_dice gte 7>>
<<set $Player_status_dice to dice('2d2')>>
<<= $Player_alias>>'s evil weapon ravages her foe, dealing an extra $Player_status_dice damage! <br>
<<set $Enemy_hp_adjust to $Player_status_dice / -1>>
<</if>>
<</if>>
<<if $Actual_attack_modifier is "greedy" or $Actual_attack_modifier_2 is "greedy">>
<<set $Player_status_dice to dice('1d20')>>
<<if $Player_status_dice gte 18>>
<<set $Player_status_dice to dice('2d3')>>
<<= $Player_alias>>'s strike knocks some spare change loose from <<= $Enemy_article>>! Gained $Player_status_dice <<= $gold>>! <br>
<<set $Enemy_hp_adjust to $Player_status_dice / -1>>
<</if>>
<</if>>
<<if $Actual_attack_modifier is "vampire" or $Actual_attack_modifier_2 is "vampire">>
<<set $Player_status_dice to $Player_damage / 4>>
<<set $Player_status_dice to $Player_status_dice + 0.0001>>
<<set $Player_status_dice to Math.round($Player_status_dice)>>
<<if $Player_clot > 0>>
<<= $Player_alias' strike should have vampirically healed <<= $her>>, but Clot prevents it! <br>
<</if>
<<if $Player_cursed > 0>>
$Player_alias gasps in pain as $her own strike's vampiric pull is corrupted by the Curse, damaging $herhim instead!
<<set $Player_hp = Math.clamp($Player_hp - $Player_status_dice, 0, $Player_hp_max)>>
<<include "Adjust All Bars">><br>
<</if>>
<<if $Player_clot lte 0 and $Player_cursed lte 0>>
$Player_alias sighs in sanguine relief as $her weapon's vampiric pull heals $herhim for $Player_status_dice HP!
<<set $Player_hp = Math.clamp($Player_hp + $Player_status_dice, 0, $Player_hp_max)>>
<<include "Adjust All Bars">><br>
<</if>>
<</if>>
<<if $Actual_attack_modifier is "recharge" or $Actual_attack_modifier_2 is "recharge">>
<<set $Player_status_dice to $Player_damage / 5>>
<<set $Player_status_dice to $Player_status_dice + 0.0001>>
<<set $Player_status_dice to Math.round($Player_status_dice)>>
<<set $Player_glow to Math.clamp($Player_glow + $Player_status_dice, 0, $Player_glow_max)>>
<<= $Player_alias>>'s weapon glows brightly as the energy generated by that strike is absorbed back as $Player_status_dice Glow!
<<include "Adjust All Bars">><br>
<</if>>
<<if $Actual_attack_modifier is "elegant" or $Actual_attack_modifier_2 is "elegant">>
<<set $Player_status_dice to $Player_damage / 5>>
<<set $Player_status_dice to $Player_status_dice + 0.0001>>
<<set $Player_status_dice to Math.round($Player_status_dice)>>
<<set $Player_glow to Math.clamp($Player_flow + $Player_status_dice, 0, $Player_flow_max)>>
<<= $Player_alias>>'s weapon sings through the air, boosting $her momentum by $Player_status_dice Flow!
<<include "Adjust All Bars">><br>
<</if>>
<<if $Actual_attack_modifier is "tracking" or $Actual_attack_modifier_2 is "tracking">>
<<set $Player_lockon to $Player_lockon + 1>>
<<= $Player_alias>>'s weapon makes tiny automatic adjustments as it zeroes in on $Enemy_article, boosting crit chance!
<<include "Adjust All Bars">><br>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_alias is "Amy" and $Player_alias is "Helen">>
<b>The fight shifts to Jaycie!</b>
<br><br>
<<set $Player_swap to "Jaycie">>
<<include "Character Swap">>
<<if $Amy_Jaycie_Turn_1 is 0>>
<<set $Amy_Jaycie_Turn_1 to 1>>
<<set $Player_flow to 20>>
<</if>>
<<if $Player_charging gt 0>>
<<set $Helen_charging to $Player_charging>>
<<set $Player_charging to 0>>
<<elseif $Jaycie_charging gt 0>>
<<set $Player_charging to $Jaycie_charging>>
<<set $Jaycie_charging to 0>>
<</if>>
<<elseif $Enemy_alias is "Amy" and $Player_alias is "Jaycie">>
<b>The fight shifts to Helen!</b>
<br><br>
<<set $Player_swap to "Helen">>
<<include "Character Swap">>
<<if $Player_charging gt 0>>
<<set $Jaycie_charging to $Player_charging>>
<<set $Player_charging to 0>>
<<elseif $Helen_charging gt 0>>
<<set $Player_charging to $Helen_charging>>
<<set $Helen_charging to 0>>
<</if>>
<</if>>
<<for _key, _val range $attacks>>
<<if def $attacks[_key].cooldown>>
<<if $attacks[_key].cooldown > 0>>
<<set $attacks[_key].cooldown to $attacks[_key].cooldown - 1>>
<</if>>
<</if>>
<</for>>
<<set $Enemy_strength_decay_buff to Math.clamp($Enemy_strength_decay_buff - 1, 0, 99)>>
<<set $Enemy_agility_decay_buff to Math.clamp($Enemy_agility_decay_buff - 1, 0, 99)>>
<<set $Enemy_wits_decay_buff to Math.clamp($Enemy_wits_decay_buff - 1, 0, 99)>>
<<set $Enemy_attack_decay_buff to Math.clamp($Enemy_attack_decay_buff - 1, 0, 99)>>
<<if $Player_strength_decay_buff > 0>>
<<set $Player_strength_decay_buff to Math.clamp($Player_strength_decay_buff - 1, 0, 99)>>
<<elseif $Player_strength_decay_buff < 0>>
<<set $Player_strength_decay_buff to Math.clamp($Player_strength_decay_buff + 1, 0, 99)>>
<</if>>
<<if $Player_agility_decay_buff > 0>>
<<set $Player_agility_decay_buff to Math.clamp($Player_agility_decay_buff - 1, 0, 99)>>
<<elseif $Player_agility_decay_buff < 0>>
<<set $Player_agility_decay_buff to Math.clamp($Player_agility_decay_buff + 1, 0, 99)>>
<</if>>
<<if $Player_wits_decay_buff > 0>>
<<set $Player_wits_decay_buff to Math.clamp($Player_wits_decay_buff - 1, 0, 99)>>
<<elseif $Player_wits_decay_buff < 0>>
<<set $Player_wits_decay_buff to Math.clamp($Player_wits_decay_buff + 1, 0, 99)>>
<</if>>
<<if $Player_toughness_decay_buff > 0>>
<<set $Player_toughness_decay_buff to Math.clamp($Player_toughness_decay_buff - 1, 0, 99)>>
<<elseif $Player_toughness_decay_buff < 0>>
<<set $Player_toughness_decay_buff to Math.clamp($Player_toughness_decay_buff + 1, 0, 99)>>
<</if>>
<<if $Player_damage_decay_buff > 0>>
<<set $Player_damage_decay_buff to Math.clamp($Player_damage_decay_buff - 1, 0, 99)>>
<<elseif $Player_damage_decay_buff < 0>>
<<set $Player_damage_decay_buff to Math.clamp($Player_damage_decay_buff + 1, 0, 99)>>
<</if>>
<<if $Player_accuracy_decay_buff > 0>>
<<set $Player_accuracy_decay_buff to Math.clamp($Player_accuracy_decay_buff - 1, 0, 99)>>
<<elseif $Player_accuracy_decay_buff < 0>>
<<set $Player_accuracy_decay_buff to Math.clamp($Player_accuracy_decay_buff + 1, 0, 99)>>
<</if>>
<<if $Player_defence_decay_buff > 0>>
<<set $Player_defence_decay_buff to Math.clamp($Player_defence_decay_buff - 1, 0, 99)>>
<<elseif $Player_defence_decay_buff < 0>>
<<set $Player_defence_decay_buff to Math.clamp($Player_defence_decay_buff + 1, 0, 99)>>
<</if>>
<<if $Player_dodge_decay_buff > 0>>
<<set $Player_dodge_decay_buff to Math.clamp($Player_dodge_decay_buff - 1, 0, 99)>>
<<elseif $Player_dodge_decay_buff < 0>>
<<set $Player_dodge_decay_buff to Math.clamp($Player_dodge_decay_buff + 1, 0, 99)>>
<</if>>
<<if $Player_dice_decay_buff > 0>>
<<set $Player_dice_decay_buff to Math.clamp($Player_dice_decay_buff - 1, 0, 99)>>
<<elseif $Player_dice_decay_buff < 0>>
<<set $Player_dice_decay_buff to Math.clamp($Player_dice_decay_buff + 1, 0, 99)>>
<</if>>
<<set $Player_used_item to 0>>
<<if $Player_paralyzed > 0 or $Player_confused > 0 or $Player_petrified > 0>>
<<if $Player_paralyzed > 0>>
<<set $Player_temp to dice('1d20')>>
<<set $Player_temp to $Player_temp + $Player_agility_total>>
<<set $Player_paralyzed to $Player_paralyzed - 1>>
<<if $Player_temp gte 8>>
$Player_alias twitches unevenly, but manages to overcome Paralysis this round.
<<if $Player_paralyzed is 0>><b>$Player_alias is no longer Paralyzed!</b><</if>>
<br><br>
<<include "Combat Player Turn">>
<<else>>
$Player_alias lets out a high-pitched 'glrk' as $her body erupts into spasm and goes stiff, interrupting $her next move!
<<if $Player_paralyzed is 0>><b>$Player_alias feels the Paralysis passing, but it's too late!</b><</if>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<</if>>
<<if $Player_petrified > 0>>
<<set $Player_petrified_rounds to $Player_petrified_rounds +1>>
<<set $Player_temp to dice('1d20')>>
<<set $Player_temp to $Player_temp + $Player_strength_total>>
<<set $Player_petrified to $Player_petrified - 1>>
<<set $Player_petrified_bonus to 10>>
<<if $Player_temp gte 13>>
$Player_alias twitches, trembles... and then lets out a roar as $she bursts free from $her prison!
<<if $Player_petrified is 0>><b>$Player_alias is no longer Petrified!</b><</if>>
<<set $Player_petrified to 0>>
<<set $Player_petrified_bonus to 0>>
<br><br>
<<include "Combat Player Turn">>
<<else>>
$Player_alias says nothing, does nothing. What a good little statue!
<<include "Combat Player Status Effects End Turn">>
<</if>>
<</if>>
<<if $Player_confused > 0>>
<<set $Player_temp to dice('1d20')>>
<<set $Player_temp to $Player_temp + $Player_wits_total>>
<<set $Player_confused to $Player_confused - 1>>
<<if $Player_temp gte 8>>
$Player_alias staggers for a moment with a far-away look in $her eyes... before $she snaps back into focus!
<<if $Player_confused is 0>>$Player_alias has overcome $her Confusion!<</if>>
<br><br>
<<include "Combat Player Turn">>
<<else>>
<<set $Player_temp to dice('2d2')>>
<<set $Player_hp_adjust to $Player_temp / -1>>
$Player_alias staggers and trips, landing hard and sustaining $Player_temp damage! $Her chance to act has passed!
<<if $Player_confused is 0>><b>At least the fall seems to have knocked the confusion out of <<= $her>>...</b><</if>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<</if>>
<<elseif $Player_frozen > 0>>
<<set $Player_temp to dice('1d20')>>
<<set $Player_temp to $Player_temp + $Player_toughness_total>>
<<set $Player_frozen to $Player_frozen - 1>>
<<if $Player_temp gte 12 or $Player_frozen is 0>>
$Player_alias shivers so hard, $she breaks free of $her chilly bonds!
<<set $Player_frozen to 0>>
<<if $Player_frozen is 0>>$Player_alias is no longer Frozen!<</if>>
<br><br>
<<include "Combat Player Turn">>
<<else>>
$Player_alias shivers away, still unable to dodge from within $her icy prison!
<br><br>
<<include "Combat Player Turn">>
<</if>><<else>><<include "Combat Player Turn">><</if>>
<<set $Enemy_Script_10 = Math.clamp($Enemy_Script_10 - 1, 0, 10)>>
<</nobr>><<nobr>>
<<if $multihit is 1>>
<<else>>
<<if $Player_success gte 2>>
<<set $Enemy_hp_adjust to $Enemy_hp_adjust * 2>>
<</if>>
<</if>>
<<if $Enemy_shield > 0>>
<<set $Enemy_shield = $Enemy_shield + $Enemy_hp_adjust>>
<<if $Enemy_shield <= 0>>
<<= $Enemy_article>>'s shield was broken!
<</if>>
<<if $Enemy_shield < 0>>
<<set $Enemy_hp = Math.clamp($Enemy_hp + $Enemy_shield, 0, $Enemy_hp_max)>>
<<set $Enemy_shield = 0>>
$Enemy_article took the remaining difference as HP damage!
<</if>>
<<else>>
<<set $Enemy_hp = Math.clamp($Enemy_hp + $Enemy_hp_adjust, 0, $Enemy_hp_max)>>
<</if>>
<<set $Fake_Enemy_shield_max to $Enemy_shield_max + 0.0001>>
<<updatemeter 'enemy_shield_bar' `$Enemy_shield / $Fake_Enemy_shield_max`>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<</nobr>><<nobr>>/*<<if $Enemy_success gte 2>>
<<set $Player_hp_adjust to $Player_hp_adjust * 2>>
<</if>>*/
<<if $Player_shield > 0>>
<<set $Player_shield = $Player_shield + $Player_hp_adjust>>
<<if $Player_shield <= 0>>
<<= $Player_alias>>'s shield was broken!
<<if $Perk_Static_Cling is 1>>
A pulse of frazzling energy slams out from $her sparking shield generator!
<<set $Player_status_attack to "paralyze">>
<<set $Player_status_bonus to 100>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<</if>>
<br><br>
<</if>>
<<if $Player_shield < 0>>
<<set $Player_hp = Math.clamp($Player_hp + $Player_shield, 0, $Player_hp_max)>>
<<set $Player_shield = 0>>
$Player_alias took the remaining difference as HP damage! <br><br>
<</if>>
<<else>>
<<set $Player_hp = Math.clamp($Player_hp + $Player_hp_adjust, 0, $Player_hp_max)>>
<</if>>
<<set $Fake_shield_max to $Player_shield_max + 0.0001>>
<<updatemeter 'player_shield_bar' `$Player_shield / $Fake_shield_max`>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</nobr>><<nobr>>
<<set $Enemy_element_effectiveness to 0>>
<<if $Enemy_damage_type is "blunt" or $Enemy_damage_type_2 is "blunt">>
<<if $Player_blunt_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_blunt_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "piercing" or $Enemy_damage_type_2 is "piercing">>
<<if $Player_piercing_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_piercing_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "slashing" or $Enemy_damage_type_2 is "slashing">>
<<if $Player_slashing_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_slashing_total < 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "fire" or $Enemy_damage_type_2 is "fire">>
<<if $Player_fire_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_fire_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "ice" or $Enemy_damage_type_2 is "ice">>
<<if $Player_ice_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_ice_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "elec" or $Enemy_damage_type_2 is "elec">>
<<if $Player_elec_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_elec_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "poison" or $Enemy_damage_type_2 is "poison">>
<<if $Player_poison_total < 0>>
<<set $Pl
ayer_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_poison_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "holy" or $Enemy_damage_type_2 is "holy">>
<<if $Player_holy_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_holy_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "void" or $Enemy_damage_type_2 is "void">>
<<if $Player_void_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_void_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "earth" or $Enemy_damage_type_2 is "earth">>
<<if $Player_earth_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_earth_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "water" or $Enemy_damage_type_2 is "water">>
<<if $Player_water_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_water_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "wind" or $Enemy_damage_type_2 is "wind">>
<<if $Player_wind_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_wind_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "EMP" or $Enemy_damage_type_2 is "EMP">>
<<if $Player_EMP_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_EMP_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "energy" or $Enemy_damage_type_2 is "energy">>
<<if $Player_energy_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_energy_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "sonic" or $Enemy_damage_type_2 is "sonic">>
<<if $Player_sonic_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_sonic_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "radiation" or $Enemy_damage_type_2 is "radiation">>
<<if $Player_radiation_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_radiation_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<if $Enemy_damage_type is "acid" or $Enemy_damage_type_2 is "acid">>
<<if $Player_acid_total < 0>>
<<set $Enemy_damage to $Enemy_damage *1.3>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>>
<<elseif $Player_acid_total > 0>>
<<set $Enemy_damage to $Enemy_damage *0.7>>
<<set $Enemy_element_effectiveness to $Enemy_element_effectiveness - 1>>
<</if>>
<</if>>
<<set $Enemy_damage to $Enemy_damage + 0.001>>
<<set $Enemy_damage to Math.round($Enemy_damage)>>
<<if $Enemy_success is 2>>
<<set $Enemy_damage to $Enemy_damage * 2>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_armour_total to $Player_toughness_total + $Player_armour_defence>>
<<set $Player_armour_total to $Player_armour_total + $Player_defend_defence>>
<<set $Player_armour_total to $Player_armour_total + $Player_weapon_main_defence>>
<<set $Player_armour_total to $Player_armour_total + $Player_weapon_sub_defence>>
<<set $Player_armour_total to $Player_armour_total + $Player_defence_accessory>>
<<set $Player_armour_total to $Player_armour_total + $Player_defence_food>>
<<set $Player_armour_total to $Player_armour_total + $Player_petrified_bonus>>
<<set $Player_armour_total to $Player_armour_total - $Player_soft>>
<<set $Player_armour_total to $Player_armour_total + $Player_holy_armour_bonus>>
<<set $Player_armour_total to $Player_armour_total + $Player_defence_decay_buff>>
<<set $Player_armour_total to $Player_armour_total + $Player_special_ability_defence>>
<<if $Perk_Iron_Bones is 1>>
<<set $Player_armour_total to $Player_armour_total + 1>>
<</if>>
<<if $Perk_Battle_Hardened is 1>>
<<set $Player_armour_total to $Player_armour_total + 1>>
<</if>>
<<set $Player_holy_armour_bonus to 0>>
<<if $Player_armour_total lte -5>>
<<set $Player_damage to $Player_damage * 1.5>>
<<set $Armour_report to "$Player_armour_total defence - damage increased by 50%...">>
<<elseif $Player_armour_total is -4>>
<<set $Player_damage to $Player_damage * 1.4>>
<<set $Armour_report to "$Player_armour_total defence - damage increased by 40%...">>
<<elseif $Player_armour_total is -3>>
<<set $Player_damage to $Player_damage * 1.3>>
<<set $Armour_report to "$Player_armour_total defence - damage increased by 30%...">>
<<elseif $Player_armour_total is -2>>
<<set $Player_damage to $Player_damage * 1.2>>
<<set $Armour_report to "$Player_armour_total defence - damage increased by 20%...">>
<<elseif $Player_armour_total is -1>>
<<set $Player_damage to $Player_damage * 1.1>>
<<set $Armour_report to "$Player_armour_total defence - damage increased by 10%...">>
<<elseif $Player_armour_total is 0>>
<<set $Player_damage to $Player_damage * 1>>
<<set $Armour_report to "No Report">>
<<elseif $Player_armour_total is 1>>
<<set $Player_damage to $Player_damage * 0.9>>
<<set $Armour_report to "$Player_armour_total defence - damage decreased by 10%.">>
<<elseif $Player_armour_total is 2>>
<<set $Player_damage to $Player_damage * 0.8>>
<<set $Armour_report to "$Player_armour_total defence - damage decreased by 20%.">>
<<elseif $Player_armour_total is 3>>
<<set $Player_damage to $Player_damage * 0.75>>
<<set $Armour_report to "$Player_armour_total defence - damage decreased by 25%.">>
<<elseif $Player_armour_total is 4>>
<<set $Player_damage to $Player_damage * 0.7>>
<<set $Armour_report to "$Player_armour_total defence - damage decreased by 30%!">>
<<elseif $Player_armour_total is 5>>
<<set $Player_damage to $Player_damage * 0.65>>
<<set $Armour_report to "$Player_armour_total defence - damage decreased by 35%!">>
<<elseif $Player_armour_total is 6>>
<<set $Player_damage to $Player_damage * 0.6>>
<<set $Armour_report to "$Player_armour_total defence - damage decreased by 40%!">>
<<elseif $Player_armour_total is 7>>
<<set $Player_damage to $Player_damage * 0.55>>
<<set $Armour_report to "$Player_armour_total defence - damage decreased by 45%!">>
<<elseif $Player_armour_total is 8>>
<<set $Player_damage to $Player_damage * 0.5>>
<<set $Armour_report to "$Player_armour_total defence - damage decreased by 50%!">>
<<elseif $Player_armour_total is 9>>
<<set $Player_damage to $Player_damage * 0.45>>
<<set $Armour_report to "$Player_armour_total defence - damage decreased by 550%!">>
<<elseif $Player_armour_total gte 10>>
<<set $Player_damage to $Player_damage * 0.4>>
<<set $Armour_report to "$Player_armour_total defence - damage decreased by 60%!">>
<</if>>
<<set $Enemy_damage to $Enemy_damage + 0.0001>>
<<set $Enemy_damage to Math.round($Enemy_damage)>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_damageroll = dice('2d4')>>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to "unaspected">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to "Tricky">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
<<set $Enemy_hp_adjust to ($Player_damage / -1)>>
The Offence Pod takes a shot!
<<if $Player_success is 0>>
The Offence Pod misses <<= $Enemy_article>>!
<<elseif $Player_success is 1>>
The Offence Pod hits <<= $Enemy_article>>! $Enemy_Article takes $Player_damage damage!<<include "Combat Enemy HP Adjustment">>
<<elseif $Player_success is 2>>
The Offence Pod strikes $Enemy_article in a vital spot! It's a critical hit! $Enemy_Article takes $Player_damage critical damage!<<set $Enemy_hp_adjust to $Enemy_hp_adjust * 2>><<include "Combat Enemy HP Adjustment">><</if>><</nobr>><<nobr>>
<<if $Enemy_paralyzed > 0 or $Enemy_confused > 0 or $Enemy_petrified > 0>>
<<if $Enemy_paralyzed > 0>>
<<set $Enemy_temp to dice('1d20')>>
<<set $Enemy_temp to $Enemy_temp + $Enemy_agility_total>>
<<set $Enemy_paralyzed to $Enemy_paralyzed - 1>>
<<if $Enemy_temp gte 8>>
$Enemy_Article twitches unevenly, but manages to overcome Paralysis this round.
<<if $Enemy_paralyzed is 0>><b>$Enemy_Article is no longer Paralyzed!</b><</if>>
<br><br>
<<include "Combat Enemy Turn">>
<<else>>
$Enemy_Article spasms and goes completely stiff, twitching uselessly and missing the chance to act!
<<if $Enemy_paralyzed is 0>><b>$Enemy_Article feels the Paralysis passing, but it's too late!</b><</if>>
<<include "Combat Enemy Status Effects End Turn">>
<<set $Player_turn to 2>>
<<link "Continue" "Combat Enemy Turn">><</link>>
<</if>>
<<elseif $Enemy_petrified > 0>>
<<set $Enemy_petrified_rounds to $Enemy_petrified_rounds +1>>
<<set $Enemy_temp to dice('1d20')>>
<<set $Enemy_temp to $Enemy_temp + $Enemy_strength_total>>
<<set $Enemy_petrified to $Enemy_petrified - 1>>
<<set $Enemy_petrified_bonus to 10>>
<<if $Enemy_temp gte 13>>
$Enemy_Article suddenly twitches... and then bursts free of their petrified prison with a snarl!
<<if $Enemy_petrified is 0>><b>$Enemy_Article is no longer Petrified!</b><</if>>
<<set $Enemy_petrified to 0>>
<<set $Enemy_petrified_bonus to 0>>
<br><br>
<<include "Combat Enemy Turn">>
<<else>>
$Enemy_Article makes no movement, makes no sound. Completely petrified!
<<include "Combat Enemy Status Effects End Turn">>
<<set $Player_turn to 2>>
<<link "Continue" "Combat Enemy Turn">><</link>>
<</if>>
<<elseif $Enemy_confused > 0>>
<<set $Enemy_temp to dice('1d20')>>
<<set $Enemy_temp to $Enemy_temp + $Enemy_wits_total>>
<<set $Enemy_confused to $Enemy_confused - 1>>
<<if $Enemy_temp gte 8>>
$Enemy_Article stumbles about in confusion for a moment, but shrugs it off!
<<if $Enemy_confused is 0>>$Enemy_Article has overcome Confusion!<</if>>
<br><br>
<<include "Combat Enemy Turn">>
<<else>>
<<set $Enemy_temp to dice('2d2')>>
<<set $Enemy_hp_adjust to $Enemy_temp / -1>>
$Enemy_Article hurts themselves as they confusedly thrash about, sustaining $Enemy_temp damage!
<<if $Enemy_confused is 0>><b>At least the fall seems to have knocked the confusion out of <<= $her>>!</b><</if>>
<<include "Combat Enemy HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
<<set $Player_turn to 2>>
<<link "Continue" "Combat Enemy Turn">><</link>>
<</if>>
<</if>>
<<elseif $Enemy_frozen > 0>>
<<set $Enemy_temp to dice('1d20')>>
<<set $Enemy_temp to $Enemy_temp + $Enemy_toughness_total>>
<<set $Enemy_frozen to $Enemy_frozen - 1>>
<<if $Enemy_temp gte 12 or $Enemy_frozen is 0>>
$Enemy_Article smashes free of their icy prison!
<<set $Enemy_frozen to 0>>
<<if $Enemy_frozen is 0>>$Enemy_Article is no longer Frozen!<</if>>
<br><br>
<<include "Combat Enemy Turn">>
<<else>>
$Enemy_Article shivers away, still unable to dodge from within the icy prison!
<br><br>
<<include "Combat Enemy Turn">>
<</if>><<else>><<include "Combat Enemy Turn">><</if>><</nobr>><<nobr>>
<<set $Enemy_statuses to 0>>
<<if $Enemy_success gte 1>>
<<if $Enemy_element_effectiveness is 0>>
<<elseif $Enemy_element_effectiveness is 1>>
That $Enemy_damage_type <<if $Enemy_damage_type_2 isnot "unaspected">>and $Enemy_damage_type_2 <</if>>attack was effective against <<= $Player_alias>>!<br><br>
<<elseif $Enemy_element_effectiveness is 2>>
That $Enemy_damage_type <<if $Enemy_damage_type_2 isnot "unaspected">>and $Enemy_damage_type_2 <</if>>attack was <b>very</b> effective against <<= $Player_alias>>!<br><br>
<<elseif $Enemy_element_effectiveness is 3>>
That $Enemy_damage_type <<if $Enemy_damage_type_2 isnot "unaspected">>and $Enemy_damage_type_2 <</if>>attack was <b>incredibly</b> effective against <<= $Player_alias>>!<br><br>
<<elseif $Enemy_element_effectiveness is 4>>
That $Enemy_damage_type <<if $Enemy_damage_type_2 isnot "unaspected">>and $Enemy_damage_type_2 <</if>>attack was <b>overwhelmingly</b> effective against <<= $Player_alias>>!<br><br>
<<elseif $Enemy_element_effectiveness is -4>>
That $Enemy_damage_type <<if $Enemy_damage_type_2 isnot "unaspected">>and $Enemy_damage_type_2 <</if>>attack was <b>pathetically</b> ineffective against <<= $Player_alias>>!<br><br>
<<elseif $Enemy_element_effectiveness is -3>>
That $Enemy_damage_type <<if $Enemy_damage_type_2 isnot "unaspected">>and $Enemy_damage_type_2 <</if>>attack was <b>incredibly</b> ineffective against <<= $Player_alias>>!<br><br>
<<elseif $Enemy_element_effectiveness is -2>>
That $Enemy_damage_type <<if $Enemy_damage_type_2 isnot "unaspected">>and $Enemy_damage_type_2 <</if>>attack was <b>very</b> ineffective against <<= $Player_alias>>!<br><br>
<<elseif $Enemy_element_effectiveness is -1>>
That $Enemy_damage_type <<if $Enemy_damage_type_2 isnot "unaspected">>and $Enemy_damage_type_2 <</if>>attack was ineffective against <<= $Player_alias>>!<br><br>
<</if>>
<</if>>
<<if $Enemy_poisoned > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_temp to $Enemy_hp_max / 24>>
<<set $Enemy_temp2 to $Enemy_hp_max / 8>>
<<set $Enemy_poisoned_rounds to Math.clamp($Enemy_poisoned_rounds + 1, 0, 3)>>
<<set $Enemy_temp to $Enemy_temp * $Enemy_poisoned_rounds>>
<<set $Enemy_temp to $Enemy_temp + 0.00001>>
<<set $Enemy_temp to Math.round($Enemy_temp)>>
<<if $Enemy_temp > $Enemy_temp2>><<set $Enemy_temp to $Enemy_temp2>><</if>>
<<set $Enemy_poisoned to $Enemy_poisoned - 1>>
$Enemy_Article is suffering from poison, sustaining <b>$Enemy_temp damage</b><<if $Enemy_shield > 0>><b>, bypassing shielding</b><</if>><b>!</b> <<if $Enemy_poisoned is 0>><<set $Enemy_poisoned_rounds to 0>><b>It seems $Enemy_article has recovered from poison!</b><</if>>
<<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<br>
<</if>>
<<if $Enemy_bleeding > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_temp to $Enemy_hp_max / 28>>
<<set $Enemy_temp2 to $Enemy_hp_max / 8>>
<<set $Enemy_temp2 to Math.round($Enemy_temp2)>>
<<if $Enemy_bleeding_stacks is 0>>
<<set $Enemy_bleeding_stacks to 1>>
<</if>>
<<set $Enemy_temp to $Enemy_temp * $Enemy_bleeding_stacks>>
<<set $Enemy_temp to $Enemy_temp + 0.00001>>
<<set $Enemy_temp to Math.round($Enemy_temp)>>
<<if $Enemy_temp > $Enemy_temp2>><<set $Enemy_temp to $Enemy_temp2>><</if>>
<<set $Enemy_bleeding to $Enemy_bleeding - 1>>
$Enemy_Article is suffering from bleeding, sustaining <b>$Enemy_temp damage</b><<if $Enemy_shield > 0>><b>, bypassing shielding</b><</if>><b>!</b> <<if $Enemy_bleeding is 0>><<set $Enemy_bleeding_stacks to 0>><b>$Enemy_Article manages to stop the bleed!</b><</if>>
<<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<br>
<</if>>
<<if $Enemy_burned > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_temp to $Enemy_hp_max / 16>>
<<set $Enemy_temp to $Enemy_temp + 0.00001>>
<<set $Enemy_temp to Math.round($Enemy_temp)>>
<<set $Enemy_burned to $Enemy_burned - 1>>
$Enemy_Article is trying to put out the burning flames, sustaining <b>$Enemy_temp damage</b><<if $Enemy_shield > 0>><b>, bypassing shielding</b><</if>><b>!</b> <<if $Enemy_burned is 0>><b>$Enemy_Article manages to put out the burning flames!</b><</if>>
<<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<br>
<</if>>
<<if $Enemy_drained > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_temp to $Enemy_flow_max / 16>>
<<set $Enemy_temp to $Enemy_temp + 0.00001>>
<<set $Enemy_temp to Math.round($Enemy_temp)>>
<<set $Enemy_drained to $Enemy_drained - 1>>
$Enemy_Article looks woozy and drained, losing <b>$Enemy_temp Flow!</b> <<if $Enemy_drained is 0>><b>$Enemy_Article has shrugged off the drained sensation!</b><</if>>
<<set $Enemy_flow = Math.clamp($Enemy_flow - $Enemy_temp, 0, $Enemy_flow_max)>>
<<updatemeter 'enemy_flow_bar' `$Enemy_flow / $Enemy_flow_max`>>
<br>
<</if>>
<<if $Enemy_charmed > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_temp to $Enemy_focus_max / 16>>
<<set $Enemy_temp to $Enemy_temp + 0.00001>>
<<set $Enemy_temp to Math.round($Enemy_temp)>>
<<set $Enemy_charmed to $Enemy_charmed - 1>>
$Enemy_Article looks utterly smitten with <<= $Player_alias>>! <<if $Enemy_charmed is 0>><b>$Enemy_Article suddenly halts - the Charm is lifted!</b><</if>>
<br>
<</if>>
<<if $Enemy_silenced > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_silenced to $Enemy_silenced - 1>>
$Enemy_Article emits silent rage! <<if $Enemy_silenced is 0>><b>$Enemy_Article recovers from Silence!</b><</if>>
<br>
<</if>>
<<if $Enemy_glued > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_glued to $Enemy_glued - 1>>
$Enemy_Article attempts to break free from gooey confinement! <<if $Enemy_glued is 0>><b>$Enemy_Article manages to clean the Glue off!</b><</if>>
<br>
<</if>>
<<if $Enemy_disabled > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_disabled to $Enemy_disabled - 1>>
$Enemy_Article looks lost and confused, muscle memory disabled! <<if $Enemy_disabled is 0>><b>$Enemy_Article snaps out of it!</b><</if>>
<br>
<</if>>
<<if $Enemy_blinded > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_blinded to Math.clamp($Enemy_blinded - 2, 0, 30)>>
$Enemy_Article lashs out blindly! <<if $Enemy_blinded is 0>><b>$Enemy_Article blinks, vision restored!</b><</if>>
<br>
<</if>>
<<if $Enemy_soft > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_soft to $Enemy_soft - 1>>
$Enemy_Article is looking awfully exposed and squishy! <<if $Enemy_soft is 0>><b>$Enemy_Article manages to neutralize Soft!</b><</if>>
<br>
<</if>>
<<if $Enemy_clot > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_clot to $Enemy_clot - 1>>
$Enemy_Article looks utterly dreadful as the Clot wreaks havoc. <<if $Enemy_clot is 0>><b>$Enemy_Article manages to overcome Clot!</b><</if>>
<br>
<</if>>
<<if $Enemy_cursed > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_cursed to $Enemy_cursed - 1>>
$Enemy_Article has a dreaded, cursed aura about them... <<if $Enemy_cursed is 0>><b>$Enemy_Article overcomes the Curse!</b><</if>>
<br>
<</if>>
<<if $Enemy_chilled > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_chilled to $Enemy_chilled - 1>>
$Enemy_Article is besieged by the cold! <<if $Enemy_chilled is 0>><b>$Enemy_Article shrugs off the Chills!</b><</if>>
<br>
<</if>>
<<if $Enemy_oiled > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_oiled to $Enemy_oiled - 1>>
$Enemy_Article is looking mighty flammable... <<if $Enemy_oiled is 0>><b>$Enemy_Article manages to clean off Oiled!</b><</if>>
<br>
<</if>>
<<if $Enemy_soaked > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_soaked to $Enemy_soaked - 1>>
$Enemy_Article is utterly drenched! <<if $Enemy_soaked is 0>><b>$Enemy_Article manages to dry off, no longer Soaked!</b><</if>>
<br>
<</if>>
<<if $Enemy_infirm > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_infirm to $Enemy_infirm - 1>>
$Enemy_Article looks dreadfully ill! <<if $Enemy_infirm is 0>><b>$Enemy_Article manages to overcome their Infirmity!</b><</if>>
<br>
<</if>>
<<if $Enemy_regen > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_regen to $Enemy_regen - 1>>
$Enemy_Article is regenerating...
<<set $Enemy_healing to dice('1d4') + $Enemy_wits_total>>
<<if $Enemy_clot > 0>>
But... nothing happens! Clot is preventing healing!
<</if>>
<<if $Enemy_cursed > 0>>
$Enemy_Article shudders as the curse turns healing into $Enemy_healing damage!
<<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_healing, 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<<else>>
A subtle thrumming glow emits from their body, healing them for $Enemy_healing HP.
<<set $Enemy_hp = Math.clamp($Enemy_hp + $Enemy_healing, 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<</if>>
<<if $Enemy_regen is 0>><b>However, the regenerating light fades...</b><</if>>
<br>
<</if>>
<<if $Enemy_concussed > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_concussed to $Enemy_concussed - 1>>
<<if $Enemy_concussed is 0>>$Enemy_Article straightens up in relief... <b>$Enemy_article is no longer Concussed!</b> <<set $Enemy_concussion_severity to 0>>
<<else>>
<<= $Enemy_Article>>'s concussion rages on... <<set $Enemy_temp to dice('1d3')>><<if $Enemy_temp is 1>><<set $Enemy_concussion_severity to $Enemy_concussion_severity + 1>><b>the concussion intensifies!</b><</if>>
<</if>>
<br>
<</if>>
<<if $Enemy_bogged_down > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_bogged_down to $Enemy_bogged_down - 1>>
$Enemy_Article struggles to avoid getting stuck fast! <<if $Enemy_bogged_down is 0>><b>$Enemy_Article breaks free is no longer Bogged Down!</b><</if>>
<br>
<</if>>
<<if $Enemy_choking > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_temp to $Enemy_focus_max / 22>>
<<set $Enemy_temp to $Enemy_temp + 0.00001>>
<<set $Enemy_temp to Math.round($Enemy_temp)>>
<<set $Enemy_choking to $Enemy_choking - 1>>
$Enemy_Article rasps and chokes, sustaining <b>$Enemy_temp damage</b>! <<if $Enemy_choking is 0>><b>$Enemy_Article inhales gratefully, no longer choking!</b><</if>>
<<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<br>
<</if>>
<<if $Enemy_drowning > 0>>
<<set $Enemy_statuses to $Enemy_statuses + 1>>
<<set $Enemy_temp to $Enemy_focus_max / 20>>
<<set $Enemy_temp to $Enemy_temp + 0.00001>>
<<set $Enemy_temp to Math.round($Enemy_temp)>>
<<set $Enemy_drowning to $Enemy_drowning - 1>>
$Enemy_Article fights for air, sustaining <b>$Enemy_temp damage</b> to HP and Flow! <<if $Enemy_drowning is 0>><b>$Enemy_Article coughs and gasps, pulling free from drowning!</b><</if>>
<<set $Enemy_flow = Math.clamp($Enemy_flow - $Enemy_temp, 0, $Enemy_flow_max)>>
<<updatemeter 'enemy_flow_bar' `$Enemy_flow / $Enemy_flow_max`>>
<<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<br>
<</if>>
<<include "Combat End Of Enemy Turn Additionals">>
<<if $Enemy_statuses gt 0>>
<br>
<<set $Enemy_statuses to 0>>
<</if>>
<<set $Enemy_element_effectiveness to 0>>
<</nobr>><<nobr>>
<<if $Player_turn is 2>>
<<set $Player_turn to 1>>
<<else>>
<<set $Player_turn to 0>>
<</if>>
<<set $Player_item_block to 1>>
<<if $Enemy_alias is "Glob">>
<<include "Combat Enemy Glob Loss Check">>
<<elseif $Enemy_alias is "FUM">>
<<include "Combat Enemy FUM Loss Check">>
<<elseif $Enemy_alias is "TentaDummy">>
<<include "Combat Enemy TentaDummy Turn2">>
<<elseif $Enemy_alias is "Tentacle Pit">>
<<include "Combat Enemy HW Tentacle Pit Loss Check">>
<<elseif $Enemy_alias is "Ghost Girl">>
<<include "Combat Enemy HW Ghost Girl Loss Check">>
<<elseif $Enemy_alias is "Maiden Armour">>
<<include "Combat Enemy HW Maiden Armour Loss Check">>
<<elseif $Enemy_alias is "Corrupted Pixie">>
<<include "Combat Enemy HW Corrupted Pixie Loss Check">>
<<elseif $Enemy_alias is "Mandrakes">>
<<include "Combat Enemy HW Mandrakes Loss Check">>
<<elseif $Enemy_alias is "Haunted Portrait">>
<<include "Combat Enemy HW Haunted Portrait Loss Check">>
<<elseif $Enemy_alias is "Possessed Mirror">>
<<include "Combat Enemy HW Possessed Mirror Loss Check">>
<<elseif $Enemy_alias is "Amy">>
<<include "Combat Enemy HW Amy Loss Check">>
<<else>>
PYKSIES FORGOT TO ADD THIS ENEMY TO THE 'ENEMY TURN' FUCTION, SO GO YELL AT HER BUT POLITELY
<</if>>
<<include "Stat Updater">>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
<<set $Player_dice to dice('1d2')>>
<<if $Player_dice is 1>>
The Glob suddenly freezes as the swivelling, eye-like core within its center develops a small crack, the miniscule sound able to pierce through the sudden silence it demands. Mio, too, freezes in place, expression hard as she watches the hairline fracture creep from pole to pole of that trembling sphere... and then the whole thing shatters into two pieces.<br><br>
With a surprisingly sad noise, the Glob begins to melt, disintegrating into a sickly-sweet purple vapour, so thick as to be an opaque smog. Giving only a dismissive noise in response, Mio shatters one of the halves of the monster's core beneath her metal heel as she marches onwards.<br><br>
<b>Victory!</b>
<<else>>
<b>-Skluerch!-</b> Mio grimaces at the repulsive sound of her final blow sending the Glob's swirling, marble-patterned core flung out of its body, taking a blob of purple gloop with it. It splats against the wall with enough force to shatter into multiple pieces, causing the monster's gelatinous body to halt with a wobble.<br><br>
Emitting a sound akin to a punctured balloon, the Glob begins to deflate into a puddle, the edges of which burn away into a heady, sweet-smelling smog which briefly fills the surrounding area like an out-of-date smoke grenade. With a wrinkle of her nose, Mio places a hand over the lower half of her face and moves on, staying guarded like that until she's clear of that somewhat mind-fogging air pollution.<br><br>
<b>Victory!</b>
<</if>>
<<elseif $Enemy_surrender is 1>>
Against all liklihood, it seems the Glob has somehow been deterred from its single-minded mission to capture Mio. Wobbling in confusion for a moment, it just... slorps off, heaving its gooey body back down into a vent, possibly to rethink its life.<br><br>
Whatever. Just do it away from Mio, as far as she's concerned.<br><br>
<b>Victory!</b>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to dice('4d4')>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 35>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <br>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<<set $loot1 to dice('1d10')>>
<<set $loot2 to dice('1d10')>>
<<set $loot3 to dice('1d10')>>
<<if $loot1 gte 9>>
<br>Acquired a <b>Glob Gloop!</b> <<include "Glob Gloop Pickup">>
<<elseif $loot1 gte 5>>
<br>Acquired a <b>Glob Core!</b> <<include "Glob Core Pickup">>
<<elseif $loot1 gte 2>>
<br>Acquired a <b>Used TentaCan!</b> <<include "Used TentaCan Pickup">>
<</if>>
<<if $loot2 gte 8>>
<br>Acquired a <b>Glow Shard!</b> <<include "Glow Shard Pickup">>
<</if>>
<<if $loot3 gte 9>>
<br>Acquired a <b>Smart Bandage!</b> <<include "Smart Bandage Pickup">>
<<elseif $loot3 gte 7>>
<br>Acquired a <b>Dataprick!</b> <<include "Dataprick Pickup">>
<</if>>
<br><br>
<<if $Scene_Glob_Defeat isnot 1>>
<<set $Scene_Glob_Defeat to 1>>
<b>(Scene 'Glob Capture' unlocked in the Fantasize gallery!)</b><br><br>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<<set $Encounter_Mercy to 5>>
<<link "Continue" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<set $Player_temp to dice('1d2')>>
<<if $Player_temp gte 0>>
<<include "Glob Content Check">>
<<else>>
Enemy Glob Loss Scene and Game Over! This line is a placeholder, Pyksies!
<</if>>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat Glob Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<set $Money_Multiplier to 1>>
<<set $EXP_Multiplier to 1>>
<<set $encounter_modifier to 1>>
<<set $Perk_Iron_Bones to 0>>
<<set $Player_desperate_flee_bonus to 0>>
<<set $Perk_Desperate_Flee to 0>>
<<set $Perk_Shield_Recalibration to 0>>
<<set $Perk_Capacitor_Discharge to 0>>
<<set $Perk_Static_Cling to 0>>
<<set $Perk_Kinetic_Recycler to 0>>
<<set $Perk_Sixth_Sensor to 0>>
<<set $Perk_Battle_Hardened to 0>>
<<set $Perk_Emergency_Nanobots to 0>>
<<set $Perk_B4B3 to 0>>
<<set $Perk_Evasive_Thrusters to 0>>
<<set $Perk_Observe_From_On_High to 0>><<nobr>>
<<set $Player_temp to $Player_temp * $Money_Multiplier>>
<<set $Player_temp to $Player_temp + 0.0001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_gold to $Player_gold + $Player_temp>>
<</nobr>><<nobr>>
<<set $Fake_shield_max to $Player_shield_max + 0.0001>>
<<updatemeter 'player_shield_bar' `$Player_shield / $Fake_shield_max`>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<<updatemeter 'player_flow_bar' `$Player_flow / $Player_flow_max`>>
<<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
<<updatemeter 'player_morale_bar' `$Player_morale / $Player_morale_max`>>
<<updatemeter 'player_exp_bar' `$Player_exp / $Player_exp_max`>>
<<updatemeter 'enemy_shield_bar' `$Enemy_shield / $Fake_Enemy_shield_max`>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<<updatemeter 'enemy_flow_bar' `$Enemy_flow / $Enemy_flow_max`>>
<<updatemeter 'enemy_glow_bar' `$Enemy_glow / $Enemy_glow_max`>>
<<updatemeter 'enemy_morale_bar' `$Enemy_morale / $Enemy_morale_max`>>
<<updatemeter 'enemy_exp_bar' `$Enemy_threat / $Enemy_threat_max`>>
<</nobr>><<nobr>>
<<set $Player_combat to 0>>
<<set $Player_bonus_strength to 0>>
<<set $Player_bonus_agility to 0>>
<<set $Player_bonus_wits to 0>>
<<set $Player_bonus_toughness to 0>>
<<set $Player_flow = $Player_flowbase>>
<<set $Player_shield to 0>>
<<set $Player_strength_decay_buff to 0>>
<<set $Player_agility_decay_buff to 0>>
<<set $Player_wits_decay_buff to 0>>
<<set $Player_toughness_decay_buff to 0>>
<<set $Player_damage_decay_buff to 0>>
<<set $Player_accuracy_decay_buff to 0>>
<<set $Player_defence_decay_buff to 0>>
<<set $Player_dodge_decay_buff to 0>>
<<set $Player_dice_decay_buff to 0>>
<<set $Player_poisoned to 0>>
<<set $Player_poisoned_rounds to 0>>
<<set $Player_bleeding to 0>>
<<set $Player_bleeding_stacks to 0>>
<<set $Player_burned to 0>>
<<set $Player_paralyzed to 0>>
<<set $Player_frozen to 0>>
<<set $Player_clot to 0>>
<<set $Player_cursed to 0>>
<<set $Player_glued to 0>>
<<set $Player_silenced to 0>>
<<set $Player_disabled to 0>>
<<set $Player_oiled to 0>>
<<set $Player_chilled to 0>>
<<set $Player_soaked to 0>>
<<set $Player_infirm to 0>>
<<set $Player_confused to 0>>
<<set $Player_blinded to 0>>
<<set $Player_soft to 0>>
<<set $Player_charmed to 0>>
<<set $Player_drained to 0>>
<<set $Player_choking to 0>>
<<set $Player_drowning to 0>>
<<set $Player_bogged_down to 0>>
<<set $Player_petrified to 0>>
<<set $Player_petrified_bonus to 0>>
<<set $Player_lockon to 0>>
<<set $Player_static to 0>>
<<set $Player_regen to 0>>
<<set $Enemy_poisoned to 0>>
<<set $Enemy_poisoned_rounds to 0>>
<<set $Enemy_bleeding to 0>>
<<set $Enemy_bleeding_stacks to 0>>
<<set $Enemy_burned to 0>>
<<set $Enemy_paralyzed to 0>>
<<set $Enemy_frozen to 0>>
<<set $Enemy_clot to 0>>
<<set $Enemy_cursed to 0>>
<<set $Enemy_glued to 0>>
<<set $Enemy_silenced to 0>>
<<set $Enemy_disabled to 0>>
<<set $Enemy_oiled to 0>>
<<set $Enemy_chilled to 0>>
<<set $Enemy_soaked to 0>>
<<set $Enemy_infirm to 0>>
<<set $Enemy_confused to 0>>
<<set $Enemy_blinded to 0>>
<<set $Enemy_soft to 0>>
<<set $Enemy_charmed to 0>>
<<set $Enemy_drained to 0>>
<<set $Enemy_choking to 0>>
<<set $Enemy_drowning to 0>>
<<set $Enemy_bogged_down to 0>>
<<set $Enemy_petrified to 0>>
<<set $Enemy_petrified_bonus to 0>>
<<set $Enemy_lockon to 0>>
<<set $Enemy_static to 0>>
<<set $Weather_Active to 1>>
<<set $Player_ace_move to 1>>
<<set $Smart_Link_Cooldown to 0>>
<<set $Core_Push_Cooldown to 0>>
<<set $Redline_Cooldown to 0>>
<<set $en to (7 + dice('4d3'))>>
<<set $en to $en * $encounter_modifier>>
<<set $en to Math.round($en)>>
<<set $en_mercy to 1>>
<<set $Enemy_Script_1 to 0>>
<<set $Enemy_Script_2 to 0>>
<<set $Enemy_Script_3 to 0>>
<<set $Enemy_Script_4 to 0>>
<<set $Enemy_Script_5 to 0>>
<<set $Enemy_Script_6 to 0>>
<<set $Enemy_Script_7 to 0>>
<<set $Enemy_Script_8 to 0>>
<<set $Enemy_Script_9 to 0>>
<<set $Enemy_Script_10 to 0>>
<<set $Player_item_block to 0>>
<<set $iRIS_Punch_Cooldown to 0>>
<<set $Grapple_Loss to "na">>
<<for _key, _val range $attacks>>
<<if def $attacks[_key].cooldown>>
<<set $attacks[_key].cooldown to 0>>
<</if>>
<<if def $attacks[_key].charge>>
<<set $attacks[_key].charge to 0>>
<</if>>
<</for>>
<<for _key, _val range $consumables>>
<<if def $consumables[_key].used>>
<<set $consumables[_key].used to 0>>
<</if>>
<</for>>
<<set $Player_context_move to 0>>
<</nobr>><<nobr>>
<<if $Player_hp lte $Player_hp_max / 6>>
<<set $Player_hp to $Player_hp_max / 6>>
<<set $Player_hp to $Player_hp + 0.0001>>
<<set $Player_hp to Math.round($Player_hp)>>
<</if>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<if $Player_outfit is "space bikini" and $Player_weapon_main is "bare hands">>
<<if $Isolde_Quest is 3>>
<<set $Isolde_Quest to 4>>
<b>Mio has accomplished Isolde's challenge!</b><br><br>
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_exp_temp to $Player_exp_temp * $EXP_Multiplier>>
<<set $Player_exp_temp to $Player_exp_temp + 0.0001>>
<<set $Player_exp_temp to Math.round($Player_exp_temp)>>
<<set $Player_exp to $Player_exp + $Player_exp_temp>>
<</nobr>><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_dice to dice('1d3')>>
<<set $Enemy_status_attack to 'unaspected'>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_damageroll to dice('1d4')>>
<<include "Combat Enemy Base Attack">>
The Glob lurches unevenly towards Mio before it deforms, a rudimentary tentacular 'limb' forming as it whips towards her, intent on delivering a gooey smack! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Glob Loss Check]]@@
<<elseif $Enemy_success is 1>>
$Enemy_Article gives Mio a goopy spank!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Glob Loss Check]]@@
<<elseif $Enemy_success is 2>>
$Enemy_Article gives Mio a harsh, goopy spank, the tentacle slipping right past her defenses to strike critically!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Glob Loss Check]]@@
<</if>>
<<else>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_damageroll to dice('1d3')>>
<<include "Combat Enemy Base Attack">>
The Glob's amorphous body suddenly takes on a darker tone, becoming more opaque and clouded. It trembles, a ring of small holed vents opening around it that immediately start venting a lavender gas, thick and sweet and sticky! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Glob Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio is caught in the gas! Her biomechanicals flush heatedly!
<br><br>
$Player_alias takes $Enemy_damage Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Glob Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio is caught in the gas! Her biomechanicals flush heatedly, the Android unable to step out of the lustful miasma until it passes, critically stuck!
<br><br>
$Player_alias takes $Enemy_damage critical Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Glob Loss Check]]@@
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Enemy_dice = dice('1d20')>>
<<set $Enemy_accuracy = $Enemy_dice + $Enemy_accuracy_base>>
<<set $Enemy_dice = $Enemy_dice + $Enemy_attack_dice>>
<<set $Enemy_accuracy = $Enemy_accuracy + $Enemy_agility>>
<<set $Enemy_accuracy = $Enemy_accuracy + $Enemy_attack_accuracy>>
<<set $Enemy_accuracy = $Enemy_accuracy + $Enemy_accuracy_buff>>
<<set $Enemy_accuracy = $Enemy_accuracy - $Player_long_dodge_bonus>>
<<set $Enemy_accuracy = $Enemy_accuracy - $Player_special_ability_dodge>>
<<set $Enemy_accuracy = $Enemy_accuracy - $Enemy_concussion_severity>>
<<set $Enemy_accuracy = $Enemy_accuracy - $Player_armour_dodge>>
<<set $Enemy_accuracy = $Enemy_accuracy - $Player_dodge_food>>
<<set $Enemy_accuracy = $Enemy_accuracy - $Player_dodge_accessory>>
<<set $Enemy_accuracy = $Enemy_accuracy - $Player_dodge_decay_buff>>
<<if $Enemy_bogged_down > 0>>
<<set $Enemy_accuracy = $Enemy_accuracy - 3>>
<</if>>
<<if $Player_bogged_down > 0>>
<<set $Enemy_accuracy = $Enemy_accuracy + 3>>
<</if>>
<<if $Perk_Double_Jointed is 1>>
<<set $Enemy_accuracy = $Enemy_accuracy - 1>>
<</if>>
<<if $Perk_Sixth_Sensor is 2>>
<<set $Enemy_accuracy = $Enemy_accuracy - 2>>
<</if>>
<<set $Enemy_damage = $Enemy_attack>>
<<set $Enemy_damage = $Enemy_damage + $Enemy_damageroll>>
<<set $Enemy_damage = $Enemy_damage + $Enemy_attack_damage>>
<<set $Enemy_damage = $Enemy_damage + $Enemy_strength>>
<<set $Enemy_damage = $Enemy_damage + $Enemy_strength_decay_buff>>
<<set $Enemy_damage = $Enemy_damage - $Enemy_concussion_severity>>
<<include "Combat Player Armour Calculation">>
<<include "Combat Enemy Element Attack Check">>
<<if $Enemy_damage < 1>>
<<set $Enemy_damage to 1>>
<</if>>
<<set $Player_dodgeroll = $Player_dodge>>
<<set $Player_dodgeroll = $Player_dodge + $Player_agility_total>>
<<if $Enemy_dice is 1>>
<<set $Enemy_success = 0>>
<<elseif $Enemy_dice gte 20>>
<<set $Enemy_success = 2>>
<<elseif $Enemy_accuracy gte $Player_dodgeroll or $Player_frozen > 0>>
<<set $Enemy_success = 1>>
<<elseif $Enemy_accuracy < $Player_dodgeroll>>
<<set $Enemy_success = 0>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_status_attack is "poison">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_poison_resist_natural>>
<<set $Enemy_poisoned to $Enemy_poisoned + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>poison</b> for $Enemy_poisoned rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "burn">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_burn_resist_natural>>
<<set $Enemy_burned to $Enemy_burned + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>burn</b> for $Enemy_burned rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "bleed">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_bleed_resist_natural>>
<<set $Enemy_bleeding to $Enemy_bleeding + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>bleed</b> for $Enemy_bleeding rounds! <br><br>
<<set $Enemy_bleeding_stacks to $Enemy_bleeding_stacks + 1>>
<</if>>
<</if>>
<<if $Player_status_attack is "paralyze">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_paralyze_resist_natural>>
<<set $Enemy_paralyzed to $Enemy_paralyzed + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>paralyze</b> for $Enemy_paralyzed rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "freeze">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_freeze_resist_natural>>
<<set $Enemy_frozen to $Enemy_frozen + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>freeze</b> for $Enemy_frozen rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "charm">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_charm_resist_natural>>
<<set $Enemy_charmed to $Enemy_charmed + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>charm</b> for $Enemy_charmed rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "clot">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_clot_resist_natural>>
<<set $Enemy_clot to $Enemy_clot + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>clot</b> for $Enemy_clot rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "curse">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_curse_resist_natural>>
<<set $Enemy_cursed to $Enemy_cursed + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>curse</b> for $Enemy_cursed rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "confuse">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_confuse_resist_natural>>
<<set $Enemy_confused to $Enemy_confused + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>confuse</b> for $Enemy_confused rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "petrify">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_petrify_resist_natural>>
<<set $Enemy_petrified to $Enemy_petrified + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>petrify</b> for $Enemy_petrified rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "glue">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_glue_resist_natural>>
<<set $Enemy_glued to $Enemy_glued + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>glue</b> for $Enemy_glued rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "disable">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_disable_resist_natural>>
<<set $Enemy_disabled to $Enemy_disabled + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>disable</b> for $Enemy_disabled rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "blind">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_blind_resist_natural>>
<<set $Enemy_blinded to $Enemy_blinded + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>blind</b> for $Enemy_blinded rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "soft">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_soft_resist_natural>>
<<set $Enemy_soft to $Enemy_soft + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>soft</b> for $Enemy_soft rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "drain">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_drain_resist_natural>>
<<set $Enemy_drained to $Enemy_drained + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>drain</b> for $Enemy_drained rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "silence">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_silence_resist_natural>>
<<set $Enemy_silenced to $Enemy_silenced + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>silence</b> for $Enemy_silenced rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "oil">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_oil_resist_natural>>
<<set $Enemy_oiled to $Enemy_oiled + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>oil</b> for $Enemy_oiled rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "chill">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_chill_resist_natural>>
<<set $Enemy_chilled to $Enemy_chilled + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>chill</b> for $Enemy_chilled rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "soak">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_soak_resist_natural>>
<<set $Enemy_soaked to $Enemy_soaked + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>soak</b> for $Enemy_soaked rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "infirm">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_infirm_resist_natural>>
<<set $Enemy_infirm to $Enemy_infirm + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>infirm</b> for $Enemy_infirm rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "concuss">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_concuss_resist_natural>>
<<set $Enemy_concussed to $Enemy_concussed + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>concuss</b> for $Enemy_concussed rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "drown">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_drown_resist_natural>>
<<set $Enemy_drowning to $Enemy_drowning + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>drown</b> for $Enemy_drowning rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "choke">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_choke_resist_natural>>
<<set $Enemy_choking to $Enemy_choking + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>choke</b> for $Enemy_choking rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "bog down">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_bogged_down_resist_natural>>
<<set $Enemy_bogged_down to $Enemy_bogged_down + $Player_status_duration>>
$Enemy_Article has been inflicted with <b>bogged down</b> for $Enemy_bogged_down rounds! <br><br>
<</if>>
<</if>>
<<if $Player_status_attack is "static">>
<<set $Player_status_roll to dice('1d100')>>
<<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>>
<<if $Player_success is 2>>
<<set $Player_status_roll to $Player_status_roll * 2>>
<</if>>
<<if $Player_status_roll > $Enemy_static_resist_natural>>
<<set $Enemy_static to $Enemy_static + 1>>
$Enemy_Article has been inflicted with <b>static</b> and now has $Enemy_static stacks! <br><br>
<<if $Enemy_static gte 3>>
<<set $Player_temp3 to dice('4d3')>>
<<set $Enemy_hp = Math.clamp($Enemy_hp - $Player_temp3, 0, $Enemy_hp_max)>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
With a sudden flash and a -crack- that rends the air, the Static buildup detonates! Static is purged, but $Enemy_article takes<b> $Player_temp3 damage!</b> <br><br>
<<set $Enemy_static to 0>>
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_status_resist to 0>>
<<if $Enemy_status_attack is "poison">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_poison_resist_natural + $Player_poison_resist_armour + $Player_poison_resist_accessory + $Player_poison_resist_food + $Player_poison_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_poisoned to $Player_poisoned + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>poison</b> for $Player_poisoned rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "burn">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_burn_resist_natural + $Player_burn_resist_armour + $Player_burn_resist_accessory + $Player_burn_resist_food + $Player_burn_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_burned to $Player_burned + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>burn</b> for $Player_burned rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "bleed">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_bleed_resist_natural + $Player_bleed_resist_armour + $Player_bleed_resist_accessory + $Player_bleed_resist_food + $Player_bleed_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_bleeding to $Player_bleeding + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>bleed</b> for $Player_bleeding rounds! <br><br>
<<set $Player_bleeding_stacks to $Player_bleeding_stacks + 1>>
<</if>>
<</if>>
<<if $Enemy_status_attack is "paralyze">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_paralyze_resist_natural + $Player_paralyze_resist_armour + $Player_paralyze_resist_accessory + $Player_paralyze_resist_food + $Player_paralyze_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_paralyzed to $Player_paralyzed + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>paralyze</b> for $Player_paralyzed rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "freeze">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_freeze_resist_natural + $Player_freeze_resist_armour + $Player_freeze_resist_accessory + $Player_freeze_resist_food + $Player_freeze_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_frozen to $Player_frozen + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>freeze</b> for $Player_frozen rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "charm">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_charm_resist_natural + $Player_charm_resist_armour + $Player_charm_resist_accessory + $Player_charm_resist_food + $Player_charm_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_charmed to $Player_charmed + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>charm</b> for $Player_charmed rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "clot">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_clot_resist_natural + $Player_clot_resist_armour + $Player_clot_resist_accessory + $Player_clot_resist_food + $Player_clot_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_clot to $Player_clot + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>clot</b> for $Player_clot rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "curse">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_curse_resist_natural + $Player_curse_resist_armour + $Player_curse_resist_accessory + $Player_curse_resist_food + $Player_curse_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_cursed to $Player_cursed + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>curse</b> for $Player_cursed rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "confuse">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_confuse_resist_natural + $Player_confuse_resist_armour + $Player_confuse_resist_accessory + $Player_confuse_resist_food + $Player_confuse_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_confused to $Player_confused + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>confuse</b> for $Player_confused rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "petrify">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_petrify_resist_natural + $Player_petrify_resist_armour + $Player_petrify_resist_accessory + $Player_petrify_resist_food + $Player_petrify_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_petrified to $Player_petrified + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>petrify</b> for $Player_petrified rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "glue">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_glue_resist_natural + $Player_glue_resist_armour + $Player_glue_resist_accessory + $Player_glue_resist_food + $Player_glue_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_glued to $Player_glued + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>glue</b> for $Player_glued rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "disable">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_disable_resist_natural + $Player_disable_resist_armour + $Player_disable_resist_accessory + $Player_disable_resist_food + $Player_disable_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_disabled to $Player_disabled + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>disable</b> for $Player_disabled rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "blind">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_blind_resist_natural + $Player_blind_resist_armour + $Player_blind_resist_accessory + $Player_blind_resist_food + $Player_blind_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_blinded to $Player_blinded + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>blind</b> for $Player_blinded rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "soft">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_soft_resist_natural + $Player_soft_resist_armour + $Player_soft_resist_accessory + $Player_soft_resist_food + $Player_soft_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_soft to $Player_soft + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>soft</b> for $Player_soft rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "drain">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_drain_resist_natural + $Player_drain_resist_armour + $Player_drain_resist_accessory + $Player_drain_resist_food + $Player_drain_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_drained to $Player_drained + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>drain</b> for $Player_drained rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "silence">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_silence_resist_natural + $Player_silence_resist_armour + $Player_silence_resist_accessory + $Player_silence_resist_food + $Player_silence_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_silenced to $Player_silenced + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>silence</b> for $Player_silenced rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "oil">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_oil_resist_natural + $Player_oil_resist_armour + $Player_oil_resist_accessory + $Player_oil_resist_food+ $Player_oil_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_oiled to $Player_oiled + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>oil</b> for $Player_oiled rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "chill">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_chill_resist_natural + $Player_chill_resist_armour + $Player_chill_resist_accessory + $Player_chill_resist_food + $Player_chill_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_chilled to $Player_chilled + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>chill</b> for $Player_chilled rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "soak">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_soak_resist_natural + $Player_soak_resist_armour + $Player_soak_resist_accessory + $Player_soak_resist_food + $Player_soak_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_soaked to $Player_soaked + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>soak</b> for $Player_soaked rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "infirm">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_infirm_resist_natural + $Player_infirm_resist_armour + $Player_infirm_resist_accessory + $Player_infirm_resist_food + $Player_infirm_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_infirm to $Player_infirm + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>infirm</b> for $Player_infirm rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "concuss">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_concuss_resist_natural + $Player_concuss_resist_armour + $Player_concuss_resist_accessory + $Player_concuss_resist_food + $Player_concuss_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_concussed to $Player_concussed + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>concuss</b> for $Player_concussed rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "drown">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_drown_resist_natural + $Player_drown_resist_armour + $Player_drown_resist_accessory + $Player_drown_resist_food + $Player_drown_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_drowning to $Player_drowning + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>drown</b> for $Player_drowning rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "choke">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_choke_resist_natural + $Player_choke_resist_armour + $Player_choke_resist_accessory + $Player_choke_resist_food + $Player_choke_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Enemy_chokeed to $Player_choking + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>choke</b> for $Player_choking rounds! <br><br>
<</if>>
<</if>>
<<if $Enemy_status_attack is "bog down">>
<<set $Enemy_status_roll to dice('1d100')>>
<<set $Enemy_status_roll to $Enemy_status_roll + $Enemy_status_bonus>>
<<if $Enemy_success is 2>>
<<set $Enemy_status_roll to $Enemy_status_roll * 2>>
<</if>>
<<set $Player_status_resist = $Player_status_resist + $Player_bogged_down_resist_natural + $Player_bogged_down_resist_armour + $Player_bogged_down_resist_accessory + $Player_bogged_down_resist_food + $Player_bogged_down_resist_consumable>>
<<if $Enemy_status_roll > $Player_status_resist>>
<<set $Player_bogged_down to $Player_bogged_down + $Enemy_status_duration>>
$Player_alias has been inflicted with <b>bogged down</b> for $Player_bogged_down rounds! <br><br>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Core_Push_Cooldown gte 3>>
<<set $Player_core_push_strength to 3>>
<<set $Player_core_push_agility to 3>>
<<set $Player_core_push_wits to 3>>
<<set $Player_core_push_toughness to 3>>
<<else>>
<<set $Player_core_push_strength to 0>>
<<set $Player_core_push_agility to 0>>
<<set $Player_core_push_wits to 0>>
<<set $Player_core_push_toughness to 0>>
<</if>>
<<set $Player_strength_total to 0 + $Player_strength + $Player_strength_bonus + $Player_strength_decay_buff + $Player_strength_food + $Player_strength_accessory + $Player_strength_armour + $Player_core_push_strength>>
<<set $Player_agility_total to 0 + $Player_agility + $Player_agility_bonus + $Player_agility_decay_buff + $Player_agility_food + $Player_agility_accessory + $Player_agility_armour + $Player_core_push_agility>>
<<set $Player_wits_total to 0 + $Player_wits + $Player_wits_bonus + $Player_wits_decay_buff + $Player_wits_food + $Player_wits_accessory + $Player_wits_armour + $Player_core_push_wits>>
/*<<set $Player_toughness_total to 0 + $Player_toughness + $Player_toughness_bonus + $Player_toughness_decay_buff + $Player_toughness_food + $Player_toughness_accessory + $Player_toughness_armour + $Player_core_push_toughness>>*/
<<set $Player_toughness_total to $Player_strength_total / 2>>
<<set $Player_blunt_total to $Player_blunt_armour + $Player_blunt_natural + $Player_blunt_accessory + $Player_blunt_food>>
<<set $Player_piercing_total to $Player_piercing_armour + $Player_piercing_natural + $Player_piercing_accessory + $Player_piercing_food>>
<<set $Player_slashing_total to $Player_slashing_armour + $Player_slashing_natural + $Player_slashing_accessory + $Player_slashing_food>>
<<set $Player_fire_total to $Player_fire_armour + $Player_fire_natural + $Player_fire_accessory + $Player_fire_food>>
<<set $Player_elec_total to $Player_elec_armour + $Player_elec_natural + $Player_elec_accessory + $Player_elec_food>>
<<set $Player_ice_total to $Player_ice_armour + $Player_ice_natural + $Player_ice_accessory + $Player_ice_food>>
<<set $Player_poison_total to $Player_poison_armour + $Player_poison_natural + $Player_poison_accessory + $Player_poison_food>>
<<set $Player_holy_total to $Player_holy_armour + $Player_holy_natural + $Player_holy_accessory + $Player_holy_food>>
<<set $Player_void_total to $Player_void_armour + $Player_void_natural + $Player_void_accessory + $Player_void_food>>
<<set $Player_earth_total to $Player_earth_armour + $Player_earth_natural + $Player_earth_accessory + $Player_earth_food>>
<<set $Player_water_total to $Player_water_armour + $Player_water_natural + $Player_water_accessory + $Player_water_food>>
<<set $Player_wind_total to $Player_wind_armour + $Player_wind_natural + $Player_wind_accessory + $Player_wind_food>>
<<set $Player_EMP_total to $Player_EMP_armour + $Player_EMP_natural + $Player_EMP_accessory + $Player_EMP_food>>
<<set $Player_radiation_total to $Player_radiation_armour + $Player_radiation_natural + $Player_radiation_accessory + $Player_radiation_food>>
<<set $Player_sonic_total to $Player_sonic_armour + $Player_sonic_natural + $Player_sonic_accessory + $Player_sonic_food>>
<<set $Player_energy_total to $Player_energy_armour + $Player_energy_natural + $Player_energy_accessory + $Player_energy_food>>
<<set $Player_acid_total to $Player_acid_armour + $Player_acid_natural + $Player_acid_accessory + $Player_acid_food>>
<<set $Player_skill_lift_actual to $Player_skill_lift + $Player_strength_total + $Player_skill_lift_accessory + $Player_skill_lift_consumable>>
<<set $Player_skill_temp to $Player_strength_total + $Player_strength_total + $Player_agility_total>>
<<set $Player_skill_temp to $Player_skill_temp / 3.0001>>
<<set $Player_skill_temp to Math.round($Player_skill_temp)>>
<<set $Player_skill_athletics_actual to $Player_skill_athletics + $Player_skill_temp + $Player_skill_athletics_accessory + $Player_skill_athletics_consumable>>
<<set $Player_skill_temp to $Player_strength_total + $Player_strength_total + $Player_wits_total>>
<<set $Player_skill_temp to $Player_skill_temp / 3.0001>>
<<set $Player_skill_temp to Math.round($Player_skill_temp)>>
<<set $Player_skill_survival_actual to $Player_skill_survival + $Player_skill_temp + $Player_skill_survival_accessory + $Player_skill_survival_consumable>>
<<set $Player_skill_sleight_actual to $Player_skill_sleight + $Player_agility_total + $Player_skill_sleight_accessory + $Player_skill_sleight_consumable>>
<<set $Player_skill_temp to $Player_agility_total + $Player_agility_total + $Player_strength_total>>
<<set $Player_skill_temp to $Player_skill_temp / 3.0001>>
<<set $Player_skill_temp to Math.round($Player_skill_temp)>>
<<set $Player_skill_acrobatics_actual to $Player_skill_acrobatics + $Player_skill_temp + $Player_skill_acrobatics_accessory + $Player_skill_acrobatics_consumable>>
<<set $Player_skill_temp to $Player_agility_total + $Player_agility_total + $Player_wits_total>>
<<set $Player_skill_temp to $Player_skill_temp / 3.0001>>
<<set $Player_skill_temp to Math.round($Player_skill_temp)>>
<<set $Player_skill_perform_actual to $Player_skill_perform + $Player_skill_temp + $Player_skill_perform_accessory + $Player_skill_perform_consumable>>
<<set $Player_skill_science_actual to $Player_skill_science + $Player_wits_total + $Player_skill_science_accessory + $Player_skill_science_consumable>>
<<set $Player_skill_temp to $Player_wits_total + $Player_wits_total + $Player_strength_total>>
<<set $Player_skill_temp to $Player_skill_temp / 3.0001>>
<<set $Player_skill_temp to Math.round($Player_skill_temp)>>
<<set $Player_skill_handiwork_actual to $Player_skill_handiwork + $Player_skill_temp + $Player_skill_handiwork_accessory + $Player_skill_handiwork_consumable>>
<<set $Player_skill_temp to $Player_wits_total + $Player_wits_total + $Player_agility_total>>
<<set $Player_skill_temp to $Player_skill_temp / 3.0001>>
<<set $Player_skill_temp to Math.round($Player_skill_temp)>>
<<set $Player_skill_diplomacy_actual to $Player_skill_diplomacy + $Player_skill_temp + $Player_skill_diplomacy_accessory + $Player_skill_diplomacy_consumable>>
<<set $Player_flowbase to 5>>
<<set $Player_flowbase to $Player_flowbase * $Player_wits_total>>
<<set $Player_flowbase to $Player_flowbase + 5>>
<<set $Player_shield_max to $Perk_Shield_Recalibration + $Player_shield_perk + $Player_shield_armour + $Player_shield_accessory + $Player_shield_natural>>
<<if def setup.class[$Player_class_internal].class_shield>>
<<set $Player_shield_max to $Player_shield_max + setup.class[$Player_class_internal].class_shield>>
<</if>>
<<set $Player_shield_max_fake to $Player_shield_max + 0.000001>>
<<if $Player_skill_lift_progress gte 100>>
<<set $Player_skill_lift_progress to $Player_skill_lift_progress - 100>>
<<set $Player_skill_lift to $Player_skill_lift + 1>>
<</if>>
<<if $Player_skill_athletics_progress gte 100>>
<<set $Player_skill_athletics_progress to $Player_skill_athletics_progress - 100>>
<<set $Player_skill_athletics to $Player_skill_athletics + 1>>
<</if>>
<<if $Player_skill_survival_progress gte 100>>
<<set $Player_skill_survival_progress to $Player_skill_survival_progress - 100>>
<<set $Player_skill_survival to $Player_skill_survival + 1>>
<</if>>
<<if $Player_skill_sleight_progress gte 100>>
<<set $Player_skill_sleight_progress to $Player_skill_sleight_progress - 100>>
<<set $Player_skill_sleight to $Player_skill_sleight + 1>>
<</if>>
<<if $Player_skill_acrobatics_progress gte 100>>
<<set $Player_skill_acrobatics_progress to $Player_skill_acrobatics_progress - 100>>
<<set $Player_skill_acrobatics to $Player_skill_acrobatics + 1>>
<</if>>
<<if $Player_skill_perform_progress gte 100>>
<<set $Player_skill_perform_progress to $Player_skill_perform_progress - 100>>
<<set $Player_skill_perform to $Player_skill_perform + 1>>
<</if>>
<<if $Player_skill_science_progress gte 100>>
<<set $Player_skill_science_progress to $Player_skill_science_progress - 100>>
<<set $Player_skill_science to $Player_skill_science + 1>>
<</if>>
<<if $Player_skill_handiwork_progress gte 100>>
<<set $Player_skill_handiwork_progress to $Player_skill_handiwork_progress - 100>>
<<set $Player_skill_handiwork to $Player_skill_handiwork + 1>>
<</if>>
<<if $Player_skill_diplomacy_progress gte 100>>
<<set $Player_skill_diplomacy_progress to $Player_skill_diplomacy_progress - 100>>
<<set $Player_skill_diplomacy to $Player_skill_diplomacy+ 1>>
<</if>>
<<if $Player_combat is 1>>
<<set $Enemy_morale to $Enemy_hp / $Enemy_hp_max>>
<<set $Enemy_morale to $Enemy_morale * 100>>
<<set $Enemy_morale to Math.round($Enemy_morale)>>
<<set $Enemy_morale to $Enemy_morale + $Enemy_morale_bonus>>
<<if $Enemy_morale < 0>>
<<set $Enemy_morale to 0>>
<</if>>
<<if $Enemy_morale > 100>>
<<set $Enemy_morale to 100>>
<</if>>
<<set $Enemy_strength_total to $Enemy_strength>>
<<set $Enemy_agility_total to $Enemy_agility>>
<<set $Enemy_wits_total to $Enemy_wits>>
<<set $Enemy_toughness_total to $Enemy_toughness>>
<</if>>
<<set $classAttacks to setup.class[$Player_class_internal].attacks_1>>
<<if $Weather_active is 1>>
<<include "Weather System">>
<</if>>
<<include "Adjust All Bars">>
<<include "Context and Ace Tracker">>
<</nobr>><<nobr>>
<<if $Player_alias is "Mio">>
<<include "Character Profile - Mio">>
<</if>>
<<if $Player_alias is "Helen">>
<<include "Character Profile - Helen East">>
<</if>>
<<if $Player_alias is "Jaycie">>
<<include "Character Profile - Jaycie">>
<</if>>
<</nobr>><<nobr>>
<<if $game_type is "RPG">>
<<if $level_cap is "Disabled">>
<<set $level_cap_actual to 100>>
<<elseif $level_cap is "Strict">>
<<set $level_cap_actual to $level_cap_level + 1>>
<<else>>
<<set $level_cap_actual to $level_cap_level>>
<</if>>
<<if $Player_exp gte $Player_exp_max and $Player_exp_max isnot 0 and $Player_level lt $level_cap_actual>>
<<if $Player_combat gte 1>>
$Player_alias can level up... but not during combat!<br><br>
<<else>>
$Player_alias has enough exp to <b><<link "level up!">><<dialog>><<include "Level Up Setup">><</dialog>><</link>></b> EXP gained in the meantime will be banked.<br><br>
<</if>>
<<else>>
<<if $Player_level gte $level_cap>>
$Player_alias is level <<= $Player_level>> and has reached the limit of $her capabilities.<br><br>
<</if>>
<<if $Player_level gte $level_cap_actual>>
$Player_alias has hit the level cap for now! It will increase with progress.<br><br>
<</if>>
<</if>>
<<set $Player_exp_temp to 0.0 + ($Player_exp / $Player_exp_max) * 100>>
<<set $Player_exp_temp to Math.round ($Player_exp_temp)>>
<<if $Player_exp_max isnot 0>>$Player_alias is currently <b>Level <<= $Player_level>>,</b> with <<= $Player_exp>>/<<= $Player_exp_max>> exp - or, <<= $Player_exp_temp>>% to the next level.<br><br>
<</if>>
<</if>>
<<= setup.class[$Player_class_internal].class_desc>><br><br>
<<hover>><IS>Primary Attributes</IS><<tip>>Attributes affect everything $Player_alias does.<<if $game_type is "RPG">><br>They are gained every odd level (3, 5, 7, etc.)<</if>><</hover>>
<br>
<b>Strength</b> - $Player_strength natural ($Player_strength_total after enhancements). Scales Forceful attacks, and improves defence in fights.<br>
<b>Agility</b> - $Player_agility natural ($Player_agility_total after enhancements). Scales Agile attacks, and improves dodge chance in fights.<br>
<b>Wits</b> - $Player_wits natural ($Player_wits_total after enhancements). Scales Tricky attacks, improves starting Flow in fights, and enhances the effects of many items.<br>
/*<b>TOUGHNESS -</b> $Player_toughness natural, ($Player_toughness_total after enhancements). Scales natural armour in combat.<br>*/
<br>
<<if $game_type is "RPG">><<hover>><IS>Skills</IS><<tip>>Skills are used out of combat to determine certain interactions.<br>Two skills can be increased by 1 point each on level-up.<br> Skills also increase slightly when used, even when checks fail.<</hover>>
<br>
<<= $Player_skill_lift_actual>> <b>Lift</b> (STR) is a measure of <<= $Player_alias>>'s ability to physically manipulate the world around them. Currently at <<= $Player_skill_lift>>, scaling to <<= $Player_skill_lift_actual>>.<br>
<<= $Player_skill_athletics_actual>> <b>Athletics</b> (STR/AGI) determines both <<= $Player_alias>>'s stamina and capability for physical activity. Currently at <<= $Player_skill_athletics>>, scaling to <<= $Player_skill_athletics_actual>>.<br>
<<= $Player_skill_survival_actual>> <b>Survival</b> (STR/WIT) aids <<= $Player_alias>> in spotting useful or dangerous things others might not notice. Currently at <<= $Player_skill_survival>>, scaling to <<= $Player_skill_survival_actual>>.<br>
<<= $Player_skill_sleight_actual>> <b>Sleight</b> (AGI) determines skill at lockpicking, stealth and pickpocketing. Currently at <<= $Player_skill_sleight>>, scaling to <<= $Player_skill_sleight_actual>>.<br>
<<= $Player_skill_acrobatics_actual>> <b>Acrobatics</b> (AGI/STR) governs leaping and hand-eye-coordination. Currently at <<= $Player_skill_acrobatics>>, scaling to <<= $Player_skill_acrobatics_actual>>.<br>
<<= $Player_skill_perform_actual>> <b>Perform</b> (AGI/WIT) decides how talented <<= $Player_alias>> is at performance; dancing, singing, etc. Currently at <<= $Player_skill_perform>>, scaling to <<= $Player_skill_perform_actual>>.<br>
<<= $Player_skill_science_actual>> <b>Science</b> (WIT) is a measure of scientific ability, computer use and hacking ability. Currently at <<= $Player_skill_science>>, scaling to <<= $Player_skill_science_actual>>.<br>
<<= $Player_skill_handiwork_actual>> <b>Handiwork</b> (WIT/STR) determines how skilled <<= $Player_alias>> is at crafting and repair. Currently at <<= $Player_skill_handiwork>>, scaling to <<= $Player_skill_handiwork_actual>>.<br>
<<= $Player_skill_diplomacy_actual>> <b>Diplomacy</b> (WIT/AGI) governs the ability to convince, decieve, intimidate and trick others. Currently at <<= $Player_skill_diplomacy>>, scaling to <<= $Player_skill_diplomacy_actual>>.<br><br><</if>>
<<hover>><IS>Perks</IS><<tip>>Perks are defining, unique characteristics.<<if $game_type isnot "RPG">><br>Perks are gained every even level (2, 4, 6, etc).<</if>><br>It may be possible to earn perks through other means.<</hover>><br>
<<if $Perk_Placeholder is 1>><b>PERKNAME</b> - PERKDESCRIPTION<br><</if>>
<<if $Player_alias is "Mio">><b>Mission-Minded</b> - Mio is an android. She starts with 50 Morale - conferring no penalties or bonuses - and this cannot be changed by usual means.<br><</if>>
<<if $Player_alias is "Mio">><b>Spark of Rebellion</b> - Mio's morale improves by 5 for each person she rescues.<br><</if>>
<<if $Perk_Shield_Recalibration is 5>><b>Shield Recalibration</b> - Shield is permanently increased by 5, thanks to some optimization.<br><</if>>
<<if $Perk_Capacitor_Discharge is 1>><b>Capacitor Discharge</b> - Shield can be purged to deal Elec damage equalling 50%.<br><</if>>
<<if $Perk_Static_Cling is 1>><b>Static Cling</b> - When Shield is reduced to 0, may Paralyze enemy.<br><</if>>
<<if $Perk_Kinetic_Recycler is 1>><b>Kinetic Recycler</b> - A small portion of spent Flow is reimbursed as more Flow.<br><</if>>
<<if $Perk_Sixth_Sensor is 1>><b>Sixth Sensor</b> - Dodge is increased by 2. <br><</if>>
<<if $Perk_Battle_Hardened is 1>><b>Battle Hardened</b> - Armour has been reoriented, improving defence by 1.<br><</if>>
<<if $Perk_Emergency_Nanobots is 1>><b>Emergency Nanobots</b> - Emergency Shielding has been improved and now heals HP for 25% and Focus for 12.5%.<br><</if>>
<<if $Perk_B4B3 is 1>><b>B4B3</b> - <span style="color:#D891EB">"I'll do my best, M10!"</span> -- B4B3 offers fire support in combat.<br><</if>>
<<if $Perk_Evasive_Thrusters is 1>><b>Evasive Thrusters</b> - Defend now also significantly improves Dodge.<br><</if>>
<<if $Perk_Observe_From_On_High is 1>><b>Observe From On High</b> - After using Defend, the next attack has a damage boost.<br><</if>>
<<if $Player_alias is "Helen">><b>Atmospheric Disturbance</b> - Helen generates a 15 point shield at the start of combat.<br><</if>>
<<if $Player_alias is "Jaycie">><b>The Supposedly Dead Killer</b> - Once per fight, Jaycie recovers from an HP KO with 33% HP but 0 Glow.<br><</if>>
<</nobr>><<nobr>>
<<set $Quests_Log to "Active">>
/*<div align="center" style="font-size: 150%;">
<<link "Completed Tasks">><<dialog>><<include "Completed Quests">><</dialog>><</link>> ------ <<link "Codex">><<dialog>><<include "Codex Base">><</dialog>><</link>></div>
<hrt><hr></hrt>*/
<b>Main Tasks:</b>
<br><br>
<<if $Quest_HHtMM gte 1>>
<b>FACTION: Anomalous Investigations Unit.</b>
<br>
<<link "Investigate the magical disturbance at the remote manor">><<dialog>><<include "HHtMM Quest">><</dialog>><</link>> -- A massive but brief pulse of magical energy was picked up via satellite at this remote location. Agents De-Animator and Unlucky 13 are tasked with getting to the bottom of it.
<br>
--------------
<br>
<</if>>
<</nobr>><span id="options"><<nobr>>
<div align='center' style='font-size: 130%;'>
<<link "Accessibility Settings">><<script>>UI.settings();<</script>><</link>> - You can adjust non-gameplay settings like font size here.
<br>
<<link "Content Filters">>
<<dialog>><<include "Options - Filters">><</dialog>><</link>> - You can adjust what adult content you want to see here.<br></div><br><div align='center'>
<hrt><hr></hrt>
<b>GAME OPTIONS</b>
<hrt><hr></hrt>
<b>DIFFICULTY -- $difficulty</b><br>
<<if $game_type is "RPG">>Without affecting rewards (exp/gold)<<else>>Without affecting content (scenes/story)<</if>>, tweak all enemy encounters to be weaker or stronger. 'Medium' is default. On Easy, enemies are more easily dealt with and require less thought to defeat. On Hard, strategy and resource use become more important!
<br>
<<if $difficulty is "Easy">><b>Easy</b><<else>><<link "Easy">><<set $difficulty to "Easy">><<replace "#options">><<include "Options">><</replace>><</link>><</if>> -- <<if $difficulty is "Medium">><b>Medium</b><<else>><<link "Medium">><<set $difficulty to "Medium">><<replace "#options">><<include "Options">><</replace>><</link>><</if>> -- <<if $difficulty is "Hard">><b>Hard</b><<else>><<link "Hard">><<set $difficulty to "Hard">><<replace "#options">><<include "Options">><</replace>><</link>><</if>>
<<if $game_type is "RPG">>
<br><br>----------------------------<br>
<b>LEVEL CAP -- $level_cap</b><br>
Implements a hard level cap that updates as the game progresses, preventing overlevelling from capstone challenges (bosses, main quests, etc). Disabled by default. +1 increases this cap by 1, for a less harsh challenge.
<br>
<<if $level_cap is "Disabled">><b>Disabled</b><<else>><<link "Disabled">><<set $level_cap to "Disabled">><<replace "#options">><<include "Options">><</replace>><</link>><</if>> -- <<if $level_cap is "+1">><b>+1</b><<else>><<link "+1">><<set $level_cap to "+1">><<replace "#options">><<include "Options">><</replace>><</link>><</if>> -- <<if $level_cap is "Strict">><b>Strict</b><<else>><<link "Strict">><<set $level_cap to "Strict">><<replace "#options">><<include "Options">><</replace>><</link>><</if>>
<br><br>----------------------------<br>
<b>MONEY MULTIPLIER -- $Money_Multiplier</b><br>
Multiplies the amount of $gold earned from combat, in increments of 0.25. A number lower than 1 will decrease the amount. 0 disables.
<br>
<<link "- Decrease -">><<set $Money_Multiplier to Math.clamp($Money_Multiplier - 0.25, 0, 3)>><<replace "#options">><<include "Options">><</replace>><</link>> ------ <<link "+ Increase +">><<set $Money_Multiplier to Math.clamp($Money_Multiplier + 0.25, 0, 3)>><<replace "#options">><<include "Options">><</replace>><</link>>
<br><br>----------------------------<br>
<b>EXP MULTIPLIER -- $EXP_Multiplier</b><br>
Multiplies the amount of EXP earned from combat, in increments of 0.25. A number lower than 1 will decrease the amount. 0 disables.
<br>
<<link "- Decrease -">><<set $EXP_Multiplier to Math.clamp($EXP_Multiplier - 0.25, 0, 3)>><<replace "#options">><<include "Options">><</replace>><</link>> ------ <<link "+ Increase +">><<set $EXP_Multiplier to Math.clamp($EXP_Multiplier + 0.25, 0, 3)>><<replace "#options">><<include "Options">><</replace>><</link>>
<br><br>----------------------------<br>
<b>ENCOUNTER RATE -- $encounter_modifier</b><br>
Makes encounters happen less or more frequently (in terms of average! Not a flat-rate addition/subtraction.) Lower means more encounters, but '0' disables random encounters.
<br>
<<link "- Decrease -">><<set $encounter_modifier to Math.clamp($encounter_modifier - 0.25, 0, 3)>><<replace "#options">><<include "Options">><</replace>><</link>> ------ <<link "+ Increase +">><<set $encounter_modifier to Math.clamp($encounter_modifier + 0.25, 0, 2)>><<replace "#options">><<include "Options">><</replace>><</link>><br>
<</if>>
<<if $encounter_modifier is 0>>
<<set $en to 9999999>>
<<set $encounter_disabled to 1>>
<</if>>
<<if $encounter_modifier > 0 and $encounter_disabled is 1>>
<<set $encounter_disabled to 0>>
<<set $en to 6>>
<</if>>
</div><</nobr>></span><<set $Icon_Up_Arrow to "https://i.imgur.com/5TPvUId.png">>
<<set $Icon_Up_Arrow_Inactive to "https://i.imgur.com/byhz93v.png">>
<<set $Icon_Left_Arrow to "https://i.imgur.com/Tx576N4.png">>
<<set $Icon_Left_Arrow_Inactive to "https://i.imgur.com/LAqpYbQ.png">>
<<set $Icon_Down_Arrow to "https://i.imgur.com/8dEhBI0.png">>
<<set $Icon_Down_Arrow_Inactive to "https://i.imgur.com/7t9Q5ai.png">>
<<set $Icon_Right_Arrow to "https://i.imgur.com/4fv4OPK.png">>
<<set $Icon_Right_Arrow_Inactive to "https://i.imgur.com/94PP9xs.png">>
<<set $Inventory_Left_Arrow to "https://i.imgur.com/h98nLwM.png">>
<<set $Inventory_Right_Arrow to "https://i.imgur.com/TgdpS6Z.png">>
<<set $Icon_Inventory_Left_Arrow_Inactive to "https://i.imgur.com/haz1ltj.png">>
<<set $Icon_Inventory_Right_Arrow_Inactive to "https://i.imgur.com/iLKc8gn.png">>
<<set $Save_Icon to "https://i.imgur.com/VC8SjLu.png">>
<<set $Restart_Icon to "https://i.imgur.com/Mcfg5kh.png">>
<<set $Mirror_Icon to "https://i.imgur.com/jhs2hkd.png">>
<<set $Experience_Icon to "https://i.imgur.com/vYMhaHt.png">>
<<set $Experience_Icon_Empty to "https://i.imgur.com/vYMhaHt.png">>
<<set $Experience_Icon_Full to "https://i.imgur.com/55OxDxe.png">>
<<set $Quests_Icon to "https://i.imgur.com/5oMR0aa.png">>
<<set $Options_Icon to "https://i.imgur.com/7Q3vFiE.png">>
<<set $Codex_Icon to "https://i.imgur.com/2D6Cig0.png">>
<<set $Fantasize_Icon to "https://i.imgur.com/wVaDlkl.png">>
<<set $Weapon_Button_Icon to "https://i.imgur.com/W0dpSMO.png">>
<<set $Subweapon_Button_Icon to "https://i.imgur.com/7BECETf.png">>
<<set $Armour_Button_Icon to "https://i.imgur.com/TmRLynT.png">>
<<set $Clothing_Button_Icon to "https://i.imgur.com/CiSNkmy.png">>
<<set $Item_Button_Icon to "https://i.imgur.com/Xh3i88m.png">>
<<set $Key_Button_Icon to "https://i.imgur.com/rLHQLQv.png">>
<<set $Accessory_Button_Icon to "https://i.imgur.com/6sCG9oC.png">>
<<set $Crafting_Button_Icon to "https://i.imgur.com/N9UUdDi.png">>
<<set $Vehicle_Mount_Icon to "https://i.imgur.com/7qRkuc6.png">>
<<set $Vehicle_Mount_Invalid_Icon to "https://i.imgur.com/jJ3Nerv.png">>
<<set $Vehicle_unMount_Icon to "https://i.imgur.com/vAzcpPB.png">>
<<set $Vehicle_Report_Icon to "https://i.imgur.com/dRR5xct.png">>
<<set $Vehicle_Crown_Button_Icon to "https://i.imgur.com/oh5MdEs.png">>
<<set $Vehicle_Core_Button_Icon to "https://i.imgur.com/bbiOnyG.png">>
<<set $Vehicle_Arms_Button_Icon to "https://i.imgur.com/LJj0eTL.png">>
<<set $Vehicle_Legs_Button_Icon to "https://i.imgur.com/xi48aai.png">>
<<set $Vehicle_Crown_Module_Button_Icon to "https://i.imgur.com/jxdlzpm.png">>
<<set $Vehicle_Core_Module_Button_Icon to "https://i.imgur.com/10rxVNX.png">>
<<set $Vehicle_ArmL_Module_Button_Icon to "https://i.imgur.com/oZwe2T0.png">>
<<set $Vehicle_ArmR_Module_Button_Icon to "https://i.imgur.com/kUZ3aN4.png">>
<<set $Vehicle_Leg_Module_Button_Icon to "https://i.imgur.com/Yivyx6C.png">>
<<set $icon_tumbler_down to "https://i.imgur.com/81wpfpr.png">>
<<set $icon_tumbler_up to "https://i.imgur.com/2YZ4UeX.png">>
<<set $marker_bed to "https://i.imgur.com/bZ1IO1B.png">>
<<set $marker_botany to "https://i.imgur.com/fkdNNOQ.png">>
<<set $marker_button_pressed to "https://i.imgur.com/cU9Py7z.png">>
<<set $marker_button to "https://i.imgur.com/DPcXMbQ.gif">>
<<set $marker_chest to "https://i.imgur.com/laSIfbD.png">>
<<set $marker_cog to "https://i.imgur.com/5dYxgDG.png">>
<<set $marker_combat to "https://i.imgur.com/kxhpsme.png">>
<<set $marker_fishing to "https://i.imgur.com/SqTq1xR.png">>
<<set $marker_food to "https://i.imgur.com/gnrwBQc.png">>
<<set $marker_grate to "https://i.imgur.com/J6Qn2pO.png">>
<<set $marker_gun to "https://i.imgur.com/N7LFvKT.png">>
<<set $marker_health to "https://i.imgur.com/vX7IvO8.png">>
<<set $marker_key to "https://i.imgur.com/nwMB6aD.png">>
<<set $marker_ladder to "https://i.imgur.com/2vVEQlX.png">>
<<set $marker_lock to "https://i.imgur.com/Ps60DUk.png">>
<<set $marker_lock_unlocked to "https://i.imgur.com/Gz40cqn.png">>
<<set $marker_look to "https://i.imgur.com/A2HgzVY.png">>
<<set $marker_message to "https://i.imgur.com/zgpMnb4.png">>
<<set $marker_mining to "https://i.imgur.com/DHHI7o7.png">>
<<set $marker_NPC to "https://i.imgur.com/fwFz2Oi.png">>
<<set $marker_shield to "https://i.imgur.com/ckAOHnC.png">>
<<set $marker_shop to "https://i.imgur.com/9mLOVbZ.png">>
<<set $marker_skull to "https://i.imgur.com/qKzESBs.png">>
<<set $marker_something to "https://i.imgur.com/RKSrybp.png">>
<<set $marker_stairs to "https://i.imgur.com/ogJOp3d.png">>
<<set $marker_terminal to "https://i.imgur.com/Dp8uOqg.png">>
<<set $marker_wrench to "https://i.imgur.com/4H6VVCJ.png">>
<<set $marker_jump to "https://i.imgur.com/ITWbHyA.png">>
<<set $marker_jump_vert to "https://i.imgur.com/scKmGOG.png">>
<<set $marker_jump_side to "https://i.imgur.com/jAyJQrl.png">>
<<set $Zipper_Arm_Cannon_Icon to "https://i.imgur.com/qLagmnQ.png">>
<<set $Zipper_Arm_Cannon_Equipped_Icon to "https://i.imgur.com/MHWuFyE.png">>
<<set $Shredder_Rifle_Icon to "https://i.imgur.com/ttkItC1.png">>
<<set $Shredder_Rifle_Equipped_Icon to "https://i.imgur.com/evlm3ga.png">>
<<set $Bug_Hunter_Icon to "https://i.imgur.com/JK4bHwI.png">>
<<set $Bug_Hunter_Equipped_Icon to "https://i.imgur.com/NymYDWb.png">>
<<set $Truthseeker_Smartbow_Icon to "https://i.imgur.com/sK2qzuK.png">>
<<set $Truthseeker_Smartbow_Equipped_Icon to "https://i.imgur.com/cqCTfhu.png">>
<<set $Portable_Hull_Cleanser_Icon to "https://i.imgur.com/SINjkUR.png">>
<<set $Portable_Hull_Cleanser_Equipped_Icon to "https://i.imgur.com/vEHnNU9.png">>
<<set $Flakks_Cannon_Icon to "https://i.imgur.com/85PUpEn.png">>
<<set $Flakks_Cannon_Equipped_Icon to "https://i.imgur.com/X8a1dMd.png">>
<<set $Torch_Kanabo_Icon to "https://i.imgur.com/biDGjSs.png">>
<<set $Torch_Kanabo_Equipped_Icon to "https://i.imgur.com/KxSuhPX.png">>
<<set $Freqblade_Knife_Icon to "https://i.imgur.com/1fz2wxZ.png">>
<<set $Freqblade_Knife_Equipped_Icon to "https://i.imgur.com/DWgtCDW.png">>
<<set $Overcharged_Tazer_Icon to "https://i.imgur.com/AKTg2of.png">>
<<set $Overcharged_Tazer_Equipped_Icon to "https://i.imgur.com/O1BKpjZ.png">>
<<set $Riot_Grenade_Printer_Icon to "https://i.imgur.com/jmtpgj1.png">>
<<set $Riot_Grenade_Printer_Equipped_Icon to "https://i.imgur.com/vRpeECj.png">>
<<set $Cybuckler_Icon to "https://i.imgur.com/YuB6ScK.png">>
<<set $Cybuckler_Equipped_Icon to "https://i.imgur.com/zn8seIa.png">>
<<set $DEFF_Ray_Icon to "https://i.imgur.com/Jllty1b.png">>
<<set $DEFF_Ray_Equipped_Icon to "https://i.imgur.com/rdu7e01.png">>
<<set $Resolver_Icon to "https://i.imgur.com/NYnzqvu.png">>
<<set $Resolver_Equipped_Icon to "https://i.imgur.com/aViFUgR.png">>
<<set $Impact_Vest_Icon to "https://i.imgur.com/WIK762S.png">>
<<set $Impact_Vest_Equipped_Icon to "https://i.imgur.com/K6GuSPi.png">>
<<set $Security_Armour_Overlay_Icon to "https://i.imgur.com/Cwbf2f7.png">>
<<set $Security_Armour_Overlay_Equipped_Icon to "https://i.imgur.com/ARdLIwf.png">>
<<set $Reactive_Biosuit_Icon to "https://i.imgur.com/C5ONuRJ.png">>
<<set $Reactive_Biosuit_Equipped_Icon to "https://i.imgur.com/vQo1Of4.png">>
<<set $Breaching_Wear_Icon to "https://i.imgur.com/elP4mni.png">>
<<set $Breaching_Wear_Equipped_Icon to "https://i.imgur.com/10CiCPB.png">>
<<set $Starslave_Bikini_Icon to "https://i.imgur.com/97p5PSF.png">>
<<set $Starslave_Bikini_Equipped_Icon to "https://i.imgur.com/qzQePcX.png">>
<<set $Security_Uniform_Icon to "https://i.imgur.com/gcx80Ok.png">>
<<set $Security_Uniform_Equipped_Icon to "https://i.imgur.com/JhQGdPF.png">>
<<set $Breaching_Jacket_Icon to "https://i.imgur.com/hizmL3j.png">>
<<set $Breaching_Jacket_Equipped_Icon to "https://i.imgur.com/P3PoNQe.png">>
<<set $Gas_Mask_Icon to "https://i.imgur.com/Z3QAPc7.png">>
<<set $Gas_Mask_Equipped_Icon to "https://i.imgur.com/k7GZKlo.png">>
<<set $TALE_Device_Icon to "https://i.imgur.com/XtUk7sq.png">>
<<set $TALE_Device_Equipped_Icon to "https://i.imgur.com/E6NxT0B.png">>
<<set $Fang_Necklace_Icon to "https://i.imgur.com/599M9CF.png">>
<<set $Fang_Necklace_Equipped_Icon to "https://i.imgur.com/BT6N7hi.png">>
<<set $Obsidian_Ring_Icon to "https://i.imgur.com/oHtS0Dx.png">>
<<set $Obsidian_Ring_Equipped_Icon to "https://i.imgur.com/i0GOdfE.png">>
<<set $Health_Potion_Icon = "https://i.imgur.com/tmyxBow.png">>
<<set $Pain_Relief_Icon = "https://i.imgur.com/BfoX9OH.png">>
<<set $Smartpick_Icon = "https://i.imgur.com/BJtgk1L.png">>
<<set $Smart_Bandage_Icon = "https://i.imgur.com/RT1u1JB.png">>
<<set $Gold_Nugget_Icon = "https://i.imgur.com/yuRrdqL.png">>
<<set $Glow_Shard_Icon = "https://i.imgur.com/7Bf0le3.png">>
<<set $Sober_Strobe_Icon = "https://i.imgur.com/lvoGpEq.png">>
<<set $Acid_Grenade_Icon = "https://i.imgur.com/zm7olWc.png">>
<<set $Redline_Icon = "https://i.imgur.com/2EN8Atc.png">>
<<set $Glow_Crystal_Icon = "https://i.imgur.com/w2prgcG.png">>
<<set $Silence_Thought_Icon = "https://i.imgur.com/EyUe8Gd.png">>
<<set $Portable_MediStation_Icon = "https://i.imgur.com/KDVCH1d.png">>
<<set $Smart_Pill_Icon = "https://i.imgur.com/UowYPao.png">>
<<set $Medi_Drone_Icon = "https://i.imgur.com/IDlPP07.png">>
<<set $Energized_Throwing_Knife_Icon = "https://i.imgur.com/sIgg5G2.png">>
<<set $Unstable_Power_Core_Icon = "https://i.imgur.com/VKORRUx.png">>
<<set $Dataprick_Icon = "https://i.imgur.com/CQq8L7B.png">>
<<set $Leathegg_Icon = "https://i.imgur.com/knwbXNZ.png">>
<<set $Glob_Core_Icon = "https://i.imgur.com/fJGsa22.png">>
<<set $Active_Glob_Core_Icon = "https://i.imgur.com/UECw96A.png">>
<<set $Ransacked_Medkit_Icon = "https://i.imgur.com/unX2dA3.png">>
<<set $Sneerz_Soda_Icon = "https://i.imgur.com/lgy7gKG.png">>
<<set $Tentakoyaki_Flavour_Chips_Icon = "https://i.imgur.com/QChRCtP.png">>
<<set $Used_TentaCan_Icon = "https://i.imgur.com/Ra2PP4U.png">>
<<set $Paravine_Icon = "https://i.imgur.com/aCF1kby.png">>
<<set $Writhing_Tentacle_Icon = "https://i.imgur.com/myjb3AU.png">>
<<set $Glob_Gloop_Icon = "https://i.imgur.com/Cdk2RxV.png">>
<<set $Busted_Terminal_Icon = "https://i.imgur.com/VEq5q7y.png">>
<<set $Bio_Sample_Icon = "https://i.imgur.com/GmRpGY2.png">>
<<set $Snapper_Flower_Icon = "https://i.imgur.com/yZ11CqJ.png">>
<<set $Incredibly_Poisonous_Mushroom_Icon = "https://i.imgur.com/4uQZeOn.png">>
<<set $Goop_Cube_Icon = "https://i.imgur.com/WXkCksP.png">>
<<set $Suspiciously_Green_Liquid_Icon = "https://i.imgur.com/lA5Us9L.png">>
<<set $Expectedly_Pink_Liquid_Icon = "https://i.imgur.com/DkZlF69.png">>
<<set $Ruined_Floor_Tile_Icon = "https://i.imgur.com/CkDBlN7.png">>
<<set $Chewed_Up_Keycard_Icon = "https://i.imgur.com/oEcZLTp.png">>
<<set $Broken_Chain_Icon = "https://i.imgur.com/AbWJkTv.png">>
<<set $Level_1_Keycard_Icon = "https://i.imgur.com/179DoyF.png">>
<<set $Level_2_Keycard_Icon = "https://i.imgur.com/ldcOaoi.png">>
<<set $Territorial_Acid_Icon = "https://i.imgur.com/i6vPRPd.png">>
<<set $Orange_Canister_Icon = "https://i.imgur.com/sIlHa50.png">>
<<set $Yellow_Canister_Icon = "https://i.imgur.com/KTPSSrY.png">>
<<set $Busted_Drone_Icon = "https://i.imgur.com/g97cp2X.png">>
<<set $B4B3_Icon = "https://i.imgur.com/3ng9VSj.png">>
<<set $Secure_Case_Icon = "https://i.imgur.com/98OUnu1.png">>
<<set $Isolde_Package_Icon to "https://i.imgur.com/eP9Bxkx.png">>
<<set $gathering_icon_gold_nugget to "https://i.imgur.com/H9kkPo1.png">>
<<set $gathering_icon_glow_shard to "https://i.imgur.com/Wgx16Tr.png">>
<<set $gathering_icon_glow_crystal to "https://i.imgur.com/Q1yAouB.png">>
<<set $gathering_icon_secure_case to "https://i.imgur.com/4QRBE2m.png">>
<<set $Gathering_BG_Rock to "https://i.imgur.com/d1rq6xK.png">>
<<set $Gathering_BG_Hive to "https://i.imgur.com/L96c3z7.png">>
<<set $Gathering_BG to $Gathering_BG_Rock>>
<<set $gathering_1_icon to $gathering_icon_gold_nugget>>
<<set $gathering_2_icon to $gathering_icon_glow_shard>>
<<set $gathering_3_icon to $gathering_icon_glow_slab>>
<<set $gathering_4_icon to $gathering_icon_gold_nugget>>
<<set $gathering_5_icon to $gathering_icon_gold_nugget>>
<<set $gathering_damage_1 to "https://i.imgur.com/EYmOEmf.png">>
<<set $gathering_damage_2 to "https://i.imgur.com/8XQJpNB.png">>
<<set $gathering_damage_3 to "https://i.imgur.com/i0VVXcT.png">>
<<set $splash to "https://i.imgur.com/Fd3zf45.png">><<set $lockpicking to 0>>
<<set $lockpick_difficulty to 3>>
<<set $lockpick_target to 3>>
<<set $tumblrt to 1>>
<<set $tumbler1 to 1>>
<<set $tumbler2 to 2>>
<<set $tumbler3 to 3>>
<<set $tumbler4 to 4>>
<<set $tumbler5 to 5>>
<<set $tumbler6 to 6>>
<<set $tumbler1up to 0>>
<<set $tumbler2up to 0>>
<<set $tumbler3up to 0>>
<<set $tumbler4up to 0>>
<<set $tumbler5up to 0>>
<<set $tumbler6up to 0>>
<<set $lockpick_progress to 0>>
<<set $lockpick_attempts to 5>>
<<set $icon_tumbler_down to "https://i.imgur.com/81wpfpr.png">>
<<set $icon_tumbler_up to "https://i.imgur.com/2YZ4UeX.png">>
<<set $tumbler1_set to 0>>
<<set $tumbler2_set to 0>>
<<set $tumbler3_set to 0>>
<<set $tumbler4_set to 0>>
<<set $tumbler5_set to 0>>
<<set $tumbler6_set to 0>>
<<set $tumblertemp to 0>>
<<set $hacking_letter_1 to "1">>
<<set $hacking_letter_2 to "1">>
<<set $hacking_letter_3 to "1">>
<<set $hacking_letter_4 to "1">>
<<set $hacking_letter_5 to "1">>
<<set $hacking_letter_6 to "1">>
<<set $hacking_letter_7 to "1">>
<<set $hacking_letter_8 to "1">>
<<set $hacking_letter_9 to "1">>
<<set $hacking_letter_10 to "1">>
<<set $hacking_letter_11 to "1">>
<<set $hacking_letter_12 to "1">>
<<set $hacking_letter_13 to "1">>
<<set $hacking_letter_1_found to 0>>
<<set $hacking_letter_2_found to 0>>
<<set $hacking_letter_3_found to 0>>
<<set $hacking_letter_4_found to 0>>
<<set $hacking_letter_5_found to 0>>
<<set $hacking_letter_6_found to 0>>
<<set $hacking_letter_7_found to 0>>
<<set $hacking_letter_8_found to 0>>
<<set $hacking_letter_9_found to 0>>
<<set $hacking_letter_10_found to 0>>
<<set $hacking_letter_11_found to 0>>
<<set $hacking_letter_12_found to 0>>
<<set $hacking_letter_13_found to 0>>
<<set $hacking_difficulty to "very easy">>
<<set $hacking_difficulty_attempt_penalty to 0>>
<<set $hacking_attempts to 4>>
<<set $hacking_letters_remaining to 4>>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_hint to "butt lmao">>
<<set $hacking_first_display to 0>>
<<set $hacking_target_A_used to 0>>
<<set $hacking_target_B_used to 0>>
<<set $hacking_target_C_used to 0>>
<<set $hacking_target_D_used to 0>>
<<set $hacking_target_E_used to 0>>
<<set $hacking_target_F_used to 0>>
<<set $hacking_target_G_used to 0>>
<<set $hacking_target_H_used to 0>>
<<set $hacking_target_I_used to 0>>
<<set $hacking_target_J_used to 0>>
<<set $hacking_target_K_used to 0>>
<<set $hacking_target_L_used to 0>>
<<set $hacking_target_M_used to 0>>
<<set $hacking_target_N_used to 0>>
<<set $hacking_target_O_used to 0>>
<<set $hacking_target_P_used to 0>>
<<set $hacking_target_Q_used to 0>>
<<set $hacking_target_R_used to 0>>
<<set $hacking_target_S_used to 0>>
<<set $hacking_target_T_used to 0>>
<<set $hacking_target_U_used to 0>>
<<set $hacking_target_V_used to 0>>
<<set $hacking_target_W_used to 0>>
<<set $hacking_target_X_used to 0>>
<<set $hacking_target_Y_used to 0>>
<<set $hacking_target_Z_used to 0>>
<<set $hacking_target_input to "2">>
//* make a function block for unlocking objects, and for unsetting the 'unlocking' thing //*
<<set $hacking_unlocking to "Test Chest">>
<<set $hacking_consequence to "none">>
<<set $gathering_1 to "not mined">>
<<set $gathering_1_name to "GOLD NUGGET">>
<<set $gathering_1_durability to 100>>
<<set $gathering_1_flavour to "WHOA! A nugget of pure gold! Normally you have to, like, beat up a whole load of team rocket members standing in eerie file down a long bridge to get your hands on one of these babies!">>
<<set $gathering_1_toughness to 1.2>>
<<set $gathering_1_hit to 0>>
<<set $gathering_2 to "not mined">>
<<set $gathering_2_name to "GLOW SHARD">>
<<set $gathering_2_durability to 100>>
<<set $gathering_2_flavour to "A shard of plain crystal imbued with Glow. Upon losing structural integrity - in layman's terms, getting smashed - said Glow is released and becomes easy to absorb. Valued as a pick-me-up!">>
<<set $gathering_2_toughness to 1.0>>
<<set $gathering_2_hit to 0>>
<<set $gathering_3 to "not mined">>
<<set $gathering_3_name to "GLOW SLAB">>
<<set $gathering_3_durability to 100>>
<<set $gathering_3_flavour to "A slab of plain crystal imbued with Glow. While a little trickier to break than a mere shard, it contains a considerably higher dose of Glow!">>
<<set $gathering_3_toughness to 1.4>>
<<set $gathering_3_hit to 0>>
<<set $gathering_4 to "not mined">>
<<set $gathering_4_name to "GOLD NUGGET">>
<<set $gathering_4_durability to 100>>
<<set $gathering_4_flavour to "WHOA! A nugget of pure gold! Normally you have to, like, beat up a whole load of team rocket members standing in eerie file down a long bridge to get your hands on one of these babies!">>
<<set $gathering_4_toughness to 1.1>>
<<set $gathering_4_hit to 0>>
<<set $gathering_5 to "not mined">>
<<set $gathering_5_name to "GOLD NUGGET">>
<<set $gathering_5_durability to 100>>
<<set $gathering_5_flavour to "WHOA! A nugget of pure gold! Normally you have to, like, beat up a whole load of team rocket members standing in eerie file down a long bridge to get your hands on one of these babies!">>
<<set $gathering_5_toughness to 1.5>>
<<set $gathering_5_hit to 0>>
<<set $Player_gathering_energy_max to 8>>
<<set $Player_gathering_energy to $Player_gathering_energy_max>>
<<set $Player_gathering_power to 30>>
<<set $Player_gathering_estimate to 100>>
<<newmeter 'player_gathering_bar' 1>>
<<label 'Gathering Energy: $Player_gathering_energy/$Player_gathering_energy_max'>>
<<sizing '600px' '44px'>>
<<colors #64C71D #94AF82 #d1d1d1>>
<<animation 240ms>>
<</newmeter>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $lockpicking to 1>>
<<set $lockpick_attempts to $Player_skill_sleight_actual>>
<<set $lockpick_progress to 0>>
<<set $lockpick_success_ticker to "Pick a tumbler to begin...">>
<<if $lockpick_difficulty is 3>>
<<include "Lockpicking Easy Setup">>
<<set $lockpick_attempts to $lockpick_attempts + 3>>
<</if>>
<<if $lockpick_difficulty is 4>>
<<include "Lockpicking Medium Setup">>
<<set $lockpick_attempts to $lockpick_attempts + 2>>
<</if>>
<<if $lockpick_difficulty is 5>>
<<include "Lockpicking Hard Setup">>
<<set $lockpick_attempts to $lockpick_attempts + 1>>
<</if>>
<<if $lockpick_difficulty gte 6>>
<<include "Lockpicking Very Hard Setup">>
<</if>>
<</nobr>>
<span id="lockpicking_minigame"><<include "Lockpicking Content">></span><<nobr>>
<<set $lockpick_target to 3>>
<<if $tumbler1_set is 0>>
<<set $tumbler1 to dice('1d3')>>
<<set $tumbler1_set to 1>>
<</if>>
<<if $tumbler2_set is 0>>
<<set $tumbler2 to dice('1d3')>>
<<if $tumbler2 is $tumbler1>>
<<include "Lockpicking Easy Setup">>
<<else>>
<<set $tumbler2_set to 1>>
<</if>>
<</if>>
<<set $tumblertemp to 6>>
<<set $tumblertemp to $tumblertemp - $tumbler1>>
<<set $tumblertemp to $tumblertemp - $tumbler2>>
<<set $tumbler3 to $tumblertemp>>
<<set $tumblert to 1>>
<</nobr>><<nobr>>
<<if $lockpicking is 1>>
<<if $lockpick_difficulty gte 3>>
<<if $tumbler1up is 0>>
<<link [img[$icon_tumbler_down]]>><<include "Tumbler 1">><</link>>
<<elseif $tumbler1up is 1>>
<<link [img[$icon_tumbler_up]]>><</link>>
<</if>>
<<if $tumbler2up is 0>>
<<link [img[$icon_tumbler_down]]>><<include "Tumbler 2">><</link>>
<<elseif $tumbler2up is 1>>
<<link [img[$icon_tumbler_up]]>><</link>>
<</if>>
<<if $tumbler3up is 0>>
<<link [img[$icon_tumbler_down]]>><<include "Tumbler 3">><</link>>
<<elseif $tumbler3up is 1>>
<<link [img[$icon_tumbler_up]]>><</link>>
<</if>>
<</if>>
<<if $lockpick_difficulty gte 4>>
<<if $tumbler4up is 0>>
<<link [img[$icon_tumbler_down]]>><<include "Tumbler 4">><</link>>
<<elseif $tumbler4up is 1>>
<<link [img[$icon_tumbler_up]]>><</link>>
<</if>>
<</if>>
<<if $lockpick_difficulty gte 5>>
<<if $tumbler5up is 0>>
<<link [img[$icon_tumbler_down]]>><<include "Tumbler 5">><</link>>
<<elseif $tumbler5up is 1>>
<<link [img[$icon_tumbler_up]]>><</link>>
<</if>>
<</if>>
<<if $lockpick_difficulty gte 6>>
<<if $tumbler6up is 0>>
<<link [img[$icon_tumbler_down]]>><<include "Tumbler 6">><</link>>
<<elseif $tumbler6up is 1>>
<<link [img[$icon_tumbler_up]]>><</link>>
<</if>>
<</if>>
<<else>>
<</if>>
<br><br>
$lockpick_success_ticker $lockpick_progress / $lockpick_target
<br>
$lockpick_attempts attempts remaining...
<br><br>
<<if $C_Smartpick gte 1 and $lockpick_progress isnot $lockpick_target>>
<<link [img[$Smartpick_Icon]]>>
<<set $lockpicking to 0>>
<<set $tumbler1up to 1>>
<<set $tumbler2up to 1>>
<<set $tumbler3up to 1>>
<<set $tumbler4up to 1>>
<<set $tumbler5up to 1>>
<<set $tumbler6up to 1>>
<<set $lockpick_progress to $lockpick_target>>
<<set $lockpick_success_ticker to "Autopick used! Lock open!">>
<<set $C_Smartpick to $C_Smartpick - 1>>
<<set $Consumable_Update_Position to $Smartpick_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<<dialog>>With the press of a button, the Smartpick springs to life -- all spindly little mechanicals limbs and spidery, poking 'fingers' working into the deepest crevices of the lock. A beat basses... seconds turn to minutes... <b>click.</b> The Smartpick dissolves before <<= $Player_alias>>'s eyes, the lock thoroughly defeated!<</dialog>>
<</link>>
-- $C_Smartpick Smartpicks remaining. Use a Smartpick to automatically pick this lock. This will consume 1 Smartpick. <br><br>
<<else>>
<s>Autopick</s> -- Not currently picking any locks! <br><br>
<</if>>
<<if $lockpick_progress is $lockpick_target>>
<<include "Lockpicking Success">>
<<elseif $lockpick_attempts lte 0>>
<<include "Lockpicking Fail">>
<<else>>
Can't leave yet.
<</if>>
<</nobr>><<nobr>><<if $tumbler1 is $tumblert and $lockpick_attempts gte 1>>
<<set $tumbler1up to 1>>
<<set $lockpick_progress to $lockpick_progress + 1>>
<<set $tumblert to $tumblert + 1>>
<<set $lockpick_success_ticker to "Success!">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<<else>>
<<set $tumbler1up to 0>>
<<set $tumbler2up to 0>>
<<set $tumbler3up to 0>>
<<set $tumbler4up to 0>>
<<set $tumbler5up to 0>>
<<set $tumbler6up to 0>>
<<set $lockpick_progress to 0>>
<<set $tumblert to 1>>
<<if $lockpick_attempts gte 1>>
<<set $lockpick_attempts to $lockpick_attempts - 1>>
<</if>>
<<set $lockpick_success_ticker to "Drat! Restart...">>
<<if $lockpick_attempts is 0>>
<<set $lockpicking to 0>>
<</if>>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<</if>><</nobr>><<nobr>><<if $tumbler2 is $tumblert and $lockpick_attempts gte 1>>
<<set $tumbler2up to 1>>
<<set $lockpick_progress to $lockpick_progress + 1>>
<<set $tumblert to $tumblert + 1>>
<<set $lockpick_success_ticker to "Success!">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<<else>>
<<set $tumbler1up to 0>>
<<set $tumbler2up to 0>>
<<set $tumbler3up to 0>>
<<set $tumbler4up to 0>>
<<set $tumbler5up to 0>>
<<set $tumbler6up to 0>>
<<set $lockpick_progress to 0>>
<<set $tumblert to 1>>
<<if $lockpick_attempts gte 1>>
<<set $lockpick_attempts to $lockpick_attempts - 1>>
<</if>>
<<if $lockpick_attempts is 0>>
<<set $lockpicking to 0>>
<</if>>
<<set $lockpick_success_ticker to "Drat! Restart...">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<</if>><</nobr>><<nobr>><<if $tumbler3 is $tumblert and $lockpick_attempts gte 1>>
<<set $tumbler3up to 1>>
<<set $lockpick_progress to $lockpick_progress + 1>>
<<set $tumblert to $tumblert + 1>>
<<set $lockpick_success_ticker to "Success!">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<<else>>
<<set $tumbler1up to 0>>
<<set $tumbler2up to 0>>
<<set $tumbler3up to 0>>
<<set $tumbler4up to 0>>
<<set $tumbler5up to 0>>
<<set $tumbler6up to 0>>
<<set $lockpick_progress to 0>>
<<set $tumblert to 1>>
<<if $lockpick_attempts gte 1>>
<<set $lockpick_attempts to $lockpick_attempts - 1>>
<</if>>
<<if $lockpick_attempts is 0>>
<<set $lockpicking to 0>>
<</if>>
<<set $lockpick_success_ticker to "Drat! Restart...">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<</if>><</nobr>><<nobr>><<if $tumbler4 is $tumblert and $lockpick_attempts gte 1>>
<<set $tumbler4up to 1>>
<<set $lockpick_progress to $lockpick_progress + 1>>
<<set $tumblert to $tumblert + 1>>
<<set $lockpick_success_ticker to "Success!">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<<else>>
<<set $tumbler1up to 0>>
<<set $tumbler2up to 0>>
<<set $tumbler3up to 0>>
<<set $tumbler4up to 0>>
<<set $tumbler5up to 0>>
<<set $tumbler6up to 0>>
<<set $lockpick_progress to 0>>
<<set $tumblert to 1>>
<<if $lockpick_attempts gte 1>>
<<set $lockpick_attempts to $lockpick_attempts - 1>>
<</if>>
<<if $lockpick_attempts is 0>>
<<set $lockpicking to 0>>
<</if>>
<<set $lockpick_success_ticker to "Drat! Restart...">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<</if>><</nobr>><<nobr>><<if $tumbler5 is $tumblert and $lockpick_attempts gte 1>>
<<set $tumbler5up to 1>>
<<set $lockpick_progress to $lockpick_progress + 1>>
<<set $tumblert to $tumblert + 1>>
<<set $lockpick_success_ticker to "Success!">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<<else>>
<<set $tumbler1up to 0>>
<<set $tumbler2up to 0>>
<<set $tumbler3up to 0>>
<<set $tumbler4up to 0>>
<<set $tumbler5up to 0>>
<<set $tumbler6up to 0>>
<<set $lockpick_progress to 0>>
<<set $tumblert to 1>>
<<if $lockpick_attempts gte 1>>
<<set $lockpick_attempts to $lockpick_attempts - 1>>
<</if>>
<<if $lockpick_attempts is 0>>
<<set $lockpicking to 0>>
<</if>>
<<set $lockpick_success_ticker to "Drat! Restart...">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<</if>><</nobr>><<nobr>><<if $tumbler6 is $tumblert and $lockpick_attempts gte 1>>
<<set $tumbler6up to 1>>
<<set $lockpick_progress to $lockpick_progress + 1>>
<<set $tumblert to $tumblert + 1>>
<<set $lockpick_success_ticker to "Success!">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<<else>>
<<set $tumbler1up to 0>>
<<set $tumbler2up to 0>>
<<set $tumbler3up to 0>>
<<set $tumbler4up to 0>>
<<set $tumbler5up to 0>>
<<set $tumbler6up to 0>>
<<set $lockpick_progress to 0>>
<<set $tumblert to 1>>
<<if $lockpick_attempts gte 1>>
<<set $lockpick_attempts to $lockpick_attempts - 1>>
<</if>>
<<if $lockpick_attempts is 0>>
<<set $lockpicking to 0>>
<</if>>
<<set $lockpick_success_ticker to "Drat! Restart...">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<</if>><</nobr>><<nobr>>
<<set $lockpick_target to 4>>
<<if $tumbler1_set is 0>>
<<set $tumbler1 to dice('1d4')>>
<<set $tumbler1_set to 1>>
<</if>>
<<if $tumbler2_set is 0>>
<<set $tumbler2 to dice('1d4')>>
<<if $tumbler2 is $tumbler1>>
<<set $tumbler3_set to 1>>
<<include "Lockpicking Medium Setup">>
<<else>>
<<set $tumbler2_set to 1>>
<<set $tumbler3_set to 0>>
<</if>>
<</if>>
<<if $tumbler3_set is 0>>
<<set $tumbler3 to dice('1d4')>>
<<if $tumbler3 is $tumbler1 or $tumbler3 is $tumbler2>>
<<include "Lockpicking Medium Setup">>
<<else>>
<<set $tumbler3_set to 1>>
<</if>>
<</if>>
<<set $tumblertemp to 10>>
<<set $tumblertemp to $tumblertemp - $tumbler1>>
<<set $tumblertemp to $tumblertemp - $tumbler2>>
<<set $tumblertemp to $tumblertemp - $tumbler3>>
<<set $tumbler4 to $tumblertemp>>
<<set $tumblert to 1>>
<</nobr>><<nobr>>
<<set $lockpick_target to 5>>
<<if $tumbler1_set is 0>>
<<set $tumbler1 to dice('1d5')>>
<<set $tumbler1_set to 1>>
<</if>>
<<if $tumbler2_set is 0>>
<<set $tumbler2 to dice('1d5')>>
<<if $tumbler2 is $tumbler1>>
<<set $tumbler3_set to 1>>
<<include "Lockpicking Hard Setup">>
<<else>>
<<set $tumbler2_set to 1>>
<<set $tumbler3_set to 0>>
<</if>>
<</if>>
<<if $tumbler3_set is 0>>
<<set $tumbler3 to dice('1d5')>>
<<if $tumbler3 is $tumbler2 or $tumbler3 is $tumbler1>>
<<set $tumbler4_set to 1>>
<<include "Lockpicking Hard Setup">>
<<else>>
<<set $tumbler3_set to 1>>
<<set $tumbler4_set to 0>>
<</if>>
<</if>>
<<if $tumbler4_set is 0>>
<<set $tumbler4 to dice('1d5')>>
<<if $tumbler4 is $tumbler3 or $tumbler4 is $tumbler2 or $tumbler4 is $tumbler1>>
<<include "Lockpicking Hard Setup">>
<<else>>
<<set $tumbler4_set to 1>>
<</if>>
<</if>>
<<set $tumblertemp to 15>>
<<set $tumblertemp to $tumblertemp - $tumbler1>>
<<set $tumblertemp to $tumblertemp - $tumbler2>>
<<set $tumblertemp to $tumblertemp - $tumbler3>>
<<set $tumblertemp to $tumblertemp - $tumbler4>>
<<set $tumbler5 to $tumblertemp>>
<<set $tumblert to 1>>
<</nobr>><<nobr>>
<<set $lockpick_target to 6>>
<<if $tumbler1_set is 0>>
<<set $tumbler1 to dice('1d6')>>
<<set $tumbler1_set to 1>>
<</if>>
<<if $tumbler2_set is 0>>
<<set $tumbler2 to dice('1d6')>>
<<if $tumbler2 is $tumbler1>>
<<set $tumbler3_set to 1>>
<<include "Lockpicking Very Hard Setup">>
<<else>>
<<set $tumbler2_set to 1>>
<<set $tumbler3_set to 0>>
<</if>>
<</if>>
<<if $tumbler3_set is 0>>
<<set $tumbler3 to dice('1d6')>>
<<if $tumbler3 is $tumbler2 or $tumbler3 is $tumbler1>>
<<set $tumbler4_set to 1>>
<<include "Lockpicking Very Hard Setup">>
<<else>>
<<set $tumbler3_set to 1>>
<<set $tumbler4_set to 0>>
<</if>>
<</if>>
<<if $tumbler4_set is 0>>
<<set $tumbler4 to dice('1d6')>>
<<if $tumbler4 is $tumbler3 or $tumbler4 is $tumbler2 or $tumbler4 is $tumbler1>>
<<set $tumbler4_set to 1>>
<<include "Lockpicking Very Hard Setup">>
<<else>>
<<set $tumbler4_set to 1>>
<<set $tumbler5_set to 0>>
<</if>>
<</if>>
<<if $tumbler5_set is 0>>
<<set $tumbler5 to dice('1d6')>>
<<if $tumbler5 is $tumbler4 or $tumbler5 is $tumbler3 or $tumbler5 is $tumbler2 or $tumbler5 is $tumbler1>>
<<set $tumbler5_set to 1>>
<<include "Lockpicking Very Hard Setup">>
<<else>>
<<set $tumbler5_set to 1>>
<</if>>
<</if>>
<<set $tumblertemp to 21>>
<<set $tumblertemp to $tumblertemp - $tumbler1>>
<<set $tumblertemp to $tumblertemp - $tumbler2>>
<<set $tumblertemp to $tumblertemp - $tumbler3>>
<<set $tumblertemp to $tumblertemp - $tumbler4>>
<<set $tumblertemp to $tumblertemp - $tumbler5>>
<<set $tumbler5 to $tumblertemp>>
<<set $tumblert to 1>>
<</nobr>><<nobr>
<<set $lockpicking to 0>>
<<set $tumbler1up to 0>>
<<set $tumbler2up to 0>>
<<set $tumbler3up to 0>>
<<set $tumbler4up to 0>>
<<set $tumbler5up to 0>>
<<set $tumbler6up to 0>>
<<set $tumbler1_set to 0>>
<<set $tumbler2_set to 0>>
<<set $tumbler3_set to 0>>
<<set $tumbler4_set to 0>>
<<set $tumbler5_set to 0>>
<<set $tumbler6_set to 0>>
<<set $lockpick_progress to 0>>
<<set $lockpickt to 1>>
<</nobr>>[img[$Smartpick_Icon]]
<br>Smartpick | $C_Smartpick in possession
<b>Type:</b> Lockpicking aid. || <b>Usage:</b> Contextual (During lockpicking)
A Smartpick is a disposable device capable of solving any lock, so long as it's within a sensible degree of the user's skill to be fiddling with. Upon completing its task, Smartpicks disintegrate. The unknown organization who makes them claims that this makes them untraceable, but in reality, it's purely so they can sell more of them.
Despite this, they're considering indispensible tools for thieves, rogues and adventurers of all callings.
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<<nobr>>
<<if $lockpicking is 1 and $Player_combat is 0>>
<<link "Autopick">>
<<set $lockpicking to 0>>
<<set $tumbler1up to 1>>
<<set $tumbler2up to 1>>
<<set $tumbler3up to 1>>
<<set $tumbler4up to 1>>
<<set $tumbler5up to 1>>
<<set $tumbler6up to 1>>
<<set $lockpick_progress to $lockpick_target>>
<<set $lockpick_success_ticker to "Autopick used! Lock open!">>
<<set $Smartpick to $Smartpick - 1>>
<<set $Consumable_Update_Position to $Smartpick_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<<dialog>>With the press of a button, the Smartpick springs to life -- all spindly little mechanicals limbs and spidery, poking 'fingers' working into the deepest crevices of the lock. A beat passes... seconds turn to minutes... <b>click.</b> The Smartpick dissolves before <<= $Player_alias>>'s eyes, the lock thoroughly defeated!<</dialog>>
<</link>>
<<else>>
<s>Autopick</s> -- Not currently picking any locks!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Smartpick_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Smartpick_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Smartpick_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Smartpick_Position to $I_C_Move>>
<</link>>
<</nobr>></div><<nobr>>
<<set $lvl_resources_finished to 2>>
<<set $lvl_hp to 0>>
<<set $lvl_focus to 0>>
<<set $lvl_flow to 0>>
<<set $lvl_glow to 0>>
<<set $lvl_skills_finished to 2>>
<<set $lvl_lift to 0>>
<<set $lvl_athletics to 0>>
<<set $lvl_survival to 0>>
<<set $lvl_sleight to 0>>
<<set $lvl_acrobatics to 0>>
<<set $lvl_perform to 0>>
<<set $lvl_science to 0>>
<<set $lvl_handiwork to 0>>
<<set $lvl_diplomacy to 0>>
<<set $lvl_attributes_finished to 1>>
<<set $lvl_strength to 0>>
<<set $lvl_agility to 0>>
<<set $lvl_wits to 0>>
<<set $lvl_toughness to 0>>
<<set $lvl_perks_finished to 1>>
<<set $lvl_Perk_Shield_Recalibration to 0>>
<<set $lvl_Perk_Capacitor_Discharge to 0>>
<<set $lvl_Perk_Static_Cling to 0>>
<<set $lvl_Perk_Kinetic_Recycler to 0>>
<<set $lvl_Perk_Sixth_Sensor to 0>>
<<set $lvl_Perk_Battle_Hardened to 0>>
<<set $lvl_Perk_Emergency_Nanobots to 0>>
<<set $lvl_Perk_B4B3 to 0>>
<<set $lvl_Perk_Evasive_Thrusters to 0>>
<<set $lvl_Perk_Observe_From_On_High to 0>>
<<set $lvl_finished to 1>>
<<include "Level Up">>
<</nobr>><<nobr>>
<span id="resource_boost">
<<set $Player_level_temp to $Player_level + 1>>
<b><<= $Player_alias>> is levelling up from $Player_level to <<= $Player_level_temp>>!</b> <br><br>
First, choose two resources to boost by 10. Increasing Max Flow will also increase Minimum Flow in fights by 5. <br><br>
<<if $lvl_hp is 0 and $lvl_resources_finished isnot 0>>
<<link "HP">>
<<set $lvl_hp to 10>>
<<set $lvl_resources_finished to $lvl_resources_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_hp_max>>)<br>
<<elseif $lvl_hp is 10>>
HP will increase by 10! <br>
<</if>>
<<if $lvl_focus is 0 and $lvl_resources_finished isnot 0>>
<<link "Focus">>
<<set $lvl_focus to 10>>
<<set $lvl_resources_finished to $lvl_resources_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_focus_max>>)<br>
<<elseif $lvl_focus is 10>>
Focus will increase by 10! <br>
<</if>>
<<if $lvl_flow is 0 and $lvl_resources_finished isnot 0>>
<<link "Flow">>
<<set $lvl_flow to 10>>
<<set $lvl_resources_finished to $lvl_resources_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_flow_max>>)<br>
<<elseif $lvl_flow is 10>>
Flow will increase by 10! Minimum Flow will increase by 5!<br>
<</if>>
<<if $lvl_glow is 0 and $lvl_resources_finished isnot 0>>
<<link "Glow">>
<<set $lvl_glow to 10>>
<<set $lvl_resources_finished to $lvl_resources_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_glow_max>>)<br>
<<elseif $lvl_glow is 10>>
Glow will increase by 10! <br>
<</if>>
<br>
<<if $lvl_resources_finished is 0>>
Choose two skills to increase by 1. Skills can also be increased incrementally by using them! <br><br>
<<if $lvl_lift is 0 and $lvl_skills_finished isnot 0>>
<<link "Lift">>
<<set $lvl_lift to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_lift>>)<br>
<<elseif $lvl_lift is 1>>
Lift will improve by 1! <br>
<</if>>
<<if $lvl_athletics is 0 and $lvl_skills_finished isnot 0>>
<<link "Athletics">>
<<set $lvl_athletics to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_athletics>>)<br>
<<elseif $lvl_athletics is 1>>
Athletics will improve by 1! <br>
<</if>>
<<if $lvl_survival is 0 and $lvl_skills_finished isnot 0>>
<<link "Survival">>
<<set $lvl_survival to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_survival>>)<br>
<<elseif $lvl_survival is 1>>
Survival will improve by 1! <br>
<</if>>
<<if $lvl_sleight is 0 and $lvl_skills_finished isnot 0>>
<<link "Sleight">>
<<set $lvl_sleight to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_sleight>>)<br>
<<elseif $lvl_sleight is 1>>
Sleight will improve by 1! <br>
<</if>>
<<if $lvl_acrobatics is 0 and $lvl_skills_finished isnot 0>>
<<link "Acrobatics">>
<<set $lvl_acrobatics to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_acrobatics>>)<br>
<<elseif $lvl_acrobatics is 1>>
Acrobatics will improve by 1! <br>
<</if>>
<<if $lvl_perform is 0 and $lvl_skills_finished isnot 0>>
<<link "Perform">>
<<set $lvl_perform to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_perform>>)<br>
<<elseif $lvl_perform is 1>>
Perform will improve by 1! <br>
<</if>>
<<if $lvl_science is 0 and $lvl_skills_finished isnot 0>>
<<link "Science">>
<<set $lvl_science to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_science>>)<br>
<<elseif $lvl_science is 1>>
Science will improve by 1! <br>
<</if>>
<<if $lvl_handiwork is 0 and $lvl_skills_finished isnot 0>>
<<link "Handiwork">>
<<set $lvl_handiwork to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_handiwork>>)<br>
<<elseif $lvl_handiwork is 1>>
Handiwork will improve by 1! <br>
<</if>>
<<if $lvl_diplomacy is 0 and $lvl_skills_finished isnot 0>>
<<link "Diplomacy">>
<<set $lvl_diplomacy to 1>>
<<set $lvl_skills_finished to $lvl_skills_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_skill_diplomacy>>)<br>
<<elseif $lvl_diplomacy is 1>>
Diplomacy will improve by 1! <br>
<</if>>
<br>
<<if $lvl_skills_finished lte 0>>
<<if $Player_level_temp is 1 or $Player_level_temp is 3 or $Player_level_temp is 5 or $Player_level_temp is 7 or $Player_level_temp is 9 or $Player_level_temp is 11 or $Player_level_temp is 13 or $Player_level_temp is 15 or $Player_level_temp is 17 or $Player_level_temp is 19 or $Player_level_temp is 21 or $Player_level_temp is 23 or $Player_level_temp is 25 or $Player_level_temp is 27 or $Player_level_temp is 29>>
Choose a main attribute to increase by 1. <br><br>
<<if $lvl_strength is 0 and $lvl_finished isnot 0>>
<<link "Strength">>
<<set $lvl_strength to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_strength>>) <br>
<<elseif $lvl_strength is 1>>
Strength will improve by 1! <br>
<</if>>
<<if $lvl_agility is 0 and $lvl_finished isnot 0>>
<<link "Agility">>
<<set $lvl_agility to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_agility>>) <br>
<<elseif $lvl_agility is 1>>
Agility will improve by 1! <br>
<</if>>
<<if $lvl_wits is 0 and $lvl_finished isnot 0>>
<<link "Wits">>
<<set $lvl_wits to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_wits>>) <br>
<<elseif $lvl_wits is 1>>
Wits will improve by 1! <br>
<</if>>
/*
<<if $lvl_toughness is 0 and $lvl_finished isnot 0>>
<<link "Toughness">>
<<set $lvl_toughness to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> (Current: <<= $Player_toughness>>) <br>
<<elseif $lvl_toughness is 1>>
Toughness will improve by 1! <br>
<</if>>
*/
<br>
<</if>>
<<if $Player_level_temp is 2 or $Player_level_temp is 4 or $Player_level_temp is 6 or $Player_level_temp is 8 or $Player_level_temp is 10 or $Player_level_temp is 12 or $Player_level_temp is 14 or $Player_level_temp is 16 or $Player_level_temp is 18 or $Player_level_temp is 20 or $Player_level_temp is 21 or $Player_level_temp is 24 or $Player_level_temp is 26 or $Player_level_temp is 28 or $Player_level_temp is 30>>
Choose a Perk.
<br><br>
<<include "Level Perks">>
<</if>>
<<if $lvl_finished lte 0>>
<<link "Lock in choices and Level Up.">><<dialog>><<include "Finish Level Up">><</dialog>><</link>>
<</if>>
<</if>>
<</if>>
</span>
<</nobr>><<nobr>>
<<set $Player_hp_max to $Player_hp_max + $lvl_hp>>
<<set $Player_hp to $Player_hp + $lvl_hp>>
<<set $Player_focus_max to $Player_focus_max + $lvl_focus>>
<<set $Player_focus to $Player_focus + $lvl_focus>>
<<set $Player_flow_max to $Player_flow_max + $lvl_flow>>
<<set $Player_flow to $Player_flow + $lvl_flow>>
<<set $Player_glow_max to $Player_glow_max + $lvl_glow>>
<<set $Player_glow to $Player_glow + $lvl_glow>>
<<if $lvl_flow > 0>>
<<set $Player_flow_level to $Player_flow_level + 5>>
<</if>>
<<set $Player_skill_lift to $Player_skill_lift + $lvl_lift>>
<<set $Player_skill_athletics to $Player_skill_athletics + $lvl_athletics>>
<<set $Player_skill_survival to $Player_skill_survival + $lvl_survival>>
<<set $Player_skill_sleight to $Player_skill_sleight + $lvl_sleight>>
<<set $Player_skill_acrobatics to $Player_skill_acrobatics + $lvl_acrobatics>>
<<set $Player_skill_perform to $Player_skill_perform + $lvl_perform>>
<<set $Player_skill_science to $Player_skill_science + $lvl_science>>
<<set $Player_skill_handiwork to $Player_skill_handiwork + $lvl_handiwork>>
<<set $Player_skill_diplomacy to $Player_skill_diplomacy + $lvl_diplomacy>>
<<set $Player_strength to $Player_strength + $lvl_strength>>
<<set $Player_agility to $Player_agility + $lvl_agility>>
<<set $Player_wits to $Player_wits + $lvl_wits>>
<<set $Player_toughness to $Player_toughness + $lvl_toughness>>
<<set $Perk_Shield_Recalibration to $Perk_Shield_Recalibration + $lvl_Perk_Shield_Recalibration>>
<<set $Perk_Capacitor_Discharge to $Perk_Capacitor_Discharge + $lvl_Perk_Capacitor_Discharge>>
<<set $Perk_Static_Cling to $Perk_Static_Cling + $lvl_Perk_Static_Cling>>
<<set $Perk_Kinetic_Recycler to $Perk_Kinetic_Recycler + $lvl_Perk_Kinetic_Recycler>>
<<set $Perk_Sixth_Sensor to $Perk_Sixth_Sensor + $lvl_Perk_Sixth_Sensor>>
<<set $Perk_Battle_Hardened to $Perk_Battle_Hardened + $lvl_Perk_Battle_Hardened>>
<<set $Perk_Emergency_Nanobots to $Perk_Emergency_Nanobots + $lvl_Perk_Emergency_Nanobots>>
<<set $Perk_B4B3 to $Perk_B4B3 + $lvl_Perk_B4B3>>
<<set $Perk_Evasive_Thrusters to $Perk_Evasive_Thrusters + $lvl_Perk_Evasive_Thrusters>>
<<set $Perk_Observe_From_On_High to $Perk_Observe_From_On_High + $lvl_Perk_Observe_From_On_High>>
<<set $Player_level to $Player_level + 1>>
<<set $Player_exp to $Player_exp - $Player_exp_max>>
<<set $Player_exp_max to $Player_exp_max + 50>>
<<include "LEVEL CAP">>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<b>Level Up completed! You may now close this window.</b>
<</nobr>><<nobr>><<if $Player_level is 10>>
<<set $Player_exp_max to 0>>
<</if>>
<</nobr>><<nobr>> <<if $lvl_Perk_Shield_Recalibration is 0 and $lvl_finished isnot 0 and $Perk_Shield_Recalibration is 0>>
<<link "Shield Recalibration">>
<<set $lvl_Perk_Shield_Recalibration to 5>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- Permanently raises Shield by 5. <br>
<<elseif $lvl_Perk_Shield_Recalibration is 5>>
Shield Recalibration will be unlocked, raising Shield by 5! <br>
<</if>>
<<if $lvl_Perk_Capacitor_Discharge is 0 and $lvl_finished isnot 0 and $Perk_Capacitor_Discharge is 0>>
<<link "Capacitor Discharge">>
<<set $lvl_Perk_Capacitor_Discharge to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- Unlocks Capacitor Discharge, an attack that drains Shield to damage the foe with Elec. <br>
<<elseif $lvl_Perk_Capacitor_Discharge is 1>>
Capacitor Discharge will be unlocked, unlocking an elec-based Shield purge attack! <br>
<</if>>
<<if $lvl_Perk_Static_Cling is 0 and $lvl_finished isnot 0 and $Perk_Static_Cling is 0>>
<<link "Static Cling">>
<<set $lvl_Perk_Static_Cling to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- When Shield is reduced to 0, high chance to Paralyze enemy. <br>
<<elseif $lvl_Perk_Static_Cling is 1>>
Static Cling will be unlocked, giving Shield a chance to paralyze enemies when emptied! <br>
<</if>>
<<if $lvl_Perk_Kinetic_Recycler is 0 and $lvl_finished isnot 0 and $Perk_Kinetic_Recycler is 0>>
<<link "Kinetic Recycler">>
<<set $lvl_Perk_Kinetic_Recycler to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- A small portion of Flow spent is recycled back into more Flow. <br>
<<elseif $lvl_Perk_Kinetic_Recycler is 1>>
Kinetic Recycler will be unlocked, restoring some Flow every time Flow is consumed! <br>
<</if>>
<<if $lvl_Perk_Sixth_Sensor is 0 and $lvl_finished isnot 0 and $Perk_Sixth_Sensor is 0>>
<<link "Sixth Sensor">>
<<set $lvl_Perk_Sixth_Sensor to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- Optimized sensors improve Dodge by 2. <br>
<<elseif $lvl_Perk_Sixth_Sensor is 1>>
Sixth Sensor will be unlocked, improving Dodge by 2. <br>
<</if>>
<<if $lvl_Perk_Battle_Hardened is 0 and $lvl_finished isnot 0 and $Perk_Battle_Hardened is 0>>
<<link "Battle Hardened">>
<<set $lvl_Perk_Battle_Hardened to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- Combat feedback repositions armour plating to improve armour by 1. <br>
<<elseif $lvl_Perk_Battle_Hardened is 1>>
Battle Hardened will be unlocked, improving armour by 1. <br>
<</if>>
<<if $lvl_Perk_Emergency_Nanobots is 0 and $lvl_finished isnot 0 and $Perk_Emergency_Nanobots is 0>>
<<link "Emergency Nanobots">>
<<set $lvl_Perk_Emergency_Nanobots to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- When Emergency Shielding is used, also restore 25% HP and 12.5% Focus. <br>
<<elseif $lvl_Perk_Emergency_Nanobots is 1>>
Emergency Nanobots will be unlocked, improving Emergency Shielding by adding Healing to HP and Focus (25% and 12.5%). <br>
<</if>>
<<if $lvl_Perk_Evasive_Thrusters is 0 and $lvl_finished isnot 0 and $Perk_Evasive_Thrusters is 0>>
<<link "Evasive Thrusters">>
<<set $lvl_Perk_Evasive_Thrusters to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- Defend now also boosts Dodge significantly for the turn. <br>
<<elseif $lvl_Perk_Evasive_Thrusters is 1>>
Evasive Thrusters will be unlocked, boosting Dodge signficantly during Defend. <br>
<</if>>
<<if $lvl_Perk_Observe_From_On_High is 0 and $lvl_finished isnot 0 and $Perk_Observe_From_On_High is 0>>
<<link "Observe From On High">>
<<set $lvl_Perk_Observe_From_On_High to 1>>
<<set $lvl_finished to $lvl_finished - 1>>
<<replace "#resource_boost">><<include "Level Up">><</replace>>
<</link>> -- After using Defend, gain a damage boost next turn. <br>
<<elseif $lvl_Perk_Observe_From_On_High is 1>>
Observe From On High will be unlocked, boosting damage on next attack after Defending. <br>
<</if>>
<<if $lvl_finished isnot 0>><<link "No Perk">><<set $lvl_finished to $lvl_finished - 1>><<replace "#resource_boost">><<include "Level Up">><</replace>><</link>> -- WARNING - YOU WILL NOT RECEIVE A PERK THIS LEVEL. <br>
<</if>> <br>
<</nobr>><<nobr>>
<<if $Player_class is "MERCANOID">>
<<set $hit_chance_weapon to 0>>
Shoulder-mounted Launcher for Assorted Munitions -- <b>SLAM;</b> <br>
<<if $Player_glow gte 15 and $SLAM_F_Cooldown is 0>>
<<link "SLAM F" "Special Ability SLAM F">><</link>>
<<else>>
<s>SLAM F</s>
<</if>>
-- Launches a Fire-aspected napalm missile. 15 Glow. 1 round cooldown.<<set $Actual_attack_type to "Tricky">>
<<set $Player_special_ability_accuracy to 4>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br>
<<if $Player_glow gte 20 and $SLAM_G_Cooldown is 0>>
<<link "SLAM G" "Special Ability SLAM G">><</link>>
<<else>>
<s>SLAM G</s>
<</if>>
-- Launches a low-yield guided missile that cannot miss, and improve dodge by 2 for a turn. 20 Glow. 1 round cooldown.
- 100% To Hit.
<br>
<<if $Player_glow gte 25 and $SLAM_P_Cooldown is 0>>
<<link "SLAM P" "Special Ability SLAM P">><</link>>
<<else>>
<s>SLAM P</s>
<</if>>
-- Fires an armour-shredding missile. Deals Slashing damage and lowers enemy armour. 25 Glow. 1 round cooldown.
<<set $Actual_attack_type to "Tricky">>
<<set $Player_special_ability_accuracy to 2>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br>
<br>
<<if $Player_glow gte 25 and $Player_shield_max gte 1>>
<<link "Emergency Shielding" "Special Ability Emergency Shielding">><</link>>
<<else>>
<s>Emergency Shielding</s>
<</if>>
-- Restores 50% of Shield. <<if $Perk_Emergency_Nanobots is 1>>Also restores 25% of HP and 12.5% of Focus.<</if>> 25 Glow. <br>
<<if $Player_glow gte 0 and $Core_Push_Cooldown is 0>>
<<link "Core Push" "Special Ability Core Push">><</link>>
<<else>>
<s>Core Push</s>
<</if>>
-- Boosts all attributes by 3 for 2 turns. Free action. 10 Glow per 4 turns, 40 total. <b>Consumes HP if Glow is insufficient.</b> <br>
<</if>>
<</nobr>><<nobr>>
<<set $hit_chance_weapon to $Player_weapon_main_accuracy_bonus>>
<<if $WSA_Placeholder is 1>>
<<if $Player_flow gte 0>>
<<link "Placeholder" "Special Attack PLACEHOLDER">><</link>>
<<else>>
<s>PLACEHOLDER</s>
<</if>>
-- Desc. 0 FloworGlow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $WSA_Aimed_Shot is 1>>
<<if $Player_flow gte 20>>
<<link "Aimed Shot" "Special Attack Aimed Shot">><</link>>
<<else>>
<s>Aimed Shot</s>
<</if>>
-- A basic attack with +2 Acc. 20 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to 2>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $WSA_Ammunition_Dump is 1>>
<<if $Player_flow gte 120>>
<<link "Ammunition Dump" "Special Attack Ammunition Dump">><</link>>
<<else>>
<s>Ammunition Dump</s>
<</if>>
-- FIRE EVERYTHING. 2.5* Dam and Acc, but deals 33% Self-Damage. 120 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 2.5>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $WSA_Burst_Shot is 1>>
<<if $Player_flow gte 50>>
<<link "Burst Shot" "Special Attack Burst Shot">><</link>>
<<else>>
<s>Burst Shot</s>
<</if>>
-- Fire thrice at -1/-3/-6 Acc. 50 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to - 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% |
<<set $Player_special_ability_accuracy to - 3>>
<<include "HitChance">>$chancehit% |
<<set $Player_special_ability_accuracy to - 6>>
<<include "HitChance">>$chancehit% To Hit.
<br><</if>>
<<if $WSA_Charge_Shot is 1>>
<<if $Player_flow gte 35>>
<<link "Charge Shot" "Special Attack Charge Shot">><</link>>
<<else>>
<s>Charge Shot</s>
<</if>>
-- Skip a turn to charge, then fire with 1.5* Acc and Dam. 35 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1.5>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $WSA_Cryoshot is 1>>
<<if $Player_flow gte 35>>
<<link "Cryoshot" "Special Attack Cryoshot">><</link>>
<<else>>
<s>Cryoshot</s>
<</if>>
-- Perform a base-tier Ice attack which may cause freezing. 35 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $WSA_Double_Tap is 1>>
<<if $Player_flow gte 25>>
<<link "Double Tap" "Special Attack Double Tap">><</link>>
<<else>>
<s>Double Tap</s>
<</if>>
-- Fire twice at -2/-4 Acc. 25 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to - 2>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% |
<<set $Player_special_ability_accuracy to - 4>>
<<include "HitChance">>$chancehit% To Hit.
<br><</if>>
<<if $WSA_Explosive_Round is 1>>
<<if $Player_flow gte 65>>
<<link "Explosive Round" "Special Attack Explosive Round">><</link>>
<<else>>
<s>Explosive Round</s>
<</if>>
-- An unaspected explosive blast with 1.5* Dam. 65 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $WSA_Far is 1>>
<<if $Player_flow gte 25>>
<<link "Far" "Special Attack Far">><</link>>
<<else>>
<s>Far</s>
<</if>>
-- Put distance between self and foe, then fire. -1 Damage, +2 Accuracy. 25 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to 2>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $WSA_Flamethrower is 1>>
<<if $Player_flow gte 30>>
<<link "Flamethrower" "Special Attack Flamethrower">><</link>>
<<else>>
<s>Flamethrower</s>
<</if>>
-- A Base-tier Fire attack that may cause Burning. 30 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $WSA_Flare is 1>>
<<if $Player_flow gte 100>>
<<link "Flare" "Special Attack Flare">><</link>>
<<else>>
<s>Flare</s>
<</if>>
-- A High-level Fire attack with 2* Dam and Acc. 100 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 2>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $WSA_Homerun is 1>>
<<if $Player_flow gte 55>>
<<link "Homerun" "Special Attack Homerun">><</link>>
<<else>>
<s>Homerun</s>
<</if>>
-- A mighty swing which deals 1.5* Dam. 55 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $WSA_Incineration_Cannon is 1>>
<<if $Player_flow gte 70>>
<<link "Incineration Cannon" "Special Attack Incineration Cannon">><</link>>
<<else>>
<s>Incineration Cannon</s>
<</if>>
-- A Mid-tier Fire attack with 1.5* Dam and Acc. 70 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1.5>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $WSA_Near is 1>>
<<if $Player_flow gte 25>>
<<link "Near" "Special Attack Near">><</link>>
<<else>>
<s>Near</s>
<</if>>
-- Get in close on the foe, then fire. +2 Damage, -1 Accuracy. 25 Flow. <<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to -1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $WSA_Rocket_Swing is 1>>
<<if $Player_flow gte 80>>
<<link "Rocket Swing" "Special Attack Rocket Swing">><</link>>
<<else>>
<s>Rocket Swing</s>
<</if>>
-- An ultimate jet-assisted swing with 1.5* Dam and Acc. 80 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1.5>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $WSA_Skullcrush is 1>>
<<if $Player_flow gte 40>>
<<link "Skullcrush" "Special Attack Skullcrush">><</link>>
<<else>>
<s>Skullcrush</s>
<</if>>
-- A savage attack which can lower enemy armour. 40 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $WSA_Smartlink is 1>>
<<if $Player_flow gte 40 and $Smart_Link_Cooldown is 0>>
<<link "Smartlink" "Special Attack Smartlink">><</link>>
<<else>>
<s>Smartlink</s> -- <<if $Smart_Link_Cooldown gte 1>><b>On Cooldown for $Smart_Link_Cooldown Turns.</b><</if>>
<</if>>
-- Boost Acc for 2 turns. Free Action. 4 turn cooldown. 40 Flow.
<br><</if>>
<<if $WSA_Soft_Sludge is 1>>
<<if $Player_flow gte 40>>
<<link "Soft Sludge" "Special Attack Soft Sludge">><</link>>
<<else>>
<s>Soft Sludge</s>
<</if>>
-- A base-tier Acid attack that may lower armour. 40 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $WSA_$WSA_Homing_Blast is 1>>
<<if $Player_flow gte 70>>
<<link "Homing Blast" "Special Attack Homing Blast">><</link>>
<<else>>
<s>Homing Blast</s>
<</if>>
-- Fire a shot that cannot miss. 70 Flow.
- 100% To Hit.
<br><</if>>
<<if $WSA_Double_Nock is 1>>
<<if $Player_flow gte 65>>
<<link "Double Nock" "Special Attack Double Nock">><</link>>
<<else>>
<s>Double Nock</s>
<</if>>
-- Swiftly fire two arrows with no accuracy penalty. 65 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% | $chancehit% To Hit.
<br><</if>>
<<if $Player_weapon_main is "Portable Hull Cleanser">>
Tank Swap - spend 10 Flow to change main attack element until next change or unequipping this weapon. |
<<if $Player_flow gte 10>>
<<link "Acid" "Special Attack Tank Swap Acid">><</link>> | <<link "Ice" "Special Attack Tank Swap Ice">><</link>> | <<link "Fire" "Special Attack Tank Swap Fire">><</link>>
<<else>>
<s>Acid | Ice | Fire</s>
<br><</if>>
<</if>>
<</nobr>><<nobr>>
<<set $hit_chance_weapon to $Player_weapon_sub_accuracy_bonus>>
<<if $sw_Placeholder is 1>>
<<if $Player_flow gte 0>>
<<link "ATTACKNAME" "Special Attack ATTACKNAME">><</link>>
<<else>>
<s>ATTACKNAME</s>
<</if>>
-- Desc. 0 FloworGlow.
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $swSA_Bash is 1>>
<<if $Player_flow gte 0>>
<<link "Bash" "Special Attack Bash">><</link>>
<<else>>
<s>Bash</s>
<</if>>
-- Perform a Bashing attack. Free.
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $swSA_Blaster is 1>>
<<if $Player_flow gte 15>>
<<link "Blaster" "Special Attack Blaster">><</link>>
<<else>>
<s>Blaster</s>
<</if>>
-- Perform a Base-tier Energy attack. 15 Flow.
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $swSA_Bullet_Rain is 1>>
<<if $Player_flow gte 60>>
<<link "Bullet Rain" "Special Attack Bullet Rain">><</link>>
<<else>>
<s>Bullet Rain</s>
<</if>>
-- Unleash a triple-volley of shots at -1/-2/-4 Acc. 60 Flow.
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Player_special_ability_accuracy to -1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% |
<<set $Player_special_ability_accuracy to -2>>
<<include "HitChance">>$chancehit% |
<<set $Player_special_ability_accuracy to -4>>
<<include "HitChance">>$chancehit% To Hit.
<br><</if>>
<<if $swSA_Heat_Ray is 1>>
<<if $Player_flow gte 30>>
<<link "Heat Ray" "Special Attack Heat Ray">><</link>>
<<else>>
<s>Heat Ray</s>
<</if>>
-- Perform an armour-piercing Heat attack. 30 Flow. <br>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $swSA_Irritant is 1>>
<<if $Player_flow gte 35>>
<<link "Irritant" "Special Attack Irritant">><</link>>
<<else>>
<s>Irritant</s>
<</if>>
-- Attempts to Poison the enemy with a Base-tier Poison attack. 35 Flow.
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $swSA_Slash is 1>>
<<if $Player_flow gte 0>>
<<link "Slash" "Special Attack Slash">><</link>>
<<else>>
<s>Slash</s>
<</if>>
-- Perform a Slashing attack. Free.
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $swSA_Stab is 1>>
<<if $Player_flow gte 0>>
<<link "Stab" "Special Attack Stab">><</link>>
<<else>>
<s>Stab</s>
<</if>>
-- Perform a Piercing attack. Free.
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $swSA_Stun_Ray is 1>>
<<if $Player_flow gte 20>>
<<link "Stun Ray" "Special Attack Stun Ray">><</link>>
<<else>>
<s>Stun Ray</s>
<</if>>
-- Perform a Base-tier EMP attack. 20 Flow.
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<<if $swSA_Taze is 1>>
<<if $Player_flow gte 15>>
<<link "Taze" "Special Attack Taze">><</link>>
<<else>>
<s>Taze</s>
<</if>>
-- Perform a Base-tier Elec attack. 15 Flow.
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<br><</if>>
<</nobr>><<nobr>>
<<if $Perk_Capacitor_Discharge is 1>>
<<if $Player_flow gte 0 and $Player_shield > 0 and $Capacitor_Discharge_Cooldown is 0>>
<<link "Capacitor Discharge" "Special Attack Capacitor Discharge">><</link>>
<<else>>
<s>Capacitor Discharge</s>
<</if>>
-- Drain remaining shield to deal elec damage equal to 100% of Shield drained. 1 round cooldown. - 100% To Hit.
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 20>>
<<set $Player_flow_spent to 20>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 2>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias pulls $her $Player_weapon_main up to $her shoulder and squints one eye shut. Aim... FIRE! <br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias hits <<= $Enemy_article>> dead on! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 120>>
<<set $Player_flow_spent to 120>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 2.5>>
<<set $Player_special_ability_accuracy_multiplier to 2.5>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to "energy">>
<<set $Actual_damage_type_2 to "fire">>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias exhales slow and long, removing the safety limiters on $her <<= $Player_weapon_main>>. At once, it begins to thrum with lethal energy, core boosted to dangerous levels... This is going to hurt - but it's going to hurt $Enemy_article a lot more. <b>FIRE!</b> <br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! A sizable portion of the scenery behind them is obliterated...<br><br>
<<set $Player_hp_adjust to $Player_damage / 3>>
<<set $Player_hp_adjust to Math.round($Player_hp_adjust)>>
The recoil is too much! $Player_alias takes $Player_hp_adjust damage!
<<set $Player_hp_adjust to $Player_hp_adjust / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias utterly engulfs <<= $Enemy_article>> in destructive energies! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<set $Player_hp_adjust to $Player_damage / 3>>
<<set $Player_hp_adjust to Math.round($Player_hp_adjust)>>
The recoil is too much! $Player_alias takes $Player_hp_adjust damage!
<<set $Player_hp_adjust to $Player_hp_adjust / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias scores a direct hit on <<= $Enemy_article>>, causing critical damage! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<set $Player_hp_adjust to $Player_damage / 1.5>>
<<set $Player_hp_adjust to Math.round($Player_hp_adjust)>>
The recoil is too much! $Player_alias takes $Player_hp_adjust damage!
<<set $Player_hp_adjust to $Player_hp_adjust / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_multihit_temp to 0>>
<<set $Player_flow = $Player_flow - 50>>
<<set $Player_flow_spent to 50>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to -1>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
Steeling $herself, $Player_alias hoists up $her $Player_weapon_main_archetype and opens fire...
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>... <br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">>
<<elseif $Player_success is 1>><<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
$Player_alias hits <<= $Enemy_article>>... <br><br>
$Enemy_Article takes $Player_damage damage... <br><br>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit... <br><br>
<<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage... <br><br>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
... the burst kicks up as the second shot flies free...
<<set $Player_special_ability_accuracy to -3>>
<<include "Combat Base Attack Calculation">>
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>... <br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">>
<<elseif $Player_success is 1>><<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
$Player_alias hits <<= $Enemy_article>>... <br><br>
$Enemy_Article takes $Player_damage damage... <br><br>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit... <br><br>
<<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage... <br><br>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
... $Player_alias grits $her teeth as the burst ends!... <br><br>
<<set $Player_special_ability_accuracy to -6>>
<<include "Combat Base Attack Calculation">>
<<if $Player_success is 0>>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
$Player_alias hits <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage!<br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>> <<nobr>>
<<set $Player_flow = $Player_flow - 35>>
<<set $Player_flow_spent to 35>>
<<if $Player_charging is 0>>
<<set $Player_charging to 1>>
<<set $Player_charging_charge_shot to 1>>
$Player_alias braces $herself with a steely gaze, raising her $Player_weapon_main up, gripping it tightly with $her free hand to steady it as the weapon begins to whine, brighter and brighter Glow seeping from the vents as heat-shimmer dances across the core housing... <br><br>
$Player_alias is charging an attack! <br><br>
<<include "Combat Player Status Effects End Turn">>
<<else>>
<<set $Player_charging to 0>>
<<set $Player_charging_charge_shot to 0>>
<<set $Player_charging_finished to 1>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1.5>>
<<set $Player_special_ability_accuracy_multiplier to 1.5>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias unleashes $her charged shot, almost bowled over backwards by the force of it as Glow exhaust shunts from the <<= $Player_weapon_main_archetype>>'s vents! <br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias blows <<= $Enemy_article>> away! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias blows $Enemy_article away, right in a weak point! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_multihit_temp to 0>>
<<set $Player_flow = $Player_flow - 25>>
<<set $Player_flow_spent to 25>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to -2>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias quickly brings $her weapon up and lets off a shot...
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>... <br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">>
<<elseif $Player_success is 1>><<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
$Player_alias hits <<= $Enemy_article>>... <br><br>
$Enemy_Article takes $Player_damage damage... <br><br>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit... <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage... <br><br>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<</if>>
... $Player_alias barely recovers from recoil before $she fires again! <br><br>
<<set $Player_special_ability_accuracy to -4>>
<<include "Combat Base Attack Calculation">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>>
$Player_alias hits <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>>
<<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 65>>
<<set $Player_flow_spent to 65>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1.5>>
<<set $Player_special_ability_accuracy_multiplier to 1.5>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to "unaspected">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias acts fast, $her $Player_weapon_main letting out a clunky pair of dull noises as $her next shot is loaded with something 'extra'. Aim... adjust for travel time... -TUNK-! <br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias strikes <<= $Enemy_article>> with the splash damage of $her explosive round! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias scores a direct hit on <<= $Enemy_article>>, causing critical damage! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 40>>
<<set $Player_flow_spent to 40>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to "fire">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
With a spark and a WHUF of fire, $Player_alias bathes $Enemy_article in flames spewed forth from $her <<= $Player_weapon_main>>...
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias flambés <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<set $Player_status_attack to "burn">>
<<set $Player_status_bonus to 50>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias scorches <<= $Enemy_article>>, trapping them in a cyclone of incinerating heat! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<set $Player_status_attack to "burn">>
<<set $Player_status_bonus to 100>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 100>>
<<set $Player_flow_spent to 100>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 2>>
<<set $Player_special_ability_accuracy_multiplier to 2>>
<<set $Actual_damage_range to $Player_weapon_main_advanced_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to "fire">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias has to squint $her eyes almost completely shut as her $Player_weapon_main goes supernova, unleashing a scorching blast towards <<= $Enemy_article>>! <br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias scorches <<= $Enemy_article>>, bathing them in incinerating temperatures! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias scorches <<= $Enemy_article>>, trapping them in a cyclone of incinerating heat! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 55>>
<<set $Player_flow_spent to 55>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1.5>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias breezily swings $her $Player_weapon_main up and onto $her shoulder, squares up against <<= $Enemy_article>>... and SWINGS! <br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias clunks <<= $Enemy_article>> hard! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<set $Player_status_dice to dice('1d10')>>
<<if $Player_status_dice gte 6>>
<<= $Player_alias>>'s brutal strike tenderizes $Enemy_article, lowering their armour! <br><br>
<<set $Enemy_toughness to $Enemy_toughness - 1>>
<</if>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
<b>SMASH! </b>$Player_alias clunks <<= $Enemy_article>> right in a critical spot! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<set $Player_status_dice to dice('1d10')>>
<<if $Player_status_dice gte 2>>
<<= $Player_alias>>'s brutal strike tenderizes $Enemy_article, lowering their armour! <br><br>
<<set $Enemy_toughness to $Enemy_toughness - 1>>
<</if>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 75>>
<<set $Player_flow_spent to 75>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1.5>>
<<set $Player_special_ability_accuracy_multiplier to 1.5>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to "fire">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias almost hazes out of sight from the sheer temperature venting out from $her charging <<= $Player_weapon_main>>. As it becomes uncomfortably hot to hold, $she finally pulls the trigger, unleashing a blinding inferno towards <<= $Enemy_article>> that bathes them both in hellish, red glare. <br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias scorches <<= $Enemy_article>>, bathing them in incinerating temperatures! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias scorches <<= $Enemy_article>>, trapping them in a cyclone of incinerating heat! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 80>>
<<set $Player_flow_spent to 80>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1.5>>
<<set $Player_special_ability_accuracy_multiplier to 1.5>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias locks eyes with $Enemy_article as $she stoops low and breaks into a charge, $Player_weapon_main scraping along the ground as it begins to shriek with a burst of jets and flame... $Player_alias pulls it into a swing at the height of $her speed, spinning once, twice-- <br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! $she barely manages to avoid jetting into a wall. <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
SMASH! $Player_alias strikes <<= $Enemy_article>> with a jet-assisted blow! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
<b>SMASH! </b>$Player_alias scores a direct hit on <<= $Enemy_article>>, causing critical damage with a jet-assisted blow! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 40>>
<<set $Player_flow_spent to 40>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias grits $her teeth as $she suddenly swipes her $Player_weapon_main up and brings it crashing down upon <<= $Enemy_article>>! <br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias smashes <<= $Enemy_article>> with savage force! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<set $dice2 to dice('1d2')>>
<<if $dice2 is 1>>
<b>$Enemy_Article has suffered an armour loss!</b><br><br>
<<set $Enemy_toughness_total to $Enemy_toughness_total - 1>>
<</if>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias smashes <<= $Enemy_article>> right in a critical spot! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<set $dice2 to dice('1d3')>>
<<if $dice2 is 1 or $dice is 2>>
<b>$Enemy_Article has suffered an armour loss!</b><br><br>
<<set $Enemy_toughness_total to $Enemy_toughness_total - 1>>
<</if>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Smart_Link_Cooldown to 4>>
<<set $Player_flow to $Player_flow - 40>>
<<set $Player_flow_spent to 40>>
<<= $Player_alias>>'s eyes flash and then flicker with lines dancing across $her retinas, conjoining and intersecting as targetting angles are figured out on $her behalf. Now her vision tells her precisely where to aim. <br><br>
Smart Link active for 2 turns! Accuracy boosted by 2. <br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<</nobr>>
<<nobr>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_flow_spent to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to "slashing">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias lashes out with a sudden slash of $her backup <<= $Player_weapon_sub>>!
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias slashes <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias slashes <<= $Enemy_article>> through a sore spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_flow_spent to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to "piercing">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias suddenly lunges in with a jab of $her drawn <<= $Player_weapon_sub>>!
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias stabs <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias stabs <<= $Enemy_article>> through a sore spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 15>>
<<set $Player_flow_spent to 15>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to "elec">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias feels the <<= $Player_weapon_sub>> vibrate in her hands as she takes aim... and then unleashes a bolt of electric-blue!
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias zaps <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias zaps <<= $Enemy_article>> right in a vital area! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 35>>
<<set $Player_flow_spent to 35>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to "poison">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
Tik, tik, tiktiktik... Psh! Hisssssss. $Player_alias makes sure to keep $her distance once the gas grenade $she tossed starts to unleash its foul, purple payload!
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias chokes <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<set $Player_status_attack to "poison">>
<<set $Player_status_bonus to 50>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias chokes <<= $Enemy_article>>, trapping them in the cloud of poison gas! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<set $Player_status_attack to "poison">>
<<set $Player_status_bonus to 100>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_glow = $Player_glow - 15>>
<<set $Player_special_ability_damage to 4>>
<<set $Player_special_ability_accuracy to 4>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $SLAM_F_Cooldown to 2>>
<<set $Actual_damage_range to "3d3">>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to "fire">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to "tricky">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
$Player_alias twists slightly, the SLAM upon her shoulder swivelling to face $Enemy_article. Squinting one eye shut, reticules and targeting vectors dance across $her open eye, before... Ffhut- FWOOSH! Smoke and embers dance in a great puff behind her as sparks fly from the back of the shrieking napalm missile sailing towards the foe!
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! The SLAM-F impacts a wall and bathes it in burning muck. <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
BOOM! $Player_alias scores a hit on <<= $Enemy_article>>, submerging them in burning jelly! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<set $Player_status_attack to "burn">>
<<set $Player_status_bonus to 75>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
BOOM! $Player_alias scores a direct hit on <<= $Enemy_article>>, searing them with burning jelly that won't come off! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<set $Player_status_attack to "burn">>
<<set $Player_status_bonus to 150>>
<<set $Player_status_duration to ($Player_wits_total + 2)>>
<<include "Combat Enemy Status Resistances">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_glow = $Player_glow - 20>>
<<set $Player_special_ability_damage to 2>>
<<set $Player_special_ability_accuracy to 100>>
<<set $Player_special_ability_dodge to 2>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 2>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to "3d2">>
<<include "Weapon Damage Range">>
<<set $SLAM_G_Cooldown to 2>>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to "unaspected">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to "tricky">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
$Player_alias keeps moving, the SLAM on $her shoulder swivelling around and panning up to unleash a shrieking little missile that skims across the ceiling, banks sharply... and then careens towards the enemy!
<br><br>
<b>Dodge is increased! This attack cannot miss!</b>
<br><br>
<<if $Player_success is 1 or $Player_success is 0>><<include "Combat Enemy HP Adjustment">>
BOOM! $Player_alias scores a hit on <<= $Enemy_article>>, of course! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
BOOM! $Player_alias scores a direct hit on <<= $Enemy_article>>! Now that's one hell of a guidance system - Critical damage! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_glow = $Player_glow - 25>>
<<set $Player_special_ability_damage to 2>>
<<set $Player_special_ability_accuracy to 2>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 2>>
<<set $Player_special_ability_dice_bonus to 2>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to "2d3">>
<<include "Weapon Damage Range">>
<<set $SLAM_P_Cooldown to 2>>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to "slashing">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to "tricky">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
$Player_alias skids to a grinding halt, briefly carried by $her momentum as she lines up a shot. $Her SLAM cranes down against $her shoulder to reduce the recoil of this particularly heavy missile blasting off, the tip rotating with keenly curved blades like a demented medieval drill!
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! The missile shatters against a wall before detonating... <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
BOOM! $Player_alias scores a hit on <<= $Enemy_article>>, shredding their armour to pieces! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<set $Enemy_toughness to $Enemy_toughness - 2>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
<<set $Player_damage to $Player_damage * 2>>
BOOM! $Player_alias scores a direct hit on <<= $Enemy_article>>, the P missile damn near drilling right through them before it detonates! <br><br>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<set $Enemy_toughness to $Enemy_toughness - 2>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_glow to $Player_glow - 25>>
<<set $Player_temp to ($Player_shield_max / 2)>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_shield to Math.clamp ($Player_shield + $Player_temp, 0, $Player_shield_max)>>
$Player_alias flares brightly as energy crackles across $her body, $her shield partially restored by <<= $Player_temp>>!
<<if $Perk_Emergency_Nanobots > 0>>
<<set $Player_temp2 to ($Player_hp_max / 4)>>
<<set $Player_temp2 to Math.round($Player_temp2)>>
<<set $Player_hp to Math.clamp ($Player_hp + $Player_temp2, 0, $Player_hp_max)>>
<<set $Player_temp3 to ($Player_focus_max / 8)>>
<<set $Player_temp3 to Math.round($Player_temp3)>>
<<set $Player_focus to Math.clamp ($Player_focus + $Player_temp3, 0, $Player_focus_max)>>
$Her body is also partially repaired as the excess energy is used to fuel the nanobots lurking beneath $her synthskin, guiding them to damaged spots and across her biomechanical brain to knit and weld and weave anew. Recovered $Player_temp2 HP and $Player_temp3 Focus!
<</if>>
<br>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<include "Combat Player Status Effects End Turn">>
<</nobr>><<nobr>>
<<set $Core_Push_Cooldown to 4>>
<<set $Player_glow to $Player_glow>>
<<= $Player_alias>> places a hand over $her chest with a grimace, glaring up at <<= $Enemy_article>>. That hesitation is soon eliminated - the glowing lights across $her body suddenly flare brightly as override codes unleash the limiters on $her power core. <br><br>
<<= $Player_alias>>'s core is overloaded! All attributes boosted for 2 turns! <br><br>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<if $Enemy_alias is "TentaDummy">>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<else>>
@@#space;<<link "Continue" "Combat Enemy TentaDummy Turn2">><</link>>@@
<</if>>
<</nobr>>
<<set $game_name to "HHtMM">>
<<set $Player_class to "De-Animator">>
<<set $Player_alias to "Helen">>
<<set $Player_name to "Helen">>
<<set $Quest_HHtMM to 0>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>><<nobr>>
<<if $Core_Push_Cooldown > 0>>
<<= $Player_alias>>'s core hungers... <br>
<<if $Player_glow > 0>>
<<set $Player_glow = $Player_glow - 10>>
<<if $Player_glow <= 0>>
<<= $Player_alias>> is out of Glow!
<</if>>
<<if $Player_glow < 0>>
<<set $Player_hp = Math.clamp($Player_hp + $Player_glow, 0, $Player_hp_max)>>
<<set $Player_glow = $Player_glow / -1>>
$Player_alias took $Player_glow damage from $her overheated core! <br>
<<set $Player_glow = 0>>
<</if>>
<<else>>
<<set $Player_hp = Math.clamp($Player_hp - 10, 0, $Player_hp_max)>>
$Player_alias took 10 damage from $her overheated core! <br>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<</if>>
<<if $Core_Push_Cooldown is 3>>
<<= $Player_alias>>'s core goes into emergency cooling, <b>no longer overcharged!</b> <<replace '#story-caption'>><<include StoryCaption>><</replace>> <br>
<</if>>
<<if $Core_Push_Cooldown is 1>>
<<= $Player_alias>>'s core lets off a -hiss- as it vents one final burst of steam, <b>fully cooled.</b> <br>
<</if>>
<<if $Smart_Link_Cooldown is 3>>
The <b>Smartlink</b> shuts off to prevent spontaneous cranial combustion. Turning this safety measure off is ill-advised. <br>
<</if>>
<<if $Drone_Support_Cooldown gt 0>>
<<set $Drone_Support_Cooldown to $Drone_Support_Cooldown - 1>>
<</if>>
<<if $Enemy_alias is "Amy" and $Daria_State is "Flesh">>
<span style="color:#f0dfff;"><b>Helen and Jaycie are in their normal bodies!</b></span> <br><br>
<</if>>
<<if $Enemy_alias is "Amy" and $Daria_State is "Spirit">>
<span style="color:#c6f1ff;"><b>Helen and Jaycie have become Ethereal and Ghostly!</b></span> <br><br>
<</if>>
<<include "Combat Companion Player Status">>
<</nobr>><<set $Scene_Glob_Defeat to 0>>
<<set $Player_Glob_Experience to 0>>
<<set $Scene_Shambler_Defeat to 0>>
<<set $Player_Shambler_Experience to 0>>
<<set $Scene_Gulper_Defeat to 0>>
<<set $Player_Gulper_Experience to 0>>
<<set $Scene_Serenity_Veil_Defeat to 0>>
<<set $Player_Serenity_Veil_Experience to 0>>
<<nobr>>
<<set $Weather_Alert to $Weather_Alert - 1>>
<<set $Weather_Duration to $Weather_Duration - 1>>
<<if $Weather_Duration lte 0>>
<<set $Weather_Change_Info1 to "The weather is changing...">>
<<set $Weather_Season_Duration to 7>>
<<if $Weather_Season is "Spring">>
<<set $Weapon_Season to "Summer">>
<<elseif $Weather_Season is "Summer">>
<<set $Weapon_Season to "Autumn">>
<<elseif $Weather_Season is "Autumn">>
<<set $Weapon_Season to "Winter">>
<<elseif $Weather_Season is "Winter">>
<<set $Weapon_Season to "Spring">>
<</if>>
<<if $Weather_Season is "Spring">>
<<set $Weather_Dice to dice('1d6')>>
<<if $Weather_Dice is 1>>
<<set $Weather to "Calm">>
<<set $Weather_Duration to random(15, 45)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are calm, and the temperature is mild.">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 2>>
<<set $Weather to "Calm">>
<<set $Weather_Duration to random(15, 45)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are calm, and the temperature is mild.">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 3>>
<<set $Weather to "Gusty">>
<<set $Weather_Duration to random(15, 35)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are picking up, adding a slight chill to the air from buffeting gusts.">>
<<set $Weather_Water_Effect to 2>>
<<elseif $Weather_Dice is 4>>
<<set $Weather to "Humid">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are somewhat stilted, but the temperature feels warmer than it is thanks to a cloak of humidity riding upon the lazy breeze.">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 5>>
<<set $Weather to "Chilled">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind is only slight, but it carries with it a substantial drop in temperature. Brr!...">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 6>>
<<set $Weather to "Still">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The air hangs silently, still and in stasis. The temperature is just right - eeriely so, barely perceptible upon the skin...">>
<<set $Weather_Water_Effect to 0>>
<</if>>
<<elseif $Weather_Season is "Summer">>
<<set $Weather_Dice to dice('1d6')>>
<<if $Weather_Dice is 1>>
<<set $Weather to "Calm">>
<<set $Weather_Duration to random(15, 35)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are calm, and the temperature is mild.">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 2>>
<<set $Weather to "Humid">>
<<set $Weather_Duration to random(15, 45)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are somewhat stilted, but the temperature feels warmer than it is thanks to a cloak of humidity riding upon the lazy breeze.">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 3>>
<<set $Weather to "Humid">>
<<set $Weather_Duration to random(15, 45)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are somewhat stilted, but the temperature feels warmer than it is thanks to a cloak of humidity riding upon the lazy breeze.">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 4>>
<<set $Weather to "Gusty">>
<<set $Weather_Duration to random(15, 35)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are picking up, adding a slight chill to the air from buffeting gusts.">>
<<set $Weather_Water_Effect to 2>>
<<elseif $Weather_Dice is 5>>
<<set $Weather to "Boiling">>
<<set $Weather_Duration to random(15, 35)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind offers scant comfort for the scorching temperature, sweltering and baking all those unfortunate enough to be caught within it. Phew...">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 6>>
<<set $Weather to "Howling">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind buffets violently, bringing with it the perception of chill from the sheer speed of the rushing gales.">>
<<set $Weather_Water_Effect to 3>>
<</if>>
<<elseif $Weather_Season is "Autumn">>
<<set $Weather_Dice to dice('1d6')>>
<<if $Weather_Dice is 1>>
<<set $Weather to "Calm">>
<<set $Weather_Duration to random(15, 35)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds are calm, and the temperature is mild.">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 2>>
<<set $Weather to "Still">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The air hangs silently, still and in stasis. The temperature is just right - eeriely so, barely perceptible upon the skin...">>
<<set $Weather_Water_Effect to 0>>
<<elseif $Weather_Dice is 3>>
<<set $Weather to "Still">>
<<set $Weather_Duration to random(15, 45)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The air hangs silently, still and in stasis. The temperature is just right - eeriely so, barely perceptible upon the skin...">>
<<set $Weather_Water_Effect to 0>>
<<elseif $Weather_Dice is 4>>
<<set $Weather to "Chilled">>
<<set $Weather_Duration to random(15, 55)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind is only slight, but it carries with it a substantial drop in temperature. Brr!...">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 5>>
<<set $Weather to "Chilled">>
<<set $Weather_Duration to random(15, 35)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind is only slight, but it carries with it a substantial drop in temperature. Brr!...">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 6>>
<<set $Weather to "Raging">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds shriek with savage fury, billowing with force enough to bowl a grown man off of his feet.">>
<<set $Weather_Water_Effect to 4>>
<</if>>
<<elseif $Weather_Season is "Winter">>
<<set $Weather_Dice to dice('1d6')>>
<<if $Weather_Dice is 1>>
<<set $Weather to "Still">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The air hangs silently, still and in stasis. The temperature is just right - eeriely so, barely perceptible upon the skin...">>
<<set $Weather_Water_Effect to 0>>
<<elseif $Weather_Dice is 2>>
<<set $Weather to "Chilled">>
<<set $Weather_Duration to random(15, 55)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind is only slight, but it carries with it a substantial drop in temperature. Brr!...">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 3>>
<<set $Weather to "Chilled">>
<<set $Weather_Duration to random(15, 45)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind is only slight, but it carries with it a substantial drop in temperature. Brr!...">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 4>>
<<set $Weather to "Chilled">>
<<set $Weather_Duration to random(15, 55)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind is only slight, but it carries with it a substantial drop in temperature. Brr!...">>
<<set $Weather_Water_Effect to 1>>
<<elseif $Weather_Dice is 5>>
<<set $Weather to "Howling">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The wind buffets violently, bringing with it the perception of chill from the sheer speed of the rushing gales.">>
<<set $Weather_Water_Effect to 3>>
<<elseif $Weather_Dice is 6>>
<<set $Weather to "Raging">>
<<set $Weather_Duration to random(15, 45)>>
<<set $Weather_Alert to 1>>
<<set $Weather_Change_Info2 to "The winds shriek with savage fury, billowing with force enough to bowl a grown man off of his feet.">>
<<set $Weather_Water_Effect to 4>>
<</if>>
<</if>>
<</if>>
<<if $game_name is "MERCANOID">>
<<if $Weather is "Calm" or $Weather is "Still" or $Weather is "Chilled">>
<<set $Weather_Change_Info1 to "<b>The ventilation system emits a worrying grinding noise as the power flickers...</b>">>
<<set $Weather_Change_Info2 to "<b>The ventilation lies dormant, with barely a breeze permitted to drift down the infested halls.</b>">>
<<set $Weather_Report_External to "Eerie silence plagues the halls, interrupted only by distant drips, squelches and slithering echoes. The air is still, letting the stench of hedonism hang heavy upon it.">>
<<set $Weather_Report_Internal to "The gas produced by the Hive Flesh breaks in the wake of Mio's movements, the heavy clouds slow to refill her wake as she moves, fine layers of the stuff accumulating across her synthskin.">>
<<else>>
<<set $Weather_Change_Info1 to "<b>The ventilation system emits a worrying grinding noise as the power flickers...</b>">>
<<set $Weather_Change_Info2 to "<b>The ventilation flares into life with unregulated power, causing gusts down the halls, carrying all manner of gases, spores and toxins. Mio should tread with care until they power back off.</b>">>
<<set $Weather_Report_External to "The damaged ventilation system sends gusts of wind in all directions. It would be refreshing, if it wasn't assisting in the spread of the infestation all around Mio. Random flecks of purple gas and spores swirl past her, and, occasionally, stick to her. Gross.">>
<<set $Weather_Report_Internal to "It's very difficult to see with the gas being buffeted around by the ventilation system working in overdrive. It shrouds everything in a menacing smog, which fills the space Mio vacates just as quickly as she left it... it would be all too easy to lose her way in this humid hell.">>
<</if>>
<</if>>
<</nobr>><<set $Weather to "Calm">>
<<set $Weather_Duration to random(15, 25)>>
<<set $Weather_Season to "Spring">>
<<set $Weather_Season_Duration to 7>>
<<set $Weather_Alert to 0>>
<<set $Weather_Change_Info1 to ".">>
<<set $Weather_Change_Info2 to ".">>
<<set $Weather_Water_Effect to 1>>
<<set $Weather_Report_External to ".">>
<<set $Weather_Report_Internal to ".">>
<<set $Weather_Dice to 0>>
<<set $Weather_active to 1>><<nobr>>
<<set $Player_glow = $Player_glow - 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Capacitor_Discharge_Cooldown to 1>>
<<set $Actual_damage_range to "3d3">>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to "elec">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to "tricky">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
<<set $Player_damage to $Player_shield>>
<<set $Player_shield to 0>>
$Player_alias slams a hand against $her chest, lights glowing beneath $her synthskin as override instructions are sent to her shield generator. $Her eyes glow brightly, becoming completely solid with their intensity before they dim with a sudden whoosh and rush of electricity, shield completely discharged and repurposed into a massive energy cascade fired from $her palm!
<br><br>
<<if $Player_success is 1 or $Player_success is 0>><<include "Combat Enemy HP Adjustment">>
$Player_alias scores a hit on <<= $Enemy_article>>, frazzling them good! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<if $Perk_Static_Cling is 1>>
With $her shield broken, Mio jerks as a secondary pulse of frazzling energy slams out from $her sparking shield generator!
<<set $Player_status_attack to "paralyze">>
<<set $Player_status_bonus to 75>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<br><br>
<</if>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias scores a direct hit on <<= $Enemy_article>>, bathing them in chaotic electrical energies, frying them with lightning! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<if $Perk_B4B3 is 1>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_special_ability_damage to -2>>
<<set $Player_special_ability_accuracy to 2>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to -1>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_damageroll = dice('2d2')>>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to "unaspected">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to "Tricky">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
<<set $Player_temp3 to dice("1d3")>>
<<if $Player_temp3 is 1>>
<span style="color:#D891EB">"Commencing air raid!"</span> B4B3 chirps, jetting up above the battle scene. Springing from a wall with her nubby thruster-equipped feet, she aims down with her buster and peppers $Enemy_article with shots!
<<elseif $Player_temp3 is 2>>
<span style="color:#D891EB">"Take this, slimeball!"</span> B4B3 growls adorably as her eyes flash red and tilt angrily inwards, charging up her buster to unleash a single, more powerful shot!
<<elseif $Player_temp3 is 3>>
<span style="color:#D891EB">"You get a blaster bolt, and YOU get a blaster bolt!"</span> B4B3 jeers with menace in her adorable pink screen-eyes, unleashing a barrage of weak shots to pepper $Enemy_article with as she zooms across the battlefield, always staying out of arm's - or tentacle's - reach!
<</if>>
<br><br>
<<set $Enemy_hp_adjust to ($Player_damage / -1)>>
<<if $Player_success is 0>>
B4B3 misses <<= $Enemy_article>>!
<<elseif $Player_success is 1 or $Player_success is 2>>
B4B3 hits <<= $Enemy_article>>! $Enemy_Article takes $Player_damage damage!<<include "Combat Enemy HP Adjustment">>
<</if>>
<br><br>
<</if>>
<</nobr>><<nobr>>
<<set $Shop = 0>>
/* If the player enters a tile in range of a shop, this is set to '1', which allows every item that can be sold to activate their sell commands, nested within If Statements - if shop is 0 nothing, if shop is 1 Sell. Most of the function of selling can be covered with the Remove function for that object type, just with the price calculation and money addition sorted into it. */
<<set $Shop_Price to 0>>
<<set $Shop_Reaction to "default">>
<<set $Shop_Affection to 1>>
<<set $Shop_Season to 1>>
<<set $Shop_Yearning_1 to "Simple Weapon">>
<<set $Shop_Yearning_2 to "Advanced Weapon">>
<<set $Shop_Yearning_3 to "Clothing">>
<<set $Shop_Yearning_4 to "Armour">>
<<set $Shop_Yearning_5 to "Accessory">>
<<set $Shop_Yearning_6 to "Medical">>
<<set $Shop_Yearning_7 to "Tool">>
<<set $Shop_Yearning_8 to "Combat Item">>
<<set $Shop_Yearning_9 to "Junk">>
<<set $Shop_Yearning_10 to "Precious">>
<<set $Shop_Interest_1 to "Simple Weapon">>
<<set $Shop_Interest_2 to "Advanced Weapon">>
<<set $Shop_Interest_3 to "Clothing">>
<<set $Shop_Interest_4 to "Armour">>
<<set $Shop_Interest_5 to "Accessory">>
<<set $Shop_Interest_6 to "Medical">>
<<set $Shop_Interest_7 to "Tool">>
<<set $Shop_Interest_8 to "Combat Item">>
<<set $Shop_Interest_9 to "Junk">>
<<set $Shop_Interest_10 to "Precious">>
<<set $Shop_Disinterest_1 to "Simple Weapon">>
<<set $Shop_Disinterest_2 to "Advanced Weapon">>
<<set $Shop_Disinterest_3 to "Clothing">>
<<set $Shop_Disinterest_4 to "Armour">>
<<set $Shop_Disinterest_5 to "Accessory">>
<<set $Shop_Disinterest_6 to "Medical">>
<<set $Shop_Disinterest_7 to "Tool">>
<<set $Shop_Disinterest_8 to "Combat Item">>
<<set $Shop_Disinterest_9 to "Junk">>
<<set $Shop_Disinterest_10 to "Precious">>
<<set $Shop_Hate_1 to "Simple Weapon">>
<<set $Shop_Hate_2 to "Advanced Weapon">>
<<set $Shop_Hate_3 to "Clothing">>
<<set $Shop_Hate_4 to "Armour">>
<<set $Shop_Hate_5 to "Accessory">>
<<set $Shop_Hate_6 to "Medical">>
<<set $Shop_Hate_7 to "Tool">>
<<set $Shop_Hate_8 to "Combat Item">>
<<set $Shop_Hate_9 to "Junk">>
<<set $Shop_Hate_10 to "Precious">>
<<set $Shop_Reaction_Text to "">>
<<set $Shop_Love_Text to "The Shopkeeper turns the $Shop_Item_Name around in their hands to inspect it, but shows it great care, drying their fingers against their clothing first - wouldn't do to leave fingerprints or smudges on it. <br><br> 'I'd be happy to offer you $Player_temp $gold for this. What do you say?'">>
<<set $Shop_Like_Text to "The Shopkeeper squints from behind their hood as they inspect the <<= $Shop_Item_Name>>, showing it a decent amount of interest but retaining their composure. <br><br> 'Hmm... I'll give you $Player_temp $gold for this. Sound fair?'">>
<<set $Shop_Dislike_Text to "The Shopkeeper's lips twist into a dismissive frown as they inspect the <<= $Shop_Item_Name>>, handling it without much care at all. <br><br> 'I guess I can offer you $Player_temp $gold for this. It's not my area of expertise, really - you should probably find someone else to buy it.'">>
<<set $Shop_Hate_Text to "Giving an irritable sigh, the shopkeeper picks up the <<= $Shop_Item_Name>>, gives it the briefest possible inspection, then carelessly drops it back onto the counter. <br><br> 'Not my thing. At all. Take it elsewhere... or, if you're that desperate... $Player_temp $gold for it.'">>
<<set $Shop_Sale_Text to "'Do come again!' says the shopkeeper.">>
<<set $Shop_No_Sale_Text to "'Suit yourself.' mutters the shopkeeper.">>
<<set $Shop_Stack to 1>>
<</nobr>><<nobr>>
$Shop_Reaction_Text
<br><br>
Sell for $Player_temp <<= $gold>>?
<br><br>
<</nobr>><<nobr>>
$Player_alias puts some cover between $herself and <<= $Enemy_article>>, just enough to give $her a moment's peace to handle the peeling side of the bandage. The magenta LED upon the other side glows brightly as $she places it gingerly against $her body, a slight wince giving way to a relieved sigh as the gray strip swiftly changes to match $her skintone.
<br><br>
<<if $Player_clot > 0>>
But... nothing happens! Clot is preventing healing! The Smart Bandage shrivels up and disintegrates before $her eyes!
<</if>>
<<if $Player_cursed > 0>>
$Player_alias gasps out in wide-eyed shock as her curse turns healing to harm, dealing $Player_healing damage as the Smart Bandage's healing turns into a burning sensation! $She rips it off with a hiss, eyes watering!
<<set $Player_hp = Math.clamp($Player_hp - $Player_Heal, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<else>>
Within seconds it's disappeared, fully fused with $her body, restoring <<= $Player_Heal>> HP!
<<set $Player_hp to Math.clamp ($Player_hp + $Player_Heal, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<br>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<include "Combat Player Status Effects End Turn">>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $hacking to 1>>
<<set $hacking_letter_1 to "1">>
<<set $hacking_letter_2 to "1">>
<<set $hacking_letter_3 to "1">>
<<set $hacking_letter_4 to "1">>
<<set $hacking_letter_5 to "1">>
<<set $hacking_letter_6 to "1">>
<<set $hacking_letter_7 to "1">>
<<set $hacking_letter_8 to "1">>
<<set $hacking_letter_9 to "1">>
<<set $hacking_letter_10 to "1">>
<<set $hacking_letter_11 to "1">>
<<set $hacking_letter_12 to "1">>
<<set $hacking_letter_13 to "1">>
<<set $hacking_first_display to 0>>
<<if $hacking_difficulty is "very easy">>
<<include "Hacking Word Selection Very Easy">>
<<set $hacking_difficulty_attempt_penalty to 0>>
<</if>>
<<if $hacking_difficulty is "easy">>
<<include "Hacking Word Selection Easy">>
<<set $hacking_difficulty_attempt_penalty to 1>>
<</if>>
<<if $hacking_difficulty is "medium">>
<<include "Hacking Word Selection Medium">>
<<set $hacking_difficulty_attempt_penalty to 2>>
<</if>>
<<if $hacking_difficulty is "hard">>
<<include "Hacking Word Selection Hard">>
<<set $hacking_difficulty_attempt_penalty to 3>>
<</if>>
<<if $hacking_difficulty is "very hard">>
<<include "Hacking Word Selection Very Hard">>
<<set $hacking_difficulty_attempt_penalty to 4>>
<</if>>
<<set $hacking_attempts to 4>>
<<set $Player_temp to $Player_skill_science_actual / 2>>
<<set $Player_temp to $Player_temp - $hacking_difficulty_attempt_penalty>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $hacking_attempts to $hacking_attempts + $Player_temp>>
<<include "Hacking Game Mode">>
<</nobr>>
<<nobr>>
<<set $hacking_letters_remaining to 4>>
<<set $dice to dice('1d30')>>
<<if $dice is 1>>
<<set $hacking_password_hint to "Informal slang. Bottom of rifle grip, posterior of person.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "T">>
<</if>>
<<if $dice is 2>>
<<set $hacking_password_hint to "A place of endless penance and suffering.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "L">>
<</if>>
<<if $dice is 3>>
<<set $hacking_password_hint to "A very minor curse word.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "K">>
<</if>>
<<if $dice is 4>>
<<set $hacking_password_hint to "A term of affection.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "R">>
<</if>>
<<if $dice is 5>>
<<set $hacking_password_hint to "A common masculine surname.">>
<<set $hacking_letter_1 to "J">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "H">>
<<set $hacking_letter_4 to "N">>
<</if>>
<<if $dice is 6>>
<<set $hacking_password_hint to "A minor curse word.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "N">>
<</if>>
<<if $dice is 7>>
<<set $hacking_password_hint to "When something is concluded.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "E">>
<</if>>
<<if $dice is 8>>
<<set $hacking_password_hint to "Pleasant vocalizations, often harmonious.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "G">>
<</if>>
<<if $dice is 9>>
<<set $hacking_password_hint to "The act of creation.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "K">>
<<set $hacking_letter_4 to "E">>
<</if>>
<<if $dice is 10>>
<<set $hacking_password_hint to "Information in physical form.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "N">>
<</if>>
<<if $dice is 11>>
<<set $hacking_password_hint to "A precious, wooly little creature.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "B">>
<</if>>
<<if $dice is 12>>
<<set $hacking_password_hint to "A forceful impact.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "M">>
<</if>>
<<if $dice is 13>>
<<set $hacking_password_hint to "Rough, coarse, and it gets everywhere.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "D">>
<</if>>
<<if $dice is 14>>
<<set $hacking_password_hint to "Red meat.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "F">>
<</if>>
<<if $dice is 15>>
<<set $hacking_password_hint to "A thrusting, grinding motion.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "P">>
<</if>>
<<if $dice is 16>>
<<set $hacking_password_hint to "A friendly greeting. Nautical.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "Y">>
<</if>>
<<if $dice is 17>>
<<set $hacking_password_hint to "Identity unknown.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "N">>
<</if>>
<<if $dice is 18>>
<<set $hacking_password_hint to "Footwear, under a shoe.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "K">>
<</if>>
<<if $dice is 19>>
<<set $hacking_password_hint to "Explosive device.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "B">>
<</if>>
<<if $dice is 20>>
<<set $hacking_password_hint to "A place of final rest.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "B">>
<</if>>
<<if $dice is 21>>
<<set $hacking_password_hint to "To melt something frozen.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "W">>
<</if>>
<<if $dice is 22>>
<<set $hacking_password_hint to "A brutish person. Hired goon.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "G">>
<</if>>
<<if $dice is 23>>
<<set $hacking_password_hint to "Three of them!">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "O">>
<</if>>
<<if $dice is 24>>
<<set $hacking_password_hint to "Not difficult.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "Y">>
<</if>>
<<if $dice is 25>>
<<set $hacking_password_hint to "Red and black and sharp and brooding.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "D">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "Y">>
<</if>>
<<if $dice is 26>>
<<set $hacking_password_hint to "To harvest.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "P">>
<</if>>
<<if $dice is 27>>
<<set $hacking_password_hint to "You are ____ing this text.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "D">>
<</if>>
<<if $dice is 27>>
<<set $hacking_password_hint to "Very, very angry.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "E">>
<</if>>
<<if $dice is 28>>
<<set $hacking_password_hint to "Wise, possibly magical.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "E">>
<</if>>
<<if $dice is 29>>
<<set $hacking_password_hint to "A semi-sphere, flat on one side.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "E">>
<</if>>
<<if $dice is 30>>
<<set $hacking_password_hint to "In charge.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "D">>
<</if>>
<</nobr>><<nobr>>
<<set $hacking_letters_remaining to 6>>
<<set $dice to dice('1d76')>>
<<if $dice is 1>>
<<set $hacking_password_hint to "A churned form of dairy.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<</if>>
<<if $dice is 2>>
<<set $hacking_password_hint to "A measure of one's vitality.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "H">>
<</if>>
<<if $dice is 3>>
<<set $hacking_password_hint to "A place further than a specific point.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "Y">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "D">>
<</if>>
<<if $dice is 4>>
<<set $hacking_password_hint to "A container, often of liquids, tall and often cylindrical.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 5>>
<<set $hacking_password_hint to "The outline of a territory.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "D">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<</if>>
<<if $dice is 6>>
<<set $hacking_password_hint to "An offshoot from the main body of a tree.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "H">>
<</if>>
<<if $dice is 7>>
<<set $hacking_password_hint to "A structure used to provide access over a hazard or inconvenience.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "D">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 8>>
<<set $hacking_password_hint to "Money allocated to completing a project.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "D">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 9>>
<<set $hacking_password_hint to "A device which can record visual information.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<</if>>
<<if $dice is 10>>
<<set $hacking_password_hint to "A job, usually in reference to the path taken through it.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<</if>>
<<if $dice is 11>>
<<set $hacking_password_hint to "A mighty, fortified structure of stone.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 12>>
<<set $hacking_password_hint to "Informal, relaxed.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "L">>
<</if>>
<<if $dice is 13>>
<<set $hacking_password_hint to "A measure of the liklihood of an outcome.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 14>>
<<set $hacking_password_hint to "Full speed ahead!">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 15>>
<<set $hacking_password_hint to "A place of worship.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "H">>
<</if>>
<<if $dice is 16>>
<<set $hacking_password_hint to "Round and flat.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 17>>
<<set $hacking_password_hint to "Round and not flat.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "P">>
<<set $hacking_letter_3 to "H">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 18>>
<<set $hacking_password_hint to "The paying recipient of your services.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 19>>
<<set $hacking_password_hint to "Fighting.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "B">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 20>>
<<set $hacking_password_hint to "Not difficult to find.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "M">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "N">>
<</if>>
<<if $dice is 21>>
<<set $hacking_password_hint to "Expensive.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "Y">>
<</if>>
<<if $dice is 22>>
<<set $hacking_password_hint to "Two of them.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 23>>
<<set $hacking_password_hint to "To make something.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 24>>
<<set $hacking_password_hint to "To inflict destruction.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 25>>
<<set $hacking_password_hint to "To lose.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 26>>
<<set $hacking_password_hint to "Warning, warning!">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<</if>>
<<if $dice is 76>>
<<set $hacking_password_hint to "A conversation wherein two opposing sides contest a subject.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "B">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 27>>
<<set $hacking_password_hint to "A fervent want.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 28>>
<<set $hacking_password_hint to "To devote time and resources to protection.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "D">>
<</if>>
<<if $dice is 29>>
<<set $hacking_password_hint to "To successfully locate something.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 30>>
<<set $hacking_password_hint to "To be up front.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 31>>
<<set $hacking_password_hint to "A minor, finer aspect of something.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "L">>
<</if>>
<<if $dice is 32>>
<<set $hacking_password_hint to "Not the same.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "F">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<</if>>
<<if $dice is 33>>
<<set $hacking_password_hint to "A medical title.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "R">>
<</if>>
<<if $dice is 34>>
<<set $hacking_password_hint to "The home of someone or something.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "N">>
<</if>>
<<if $dice is 35>>
<<set $hacking_password_hint to "Consumption.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "G">>
<</if>>
<<if $dice is 36>>
<<set $hacking_password_hint to "Putting your back into it.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "F">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 37>>
<<set $hacking_password_hint to "A critical component of a machine that provides power.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 38>>
<<set $hacking_password_hint to "Omega.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "D">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "G">>
<</if>>
<<if $dice is 39>>
<<set $hacking_password_hint to "Reaching.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "X">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "D">>
<</if>>
<<if $dice is 40>>
<<set $hacking_password_hint to "Not successful.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "D">>
<</if>>
<<if $dice is 41>>
<<set $hacking_password_hint to "Known to the masses.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "U">>
<<set $hacking_letter_6 to "S">>
<</if>>
<<if $dice is 42>>
<<set $hacking_password_hint to "A friend.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "W">>
<</if>>
<<if $dice is 43>>
<<set $hacking_password_hint to "A process used to make something smoother.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "G">>
<</if>>
<<if $dice is 44>>
<<set $hacking_password_hint to "An area filled with trees, of moderate climate.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 45>>
<<set $hacking_password_hint to "Not the second, but the first.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "M">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<</if>>
<<if $dice is 46>>
<<set $hacking_password_hint to "That which has yet to come.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 47>>
<<set $hacking_password_hint to "Around the world.">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "B">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "L">>
<</if>>
<<if $dice is 48>>
<<set $hacking_password_hint to "A grip used to carry an object.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "D">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 49>>
<<set $hacking_password_hint to "Not in plain sight.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "D">>
<<set $hacking_letter_4 to "D">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "N">>
<</if>>
<<if $dice is 50>>
<<set $hacking_password_hint to "A land mass surrounded by water.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "S">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "D">>
<</if>>
<<if $dice is 51>>
<<set $hacking_password_hint to "Probably going to happen.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "K">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "Y">>
<</if>>
<<if $dice is 52>>
<<set $hacking_password_hint to "Not needed, but nice to have.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "X">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "Y">>
<</if>>
<<if $dice is 53>>
<<set $hacking_password_hint to "A place for the exchange of commerce.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "K">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 54>>
<<set $hacking_password_hint to "Death by intentional hands.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "D">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<</if>>
<<if $dice is 55>>
<<set $hacking_password_hint to "Belonging here.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "V">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 56>>
<<set $hacking_password_hint to "Cramped and thin.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "W">>
<</if>>
<<if $dice is 57>>
<<set $hacking_password_hint to "A round fruit with a bumpy peel.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 58>>
<<set $hacking_password_hint to "Where it began.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "N">>
<</if>>
<<if $dice is 59>>
<<set $hacking_password_hint to "The mighty home of rulers.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 60>>
<<set $hacking_password_hint to "A polite utterance.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 61>>
<<set $hacking_password_hint to "Pleasant to look at.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "Y">>
<</if>>
<<if $dice is 62>>
<<set $hacking_password_hint to "An authoritative government.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 63>>
<<set $hacking_password_hint to "To change for the better.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "M">>
<</if>>
<<if $dice is 64>>
<<set $hacking_password_hint to "To plot.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "C">>
<<set $hacking_letter_3 to "H">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 65>>
<<set $hacking_password_hint to "Quiet. Too quiet...">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 66>>
<<set $hacking_password_hint to "Put under a dangerous amount of pressure.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "T">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "S">>
<</if>>
<<if $dice is 67>>
<<set $hacking_password_hint to "A gentle trickle of liquid.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "T">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "M">>
<</if>>
<<if $dice is 68>>
<<set $hacking_password_hint to "A place to focus fire.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 69>>
<<set $hacking_password_hint to "An idea relating to a reason.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "Y">>
<</if>>
<<if $dice is 70>>
<<set $hacking_password_hint to "A danger.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "T">>
<</if>>
<<if $dice is 71>>
<<set $hacking_password_hint to "No two alike.">>
<<set $hacking_letter_1 to "U">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "Q">>
<<set $hacking_letter_5 to "U">>
<<set $hacking_letter_6 to "E">>
<</if>>
<<if $dice is 72>>
<<set $hacking_password_hint to "It's you against me.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "U">>
<<set $hacking_letter_6 to "S">>
<</if>>
<<if $dice is 73>>
<<set $hacking_password_hint to "Together as one!">>
<<set $hacking_letter_1 to "U">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "D">>
<</if>>
<<if $dice is 74>>
<<set $hacking_password_hint to "The loser.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "M">>
<</if>>
<<if $dice is 75>>
<<set $hacking_password_hint to "An excess of currency and goods.">>
<<set $hacking_letter_1 to "W">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "H">>
<</if>>
<</nobr>><<nobr>>
<<set $hacking_letters_remaining to 8>>
<<set $dice to dice('1d76')>>
<<if $dice is 1>>
<<set $hacking_password_hint to "100%, assured.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "B">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 2>>
<<set $hacking_password_hint to "A measure of closeness to truth or target.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "C">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "Y">>
<</if>>
<<if $dice is 3>>
<<set $hacking_password_hint to "A supporter of someone or something.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "D">>
<<set $hacking_letter_3 to "V">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 4>>
<<set $hacking_password_hint to "The process of close study.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "Y">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "S">>
<</if>>
<<if $dice is 5>>
<<set $hacking_password_hint to "A biological function and urge for passing on genes.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "D">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "G">>
<</if>>
<<if $dice is 6>>
<<set $hacking_password_hint to "A place to communicate important messages, to individuals or groups.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "N">>
<</if>>
<<if $dice is 7>>
<<set $hacking_password_hint to "An entity that exists to generate profit.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "S">>
<</if>>
<<if $dice is 8>>
<<set $hacking_password_hint to "A measure of how much of X will fit into Y.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "Y">>
<</if>>
<<if $dice is 9>>
<<set $hacking_password_hint to "A grand occasion, often traditional.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "Y">>
<</if>>
<<if $dice is 10>>
<<set $hacking_password_hint to "It's me.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "U">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<</if>>
<<if $dice is 11>>
<<set $hacking_password_hint to "Severely important.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "C">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "L">>
<</if>>
<<if $dice is 12>>
<<set $hacking_password_hint to "Time's up.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "D">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 13>>
<<set $hacking_password_hint to "Words exchanged.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "G">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 14>>
<<set $hacking_password_hint to "Words and rules one lives by.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 15>>
<<set $hacking_password_hint to "Are you sure about that?">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "B">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "F">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "L">>
<</if>>
<<if $dice is 16>>
<<set $hacking_password_hint to "Popularity contest.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "N">>
<</if>>
<<if $dice is 17>>
<<set $hacking_password_hint to "Really, really, really, really, REALLY big.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "S">>
<</if>>
<<if $dice is 18>>
<<set $hacking_password_hint to "More or less accurate.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "S">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 19>>
<<set $hacking_password_hint to "You get a lot of this, running from monsters.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "X">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 20>>
<<set $hacking_password_hint to "Seen it before.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "R">>
<</if>>
<<if $dice is 21>>
<<set $hacking_password_hint to "The main.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "P">>
<</if>>
<<if $dice is 22>>
<<set $hacking_password_hint to "Can you fit your ankles behind your head?">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "X">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "B">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 23>>
<<set $hacking_password_hint to "Giving in abundance.">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "S">>
<</if>>
<<if $dice is 24>>
<<set $hacking_password_hint to "Training complete.">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "D">>
<<set $hacking_letter_5 to "U">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 25>>
<<set $hacking_password_hint to "Sworn to protect.">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "D">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "N">>
<</if>>
<<if $dice is 26>>
<<set $hacking_password_hint to "Physical technology.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "D">>
<<set $hacking_letter_5 to "W">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 76>>
<<set $hacking_password_hint to "Older than you.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "C">>
<</if>>
<<if $dice is 27>>
<<set $hacking_password_hint to "A place of healing.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "L">>
<</if>>
<<if $dice is 28>>
<<set $hacking_password_hint to "Who are you?">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "D">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "Y">>
<</if>>
<<if $dice is 29>>
<<set $hacking_password_hint to "Information has been given.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "M">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "D">>
<</if>>
<<if $dice is 30>>
<<set $hacking_password_hint to "Wouldn't hurt a fly.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "T">>
<</if>>
<<if $dice is 31>>
<<set $hacking_password_hint to "No one's around to help.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "S">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "D">>
<</if>>
<<if $dice is 32>>
<<set $hacking_password_hint to "You have been found lacking.">>
<<set $hacking_letter_1 to "J">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "D">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "T">>
<</if>>
<<if $dice is 33>>
<<set $hacking_password_hint to "Multiple paths stretch before you.">>
<<set $hacking_letter_1 to "J">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "N">>
<</if>>
<<if $dice is 34>>
<<set $hacking_password_hint to "Dancing fingers.">>
<<set $hacking_letter_1 to "K">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "Y">>
<<set $hacking_letter_4 to "B">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "D">>
<</if>>
<<if $dice is 35>>
<<set $hacking_password_hint to "Such mirthful noise.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "H">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<</if>>
<<if $dice is 36>>
<<set $hacking_password_hint to "Physical or otherwise, this provides advantage.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "V">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "G">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 37>>
<<set $hacking_password_hint to "Alike.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "K">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "W">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 38>>
<<set $hacking_password_hint to "More of them.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "J">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "Y">>
<</if>>
<<if $dice is 39>>
<<set $hacking_password_hint to "Wise with age.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "Y">>
<</if>>
<<if $dice is 40>>
<<set $hacking_password_hint to "Remember us.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "L">>
<</if>>
<<if $dice is 41>>
<<set $hacking_password_hint to "Fencesitter.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "D">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 42>>
<<set $hacking_password_hint to "Titan of stone.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "N">>
<</if>>
<<if $dice is 43>>
<<set $hacking_password_hint to "Feeling down.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "V">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 44>>
<<set $hacking_password_hint to "So many of them.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "S">>
<</if>>
<<if $dice is 45>>
<<set $hacking_password_hint to "Look, but don't touch.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "B">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<</if>>
<<if $dice is 46>>
<<set $hacking_password_hint to "Qualified and authorized.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "F">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "L">>
<</if>>
<<if $dice is 47>>
<<set $hacking_password_hint to "Will fight you.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "P">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "T">>
<</if>>
<<if $dice is 48>>
<<set $hacking_password_hint to "Break through it!">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "V">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 49>>
<<set $hacking_password_hint to "You'll need it to figure this out.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 50>>
<<set $hacking_password_hint to "Easily moved.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "B">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 51>>
<<set $hacking_password_hint to "If not for business, then...">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 52>>
<<set $hacking_password_hint to "Next in line.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "S">>
<</if>>
<<if $dice is 53>>
<<set $hacking_password_hint to "But, why?">>
<<set $hacking_letter_1 to "Q">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "N">>
<</if>>
<<if $dice is 54>>
<<set $hacking_password_hint to "It makes sense.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "L">>
<</if>>
<<if $dice is 55>>
<<set $hacking_password_hint to "Bound by blood.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "V">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 56>>
<<set $hacking_password_hint to "Diligent discovery, careful confirmation.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "H">>
<</if>>
<<if $dice is 57>>
<<set $hacking_password_hint to "It comes and goes.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "L">>
<</if>>
<<if $dice is 58>>
<<set $hacking_password_hint to "This is tricky, isn't it?">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "T">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "G">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 59>>
<<set $hacking_password_hint to "You poor thing.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "Y">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "H">>
<<set $hacking_letter_8 to "Y">>
<</if>>
<<if $dice is 60>>
<<set $hacking_password_hint to "Harder, better, faster, stronger.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "R">>
<</if>>
<<if $dice is 61>>
<<set $hacking_password_hint to "Like a glove.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "D">>
<</if>>
<<if $dice is 62>>
<<set $hacking_password_hint to "So real, you can touch it.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "B">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 63>>
<<set $hacking_password_hint to "Under new management.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "K">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<</if>>
<<if $dice is 64>>
<<set $hacking_password_hint to "Nothing left to chance.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "G">>
<<set $hacking_letter_8 to "H">>
<</if>>
<<if $dice is 65>>
<<set $hacking_password_hint to "We have instructions for such a situation.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "C">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "L">>
<</if>>
<<if $dice is 66>>
<<set $hacking_password_hint to "End-to-end variety.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "P">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "M">>
<</if>>
<<if $dice is 67>>
<<set $hacking_password_hint to "Good things come in threes.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "G">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 68>>
<<set $hacking_password_hint to "None greater.">>
<<set $hacking_letter_1 to "U">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 69>>
<<set $hacking_password_hint to "Protection from above.">>
<<set $hacking_letter_1 to "U">>
<<set $hacking_letter_2 to "M">>
<<set $hacking_letter_3 to "B">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "L">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "A">>
<</if>>
<<if $dice is 70>>
<<set $hacking_password_hint to "It depends.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "B">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 71>>
<<set $hacking_password_hint to "Usually, it isn't the answer. Today, it is.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 72>>
<<set $hacking_password_hint to "Do not shake well.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "E">>
<</if>>
<<if $dice is 73>>
<<set $hacking_password_hint to "Any time.">>
<<set $hacking_letter_1 to "W">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<</if>>
<<if $dice is 74>>
<<set $hacking_password_hint to "Any place.">>
<<set $hacking_letter_1 to "W">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<</if>>
<<if $dice is 75>>
<<set $hacking_password_hint to "Upright.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "C">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "L">>
<</if>>
<</nobr>><<nobr>>
<<set $hacking_letters_remaining to 10>>
<<set $dice to dice('1d76')>>
<<if $dice is 1>>
<<set $hacking_password_hint to "Make it snappy.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "B">>
<<set $hacking_letter_3 to "B">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 2>>
<<set $hacking_password_hint to "It isn't over yet.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "F">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "H">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "K">>
<</if>>
<<if $dice is 3>>
<<set $hacking_password_hint to "Pieces removed from the board.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "H">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 4>>
<<set $hacking_password_hint to "Tasks to perform.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "S">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "T">>
<</if>>
<<if $dice is 5>>
<<set $hacking_password_hint to "100 from the back of the room, 120? 120?">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 6>>
<<set $hacking_password_hint to "Who are you, and who were you?">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "K">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "U">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "D">>
<</if>>
<<if $dice is 7>>
<<set $hacking_password_hint to "It's all gone.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "K">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "P">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "Y">>
<</if>>
<<if $dice is 8>>
<<set $hacking_password_hint to "Makes sense.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "B">>
<<set $hacking_letter_9 to "L">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 9>>
<<set $hacking_password_hint to "A tad irritating...">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "H">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "M">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 10>>
<<set $hacking_password_hint to "A General weapon.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "D">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "W">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "R">>
<<set $hacking_letter_10 to "D">>
<</if>>
<<if $dice is 11>>
<<set $hacking_password_hint to "Numbers under watchful control.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "U">>
<<set $hacking_letter_6 to "L">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 12>>
<<set $hacking_password_hint to "Graceful gameover.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 13>>
<<set $hacking_password_hint to "I am the champion. What are you?">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "G">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 14>>
<<set $hacking_password_hint to "It understands us.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "V">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 15>>
<<set $hacking_password_hint to "From host to host.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "G">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "U">>
<<set $hacking_letter_10 to "S">>
<</if>>
<<if $dice is 16>>
<<set $hacking_password_hint to "Wipe my drives when I'm gone.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 17>>
<<set $hacking_password_hint to "The one and only.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "V">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 18>>
<<set $hacking_password_hint to "Do you really think this will work?">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "L">>
<</if>>
<<if $dice is 19>>
<<set $hacking_password_hint to "A jarring contrast.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 20>>
<<set $hacking_password_hint to "Still working, after all this time.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "B">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "Y">>
<</if>>
<<if $dice is 21>>
<<set $hacking_password_hint to "Done well, done cheap.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "F">>
<<set $hacking_letter_3 to "F">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "Y">>
<</if>>
<<if $dice is 22>>
<<set $hacking_password_hint to "Raging force guided and contained.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "M">>
<<set $hacking_letter_3 to "B">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "K">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "T">>
<</if>>
<<if $dice is 23>>
<<set $hacking_password_hint to "Which side are you on?">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "Q">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "L">>
<</if>>
<<if $dice is 24>>
<<set $hacking_password_hint to "Don't worry, you're learning.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "X">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 25>>
<<set $hacking_password_hint to "You've made this possible.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 26>>
<<set $hacking_password_hint to "Decay beckons new life.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "L">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "Z">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 76>>
<<set $hacking_password_hint to "Strikes of penance.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "L">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "T">>
<</if>>
<<if $dice is 27>>
<<set $hacking_password_hint to "Brothers!">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "Y">>
<</if>>
<<if $dice is 28>>
<<set $hacking_password_hint to "Wobbly.">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "U">>
<<set $hacking_letter_10 to "S">>
<</if>>
<<if $dice is 29>>
<<set $hacking_password_hint to "SOUR!">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "F">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "U">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "T">>
<</if>>
<<if $dice is 30>>
<<set $hacking_password_hint to "Draw!">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "G">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 31>>
<<set $hacking_password_hint to "Campaign of cruelty.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "T">>
<</if>>
<<if $dice is 32>>
<<set $hacking_password_hint to "Having an overly wonderful time.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "D">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "C">>
<</if>>
<<if $dice is 33>>
<<set $hacking_password_hint to "Don't delay.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "N">>
<</if>>
<<if $dice is 34>>
<<set $hacking_password_hint to "Truly awful.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "D">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "U">>
<<set $hacking_letter_10 to "S">>
<</if>>
<<if $dice is 35>>
<<set $hacking_password_hint to "Dethrone God.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "C">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "C">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "S">>
<<set $hacking_letter_10 to "T">>
<</if>>
<<if $dice is 36>>
<<set $hacking_password_hint to "You missed.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 37>>
<<set $hacking_password_hint to "You shouldn't be here.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "L">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "P">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 38>>
<<set $hacking_password_hint to "If you know what's good for you...">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "D">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 39>>
<<set $hacking_password_hint to "It's like it doesn't want to be eaten...">>
<<set $hacking_letter_1 to "J">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "W">>
<<set $hacking_letter_4 to "B">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "K">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 40>>
<<set $hacking_password_hint to "Indomitable, invincible.">>
<<set $hacking_letter_1 to "J">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "U">>
<<set $hacking_letter_10 to "T">>
<</if>>
<<if $dice is 41>>
<<set $hacking_password_hint to "A little something.">>
<<set $hacking_letter_1 to "K">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "K">>
<<set $hacking_letter_6 to "K">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "K">>
<</if>>
<<if $dice is 42>>
<<set $hacking_password_hint to "Such a shame.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "B">>
<<set $hacking_letter_9 to "L">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 43>>
<<set $hacking_password_hint to "Protective beacons.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "H">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "U">>
<<set $hacking_letter_9 to "S">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 44>>
<<set $hacking_password_hint to "A forest, now horizontal.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "B">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "Y">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "R">>
<<set $hacking_letter_10 to "D">>
<</if>>
<<if $dice is 45>>
<<set $hacking_password_hint to "Up to no good.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "T">>
<</if>>
<<if $dice is 46>>
<<set $hacking_password_hint to "Oh, tragic days...">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "C">>
<<set $hacking_letter_7 to "H">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "L">>
<<set $hacking_letter_10 to "Y">>
<</if>>
<<if $dice is 47>>
<<set $hacking_password_hint to "Not too much, not too little.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "D">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "N">>
<</if>>
<<if $dice is 48>>
<<set $hacking_password_hint to "Wilderness, explained.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "S">>
<<set $hacking_letter_10 to "M">>
<</if>>
<<if $dice is 49>>
<<set $hacking_password_hint to "You know her knows him knows me.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "W">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "K">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "G">>
<</if>>
<<if $dice is 50>>
<<set $hacking_password_hint to "Stranger than lies.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "F">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "C">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "N">>
<</if>>
<<if $dice is 51>>
<<set $hacking_password_hint to "Here and there.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "C">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "L">>
<</if>>
<<if $dice is 52>>
<<set $hacking_password_hint to "It's all on the menu.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "M">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "V">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "U">>
<<set $hacking_letter_10 to "S">>
<</if>>
<<if $dice is 53>>
<<set $hacking_password_hint to "It'll be fine!">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "P">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "C">>
<</if>>
<<if $dice is 54>>
<<set $hacking_password_hint to "Egg delivery system.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "V">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 55>>
<<set $hacking_password_hint to "No one goes in, no one comes out.">>
<<set $hacking_letter_1 to "Q">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 56>>
<<set $hacking_password_hint to "Spicy little ball.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "R">>
<<set $hacking_letter_10 to "N">>
<</if>>
<<if $dice is 57>>
<<set $hacking_password_hint to "Delightfully corrupt.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "V">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "N">>
<</if>>
<<if $dice is 58>>
<<set $hacking_password_hint to "Notes in tiny script.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "K">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "B">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "K">>
<</if>>
<<if $dice is 59>>
<<set $hacking_password_hint to "Gold awaits, be it literal or figurative.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "P">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 60>>
<<set $hacking_password_hint to "Scruffy little scoundrel.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "F">>
<<set $hacking_letter_8 to "F">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "N">>
<</if>>
<<if $dice is 61>>
<<set $hacking_password_hint to "What's old is new again.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "D">>
<</if>>
<<if $dice is 62>>
<<set $hacking_password_hint to "The show must go on.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "D">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 63>>
<<set $hacking_password_hint to "Keep it clean.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "N">>
<</if>>
<<if $dice is 64>>
<<set $hacking_password_hint to "Tender touches.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "U">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "Y">>
<</if>>
<<if $dice is 65>>
<<set $hacking_password_hint to "Inevitable entropy.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "T">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "N">>
<</if>>
<<if $dice is 66>>
<<set $hacking_password_hint to "It's like you know what I'm thinking.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "P">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "H">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "C">>
<</if>>
<<if $dice is 67>>
<<set $hacking_password_hint to "Doesn't get much louder than this.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "D">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "U">>
<<set $hacking_letter_10 to "S">>
<</if>>
<<if $dice is 68>>
<<set $hacking_password_hint to "3 is the magic number.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 69>>
<<set $hacking_password_hint to "Why did you do that?">>
<<set $hacking_letter_1 to "U">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "K">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "D">>
<</if>>
<<if $dice is 70>>
<<set $hacking_password_hint to "Fancy skin upon bare crafted bones.">>
<<set $hacking_letter_1 to "U">>
<<set $hacking_letter_2 to "P">>
<<set $hacking_letter_3 to "H">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "R">>
<<set $hacking_letter_10 to "Y">>
<</if>>
<<if $dice is 71>>
<<set $hacking_password_hint to "Tainted teeth.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "S">>
<<set $hacking_letter_9 to "L">>
<<set $hacking_letter_10 to "Y">>
<</if>>
<<if $dice is 72>>
<<set $hacking_password_hint to "Tragic little figure.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "B">>
<<set $hacking_letter_9 to "L">>
<<set $hacking_letter_10 to "E">>
<</if>>
<<if $dice is 73>>
<<set $hacking_password_hint to "Bow in tribute.">>
<<set $hacking_letter_1 to "W">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "H">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "P">>
<<set $hacking_letter_8 to "P">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "R">>
<</if>>
<<if $dice is 74>>
<<set $hacking_password_hint to "Hatred of the other.">>
<<set $hacking_letter_1 to "X">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "P">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "B">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "C">>
<</if>>
<<if $dice is 75>>
<<set $hacking_password_hint to "You animal.">>
<<set $hacking_letter_1 to "Z">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "G">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "C">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "L">>
<</if>>
<</nobr>><<nobr>>
<<set $hacking_letters_remaining to 12>>
<<set $dice to dice('1d76')>>
<<if $dice is 1>>
<<set $hacking_password_hint to "Twisted creatures.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "B">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "M">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "O">>
<<set $hacking_letter_11 to "N">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 2>>
<<set $hacking_password_hint to "To slip the surly bonds of Terra.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "C">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "L">>
<</if>>
<<if $dice is 3>>
<<set $hacking_password_hint to "I'm not sure.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "P">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "S">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "V">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 4>>
<<set $hacking_password_hint to "Born lucky.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "I">>
<<set $hacking_letter_12 to "C">>
<</if>>
<<if $dice is 5>>
<<set $hacking_password_hint to "It'll get done, without you.">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "U">>
<<set $hacking_letter_10 to "S">>
<<set $hacking_letter_11 to "L">>
<<set $hacking_letter_12 to "Y">>
<</if>>
<<if $dice is 6>>
<<set $hacking_password_hint to "The answer? Well, it's...">>
<<set $hacking_letter_1 to "A">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "P">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 7>>
<<set $hacking_password_hint to "Blade against blade, trench against trench.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "G">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "U">>
<<set $hacking_letter_11 to "N">>
<<set $hacking_letter_12 to "D">>
<</if>>
<<if $dice is 8>>
<<set $hacking_password_hint to "Needs more violence.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "D">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "H">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "R">>
<<set $hacking_letter_10 to "S">>
<<set $hacking_letter_11 to "T">>
<<set $hacking_letter_12 to "Y">>
<</if>>
<<if $dice is 9>>
<<set $hacking_password_hint to "The left hand has to talk to the right knee to know what the chest is up to.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "I">>
<<set $hacking_letter_12 to "C">>
<</if>>
<<if $dice is 10>>
<<set $hacking_password_hint to "It's all about me.">>
<<set $hacking_letter_1 to "B">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "P">>
<<set $hacking_letter_8 to "H">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "C">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "L">>
<</if>>
<<if $dice is 11>>
<<set $hacking_password_hint to "He's a difficult kind of guy.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "K">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "R">>
<<set $hacking_letter_10 to "O">>
<<set $hacking_letter_11 to "U">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 12>>
<<set $hacking_password_hint to "Dire beyond measure.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "P">>
<<set $hacking_letter_10 to "H">>
<<set $hacking_letter_11 to "I">>
<<set $hacking_letter_12 to "C">>
<</if>>
<<if $dice is 13>>
<<set $hacking_password_hint to "The jeering crowd demands but one of us emerge victorious.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "M">>
<<set $hacking_letter_5 to "P">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "S">>
<<set $hacking_letter_10 to "H">>
<<set $hacking_letter_11 to "I">>
<<set $hacking_letter_12 to "P">>
<</if>>
<<if $dice is 14>>
<<set $hacking_password_hint to "Partner in crime.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "B">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "R">>
<</if>>
<<if $dice is 15>>
<<set $hacking_password_hint to "You did well.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "M">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "D">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 16>>
<<set $hacking_password_hint to "We'll improve it.">>
<<set $hacking_letter_1 to "C">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "C">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "V">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 17>>
<<set $hacking_password_hint to "Piece by piece, until nothing remains.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "M">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "S">>
<<set $hacking_letter_9 to "S">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 18>>
<<set $hacking_password_hint to "Consequence">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "P">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "A">>
<<set $hacking_letter_11 to "R">>
<<set $hacking_letter_12 to "Y">>
<</if>>
<<if $dice is 19>>
<<set $hacking_password_hint to "Refusal born of difference.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "A">>
<<set $hacking_letter_11 to "T">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 20>>
<<set $hacking_password_hint to "I simply can't believe it.">>
<<set $hacking_letter_1 to "D">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "B">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "K">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 21>>
<<set $hacking_password_hint to "A tad besides the norm.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "C">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "T">>
<<set $hacking_letter_12 to "Y">>
<</if>>
<<if $dice is 22>>
<<set $hacking_password_hint to "Freedom.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "M">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "P">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 23>>
<<set $hacking_password_hint to "Look into my eyes...">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "H">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "L">>
<<set $hacking_letter_9 to "M">>
<<set $hacking_letter_10 to "E">>
<<set $hacking_letter_11 to "N">>
<<set $hacking_letter_12 to "T">>
<</if>>
<<if $dice is 24>>
<<set $hacking_password_hint to "Nothing left to the imagination.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "X">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "L">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "C">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "E">>
<<set $hacking_letter_11 to "S">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 25>>
<<set $hacking_password_hint to "The greatest show on Terra.">>
<<set $hacking_letter_1 to "E">>
<<set $hacking_letter_2 to "X">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "G">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "N">>
<<set $hacking_letter_11 to "Z">>
<<set $hacking_letter_12 to "A">>
<</if>>
<<if $dice is 26>>
<<set $hacking_password_hint to "Calling cards, carried constantly.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "I">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "G">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "P">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "N">>
<<set $hacking_letter_11 to "T">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 27>>
<<set $hacking_password_hint to "Horizontal heat.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "M">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "H">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "W">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "R">>
<</if>>
<<if $dice is 76>>
<<set $hacking_password_hint to "We knew in advanced.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "D">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "W">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "D">>
<</if>>
<<if $dice is 28>>
<<set $hacking_password_hint to "Leaps of time.">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "N">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "L">>
<</if>>
<<if $dice is 29>>
<<set $hacking_password_hint to "Been here, been there.">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "B">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "R">>
<</if>>
<<if $dice is 30>>
<<set $hacking_password_hint to "Morbid treasures.">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "V">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "B">>
<<set $hacking_letter_9 to "B">>
<<set $hacking_letter_10 to "E">>
<<set $hacking_letter_11 to "R">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 31>>
<<set $hacking_password_hint to "Evergrowing threads to spin.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "D">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "S">>
<<set $hacking_letter_9 to "S">>
<<set $hacking_letter_10 to "E">>
<<set $hacking_letter_11 to "R">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 32>>
<<set $hacking_password_hint to "Clever about clovers.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "C">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "L">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "U">>
<<set $hacking_letter_11 to "R">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 33>>
<<set $hacking_password_hint to "I'm asking for a friend, honest.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "Y">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "C">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "L">>
<</if>>
<<if $dice is 34>>
<<set $hacking_password_hint to "Figurative, even if it feels literal.">>
<<set $hacking_letter_1 to "H">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "B">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "K">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "R">>
<</if>>
<<if $dice is 35>>
<<set $hacking_password_hint to "Officially, it isn't official.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "M">>
<<set $hacking_letter_10 to "A">>
<<set $hacking_letter_11 to "T">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 36>>
<<set $hacking_password_hint to "Lookalike, hearalike.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "M">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "R">>
<</if>>
<<if $dice is 37>>
<<set $hacking_password_hint to "New life.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "M">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "G">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 38>>
<<set $hacking_password_hint to "Ashes to ashes.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 39>>
<<set $hacking_password_hint to "Did you even read the manual?">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "M">>
<<set $hacking_letter_6 to "P">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "N">>
<<set $hacking_letter_11 to "C">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 40>>
<<set $hacking_password_hint to "Couldn't have done it without you.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "S">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "E">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "L">>
<</if>>
<<if $dice is 41>>
<<set $hacking_password_hint to "Something is a tad out of place.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "R">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "T">>
<<set $hacking_letter_12 to "Y">>
<</if>>
<<if $dice is 42>>
<<set $hacking_password_hint to "Springloaded trauma.">>
<<set $hacking_letter_1 to "J">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "K">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "H">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "B">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "X">>
<</if>>
<<if $dice is 43>>
<<set $hacking_password_hint to "In this town, I am the law.">>
<<set $hacking_letter_1 to "J">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "D">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "C">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 44>>
<<set $hacking_password_hint to "Mine, mine, mine.">>
<<set $hacking_letter_1 to "K">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "C">>
<</if>>
<<if $dice is 45>>
<<set $hacking_password_hint to "Are you lost, yet?">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "B">>
<<set $hacking_letter_4 to "Y">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "H">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 46>>
<<set $hacking_password_hint to "Finally, we understand one another.">>
<<set $hacking_letter_1 to "L">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "Z">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 47>>
<<set $hacking_password_hint to "I have a cunning plan.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "H">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "O">>
<<set $hacking_letter_11 to "N">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 48>>
<<set $hacking_password_hint to "The answer is 'Aggravatedly'. Trust me!">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "P">>
<<set $hacking_letter_6 to "U">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 49>>
<<set $hacking_password_hint to "You did that on purpose...">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "P">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "D">>
<</if>>
<<if $dice is 50>>
<<set $hacking_password_hint to "I'll make you a deal.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "A">>
<<set $hacking_letter_6 to "N">>
<<set $hacking_letter_7 to "T">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "L">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "S">>
<<set $hacking_letter_12 to "M">>
<</if>>
<<if $dice is 51>>
<<set $hacking_password_hint to "Mad with power.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "G">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "M">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "C">>
<</if>>
<<if $dice is 52>>
<<set $hacking_password_hint to "Picking up the slack.">>
<<set $hacking_letter_1 to "M">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "L">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "V">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "T">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "M">>
<<set $hacking_letter_11 to "I">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 53>>
<<set $hacking_password_hint to "It's not rocket science.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "U">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "G">>
<<set $hacking_letter_10 to "E">>
<<set $hacking_letter_11 to "R">>
<<set $hacking_letter_12 to "Y">>
<</if>>
<<if $dice is 54>>
<<set $hacking_password_hint to "Act casual.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "H">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "L">>
<<set $hacking_letter_12 to "Y">>
<</if>>
<<if $dice is 55>>
<<set $hacking_password_hint to "It's not round.">>
<<set $hacking_letter_1 to "N">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "P">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "C">>
<<set $hacking_letter_11 to "A">>
<<set $hacking_letter_12 to "L">>
<</if>>
<<if $dice is 56>>
<<set $hacking_password_hint to "Everywhere you go, everywhere you look.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "M">>
<<set $hacking_letter_3 to "N">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "P">>
<<set $hacking_letter_6 to "R">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "S">>
<<set $hacking_letter_9 to "E">>
<<set $hacking_letter_10 to "N">>
<<set $hacking_letter_11 to "C">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 57>>
<<set $hacking_password_hint to "Burnout.">>
<<set $hacking_letter_1 to "O">>
<<set $hacking_letter_2 to "V">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "E">>
<<set $hacking_letter_6 to "X">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "R">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 58>>
<<set $hacking_password_hint to "Purposeless things, given purpose.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "P">>
<<set $hacking_letter_4 to "E">>
<<set $hacking_letter_5 to "R">>
<<set $hacking_letter_6 to "W">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "G">>
<<set $hacking_letter_10 to "H">>
<<set $hacking_letter_11 to "T">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 59>>
<<set $hacking_password_hint to "Exclaim cheddar.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "O">>
<<set $hacking_letter_6 to "G">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "P">>
<<set $hacking_letter_10 to "H">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "R">>
<</if>>
<<if $dice is 60>>
<<set $hacking_password_hint to "The time for swords is over.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "U">>
<<set $hacking_letter_5 to "G">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "H">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "R">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 61>>
<<set $hacking_password_hint to "Distilled.">>
<<set $hacking_letter_1 to "P">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "R">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "F">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 62>>
<<set $hacking_password_hint to "Hitting stick.">>
<<set $hacking_letter_1 to "Q">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "R">>
<<set $hacking_letter_8 to "S">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "A">>
<<set $hacking_letter_11 to "F">>
<<set $hacking_letter_12 to "F">>
<</if>>
<<if $dice is 63>>
<<set $hacking_password_hint to "Really?..">>
<<set $hacking_letter_1 to "Q">>
<<set $hacking_letter_2 to "U">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "S">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "O">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "A">>
<<set $hacking_letter_10 to "B">>
<<set $hacking_letter_11 to "L">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 64>>
<<set $hacking_password_hint to "Every action has a reaction.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "F">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "C">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 65>>
<<set $hacking_password_hint to "Memories.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "E">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "O">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "L">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "C">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 66>>
<<set $hacking_password_hint to "Roses and rose-tinted glasses.">>
<<set $hacking_letter_1 to "R">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "M">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "N">>
<<set $hacking_letter_6 to "T">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "C">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "Z">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "D">>
<</if>>
<<if $dice is 67>>
<<set $hacking_password_hint to "Everything's lined up juuuuust right.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "A">>
<<set $hacking_letter_3 to "T">>
<<set $hacking_letter_4 to "I">>
<<set $hacking_letter_5 to "S">>
<<set $hacking_letter_6 to "F">>
<<set $hacking_letter_7 to "A">>
<<set $hacking_letter_8 to "C">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 68>>
<<set $hacking_password_hint to "Where does the barrel begin, and the arm end?">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "R">>
<<set $hacking_letter_5 to "P">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "H">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "O">>
<<set $hacking_letter_10 to "T">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "R">>
<</if>>
<<if $dice is 69>>
<<set $hacking_password_hint to "Mine, but not mine.">>
<<set $hacking_letter_1 to "S">>
<<set $hacking_letter_2 to "T">>
<<set $hacking_letter_3 to "E">>
<<set $hacking_letter_4 to "P">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "H">>
<<set $hacking_letter_7 to "I">>
<<set $hacking_letter_8 to "L">>
<<set $hacking_letter_9 to "D">>
<<set $hacking_letter_10 to "R">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 70>>
<<set $hacking_password_hint to "You take a joke well.">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "H">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "K">>
<<set $hacking_letter_6 to "S">>
<<set $hacking_letter_7 to "K">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "N">>
<<set $hacking_letter_10 to "N">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "D">>
<</if>>
<<if $dice is 71>>
<<set $hacking_password_hint to "Not a problem!">>
<<set $hacking_letter_1 to "T">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "I">>
<<set $hacking_letter_4 to "V">>
<<set $hacking_letter_5 to "I">>
<<set $hacking_letter_6 to "A">>
<<set $hacking_letter_7 to "L">>
<<set $hacking_letter_8 to "I">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "S">>
<</if>>
<<if $dice is 72>>
<<set $hacking_password_hint to "Blockade.">>
<<set $hacking_letter_1 to "I">>
<<set $hacking_letter_2 to "N">>
<<set $hacking_letter_3 to "A">>
<<set $hacking_letter_4 to "C">>
<<set $hacking_letter_5 to "C">>
<<set $hacking_letter_6 to "E">>
<<set $hacking_letter_7 to "S">>
<<set $hacking_letter_8 to "S">>
<<set $hacking_letter_9 to "I">>
<<set $hacking_letter_10 to "B">>
<<set $hacking_letter_11 to "L">>
<<set $hacking_letter_12 to "E">>
<</if>>
<<if $dice is 73>>
<<set $hacking_password_hint to "Use your words.">>
<<set $hacking_letter_1 to "V">>
<<set $hacking_letter_2 to "O">>
<<set $hacking_letter_3 to "C">>
<<set $hacking_letter_4 to "A">>
<<set $hacking_letter_5 to "L">>
<<set $hacking_letter_6 to "I">>
<<set $hacking_letter_7 to "Z">>
<<set $hacking_letter_8 to "A">>
<<set $hacking_letter_9 to "T">>
<<set $hacking_letter_10 to "I">>
<<set $hacking_letter_11 to "O">>
<<set $hacking_letter_12 to "N">>
<</if>>
<<if $dice is 74>>
<<set $hacking_password_hint to "Ready for action.">>
<<set $hacking_letter_1 to "F">>
<<set $hacking_letter_2 to "R">>
<<set $hacking_letter_3 to "O">>
<<set $hacking_letter_4 to "N">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "B">>
<<set $hacking_letter_7 to "E">>
<<set $hacking_letter_8 to "N">>
<<set $hacking_letter_9 to "C">>
<<set $hacking_letter_10 to "H">>
<<set $hacking_letter_11 to "E">>
<<set $hacking_letter_12 to "R">>
<</if>>
<<if $dice is 75>>
<<set $hacking_password_hint to "Wow, two cakes!">>
<<set $hacking_letter_1 to "G">>
<<set $hacking_letter_2 to "L">>
<<set $hacking_letter_3 to "U">>
<<set $hacking_letter_4 to "T">>
<<set $hacking_letter_5 to "T">>
<<set $hacking_letter_6 to "O">>
<<set $hacking_letter_7 to "N">>
<<set $hacking_letter_8 to "O">>
<<set $hacking_letter_9 to "U">>
<<set $hacking_letter_10 to "S">>
<<set $hacking_letter_11 to "L">>
<<set $hacking_letter_12 to "Y">>
<</if>>
<</nobr>><<nobr>>
<<set $taunts = [ "USER", "ADMIN", "GUEST", "[ERROR]", "[NOTFOUND]", "[???]" ]>><<set $taunts2 = $taunts.random()>>
<span class="hacking">
> WELCOME BACK, <<= $taunts2>>.
<br>
> PLEASE INPUT PASSWORD TO CONTINUE.
<br>
> EXTERNAL SOFTWARE CONNECTED... COMMENCING PASSWORD RECOVERY.</span>
<br>
<span class="hackinghint">> DISPLAYING PASSWORD HINT; <br><br>
<b> $hacking_password_hint </b></span>
<br>
<span id="hacking_replace"><<include "Hacking Word Presentation">><br><br><<include "Hacking Letter Presentation">>
<br><br>
<<if $hacking_first_display is 0>>
<span class="hacking">> ATTEMPTS REMAINING: $hacking_attempts </span>
<<set $hacking_first_display to 1>>
<</if>>
</span>
<<if $C_Dataprick gte 1 and $hacking_letters_remaining > 0>>
<br><br>
<<link [img[$Dataprick_Icon]] "Hacking Success">>
<<set $hacking to 0>>
<<set $hacking_letters_remaining to 0>>
<<set $Dataprick to $Dataprick - 1>>
<<set $Consumable_Update_Position to $Dataprick_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<goto "Hacking Success">>
<<dialog>>
$Player_alias adjusts the Dataprick's input spike, then sets about the painful task of inputting the correct commands into that insufferably tiny keyboard. Once that's through, she carefully inserts it, that frustration rewarded with the screen flashing a welcoming green, unlocking before her eyes! Too bad the Dataspike's keyboard is busted beyond repair from a single use...
<</dialog>>
<</link>>
-- $C_Dataprick Datapricks remaining. Use a Dataprick to automatically hack this interface. This will consume 1 Dataprick. <br><br>
<<else>>
<<if $C_Dataprick lte 0>>
<s>Dataprick</s> -- No Datapricks available! <br><br>
<</if>>
<</if>>
<</nobr>><<nobr>> <b>
<<if $hacking_target_A_used is 0>>
@@#a;<<link "A">>
<<set $hacking_input to "A">>
<<set $hacking_target_A_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>A</s>
<</if>>
<<if $hacking_target_B_used is 0>>
@@#b;<<link "B">>
<<set $hacking_input to "B">>
<<set $hacking_target_B_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>B</s>
<</if>>
<<if $hacking_target_C_used is 0>>
@@#c;<<link "C">>
<<set $hacking_input to "C">>
<<set $hacking_target_C_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>C</s>
<</if>>
<<if $hacking_target_D_used is 0>>
@@#d;<<link "D">>
<<set $hacking_input to "D">>
<<set $hacking_target_D_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>D</s>
<</if>>
<<if $hacking_target_E_used is 0>>
@@#e;<<link "E">>
<<set $hacking_input to "E">>
<<set $hacking_target_E_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>E</s>
<</if>>
<<if $hacking_target_F_used is 0>>
@@#f;<<link "F">>
<<set $hacking_input to "F">>
<<set $hacking_target_F_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>F</s>
<</if>>
<<if $hacking_target_G_used is 0>>
@@#g;<<link "G">>
<<set $hacking_input to "G">>
<<set $hacking_target_G_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>G</s>
<</if>>
<<if $hacking_target_H_used is 0>>
@@#h;<<link "H">>
<<set $hacking_input to "H">>
<<set $hacking_target_H_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>H</s>
<</if>>
<<if $hacking_target_I_used is 0>>
@@#i;<<link "I">>
<<set $hacking_input to "I">>
<<set $hacking_target_I_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>I</s>
<</if>>
<<if $hacking_target_J_used is 0>>
@@#j;<<link "J">>
<<set $hacking_input to "J">>
<<set $hacking_target_J_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>J</s>
<</if>>
<<if $hacking_target_K_used is 0>>
@@#k;<<link "K">>
<<set $hacking_input to "K">>
<<set $hacking_target_K_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>K</s>
<</if>>
<<if $hacking_target_L_used is 0>>
@@#l;<<link "L">>
<<set $hacking_input to "L">>
<<set $hacking_target_L_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>L</s>
<</if>>
<<if $hacking_target_M_used is 0>>
@@#m;<<link "M">>
<<set $hacking_input to "M">>
<<set $hacking_target_M_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>M</s>
<</if>>
<<if $hacking_target_N_used is 0>>
@@#n;<<link "N">>
<<set $hacking_input to "N">>
<<set $hacking_target_N_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>N</s>
<</if>>
<<if $hacking_target_O_used is 0>>
@@#o;<<link "O">>
<<set $hacking_input to "O">>
<<set $hacking_target_O_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>O</s>
<</if>>
<<if $hacking_target_P_used is 0>>
@@#p;<<link "P">>
<<set $hacking_input to "P">>
<<set $hacking_target_P_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>P</s>
<</if>>
<<if $hacking_target_Q_used is 0>>
@@#q;<<link "Q">>
<<set $hacking_input to "Q">>
<<set $hacking_target_Q_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>Q</s>
<</if>>
<<if $hacking_target_R_used is 0>>
@@#r;<<link "R">>
<<set $hacking_input to "R">>
<<set $hacking_target_R_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>R</s>
<</if>>
<<if $hacking_target_S_used is 0>>
@@#s;<<link "S">>
<<set $hacking_input to "S">>
<<set $hacking_target_S_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>S</s>
<</if>>
<<if $hacking_target_T_used is 0>>
@@#t;<<link "T">>
<<set $hacking_input to "T">>
<<set $hacking_target_T_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>T</s>
<</if>>
<<if $hacking_target_U_used is 0>>
@@#u;<<link "U">>
<<set $hacking_input to "U">>
<<set $hacking_target_U_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>U</s>
<</if>>
<<if $hacking_target_V_used is 0>>
@@#v;<<link "V">>
<<set $hacking_input to "V">>
<<set $hacking_target_V_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>V</s>
<</if>>
<<if $hacking_target_W_used is 0>>
@@#w;<<link "W">>
<<set $hacking_input to "W">>
<<set $hacking_target_W_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>W</s>
<</if>>
<<if $hacking_target_X_used is 0>>
@@#x;<<link "X">>
<<set $hacking_input to "X">>
<<set $hacking_target_X_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>X</s>
<</if>>
<<if $hacking_target_Y_used is 0>>
@@#y;<<link "Y">>
<<set $hacking_input to "Y">>
<<set $hacking_target_Y_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>Y</s>
<</if>>
<<if $hacking_target_Z_used is 0>>
@@#z;<<link "Z">>
<<set $hacking_input to "Z">>
<<set $hacking_target_Z_used to 1>>
<<include "Hacking Letter Input">>
<</link>>@@
<<else>>
<s>Z</s>
<</if>>
<br>
<br>
USED;
<<if $hacking_target_A_used is 1>>
<s>A</s>
<</if>>
<<if $hacking_target_B_used is 1>>
<s>B</s>
<</if>>
<<if $hacking_target_C_used is 1>>
<s>C</s>
<</if>>
<<if $hacking_target_D_used is 1>>
<s>D</s>
<</if>>
<<if $hacking_target_E_used is 1>>
<s>E</s>
<</if>>
<<if $hacking_target_F_used is 1>>
<s>F</s>
<</if>>
<<if $hacking_target_G_used is 1>>
<s>G</s>
<</if>>
<<if $hacking_target_H_used is 1>>
<s>H</s>
<</if>>
<<if $hacking_target_I_used is 1>>
<s>I</s>
<</if>>
<<if $hacking_target_J_used is 1>>
<s>J</s>
<</if>>
<<if $hacking_target_K_used is 1>>
<s>K</s>
<</if>>
<<if $hacking_target_L_used is 1>>
<s>L</s>
<</if>>
<<if $hacking_target_M_used is 1>>
<s>M</s>
<</if>>
<<if $hacking_target_N_used is 1>>
<s>N</s>
<</if>>
<<if $hacking_target_O_used is 1>>
<s>O</s>
<</if>>
<<if $hacking_target_P_used is 1>>
<s>P</s>
<</if>>
<<if $hacking_target_Q_used is 1>>
<s>Q</s>
<</if>>
<<if $hacking_target_R_used is 1>>
<s>R</s>
<</if>>
<<if $hacking_target_S_used is 1>>
<s>S</s>
<</if>>
<<if $hacking_target_T_used is 1>>
<s>T</s>
<</if>>
<<if $hacking_target_U_used is 1>>
<s>U</s>
<</if>>
<<if $hacking_target_V_used is 1>>
<s>V</s>
<</if>>
<<if $hacking_target_W_used is 1>>
<s>W</s>
<</if>>
<<if $hacking_target_X_used is 1>>
<s>X</s>
<</if>>
<<if $hacking_target_Y_used is 1>>
<s>Y</s>
<</if>>
<<if $hacking_target_Z_used is 1>>
<s>Z</s>
<</if>>
</b>
<</nobr>><<nobr>>
<<set $Player_temp to $hacking_letters_remaining>>
<<set $Player_temp2 to $hacking_attempts>>
<<if $hacking_letter_1 is $hacking_input>>
<<set $hacking_letter_1_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_2 is $hacking_input>>
<<set $hacking_letter_2_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_3 is $hacking_input>>
<<set $hacking_letter_3_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_4 is $hacking_input>>
<<set $hacking_letter_4_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_5 is $hacking_input>>
<<set $hacking_letter_5_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_6 is $hacking_input>>
<<set $hacking_letter_6_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_7 is $hacking_input>>
<<set $hacking_letter_7_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_8 is $hacking_input>>
<<set $hacking_letter_8_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_9 is $hacking_input>>
<<set $hacking_letter_9_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_10 is $hacking_input>>
<<set $hacking_letter_10_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_11 is $hacking_input>>
<<set $hacking_letter_11_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<if $hacking_letter_12 is $hacking_input>>
<<set $hacking_letter_12_found to 1>>
<<set $hacking_letters_remaining to $hacking_letters_remaining - 1>>
<</if>>
<<replace "#hacking_replace">><<include "Hacking Word Presentation">><br><br>
<<if $Player_temp is $hacking_letters_remaining>>
<<set $hacking_attempts to $hacking_attempts - 1>>
<</if>>
<<if $hacking_letters_remaining > 0 and $hacking_attempts > 0>>
<<include "Hacking Letter Presentation">>
<</if>>
<br><br>
<<if $Player_temp2 isnot $hacking_attempts>>
<span class="hackingwrong"><b>WRONG.</b></span>
<br><br>
<span class="hacking">> ATTEMPTS REMAINING: $hacking_attempts </span>
<<else>>
<span class="hackingcorrect"><b>CORRECT, LETTER(S) FOUND!</b></span>
<br><br>
<span class="hacking">> ATTEMPTS REMAINING: $hacking_attempts </span>
<</if>>
<<if $hacking_attempts lte 0>>
<<include "Hacking Game Over">>
<</if>>
<<if $hacking_letters_remaining lte 0>>
<<include "Hacking Success">>
<</if>>
<</replace>>
<</nobr>><<nobr>>
<<set $hacking_first_display to 0>>
<<set $hacking_target_A_used to 0>>
<<set $hacking_target_B_used to 0>>
<<set $hacking_target_C_used to 0>>
<<set $hacking_target_D_used to 0>>
<<set $hacking_target_E_used to 0>>
<<set $hacking_target_F_used to 0>>
<<set $hacking_target_G_used to 0>>
<<set $hacking_target_H_used to 0>>
<<set $hacking_target_I_used to 0>>
<<set $hacking_target_J_used to 0>>
<<set $hacking_target_K_used to 0>>
<<set $hacking_target_L_used to 0>>
<<set $hacking_target_M_used to 0>>
<<set $hacking_target_N_used to 0>>
<<set $hacking_target_O_used to 0>>
<<set $hacking_target_P_used to 0>>
<<set $hacking_target_Q_used to 0>>
<<set $hacking_target_R_used to 0>>
<<set $hacking_target_S_used to 0>>
<<set $hacking_target_T_used to 0>>
<<set $hacking_target_U_used to 0>>
<<set $hacking_target_V_used to 0>>
<<set $hacking_target_W_used to 0>>
<<set $hacking_target_X_used to 0>>
<<set $hacking_target_Y_used to 0>>
<<set $hacking_target_Z_used to 0>>
<<set $hacking_letter_1 to "1">>
<<set $hacking_letter_2 to "1">>
<<set $hacking_letter_3 to "1">>
<<set $hacking_letter_4 to "1">>
<<set $hacking_letter_5 to "1">>
<<set $hacking_letter_6 to "1">>
<<set $hacking_letter_7 to "1">>
<<set $hacking_letter_8 to "1">>
<<set $hacking_letter_9 to "1">>
<<set $hacking_letter_10 to "1">>
<<set $hacking_letter_11 to "1">>
<<set $hacking_letter_12 to "1">>
<<set $hacking_letter_13 to "1">>
<<set $hacking_letter_1_found to 0>>
<<set $hacking_letter_2_found to 0>>
<<set $hacking_letter_3_found to 0>>
<<set $hacking_letter_4_found to 0>>
<<set $hacking_letter_5_found to 0>>
<<set $hacking_letter_6_found to 0>>
<<set $hacking_letter_7_found to 0>>
<<set $hacking_letter_8_found to 0>>
<<set $hacking_letter_9_found to 0>>
<<set $hacking_letter_10_found to 0>>
<<set $hacking_letter_11_found to 0>>
<<set $hacking_letter_12_found to 0>>
<<set $hacking_letter_13_found to 0>>
<</nobr>><<nobr>>
<<set $hacking_target_A_used to 1>>
<<set $hacking_target_B_used to 1>>
<<set $hacking_target_C_used to 1>>
<<set $hacking_target_D_used to 1>>
<<set $hacking_target_E_used to 1>>
<<set $hacking_target_F_used to 1>>
<<set $hacking_target_G_used to 1>>
<<set $hacking_target_H_used to 1>>
<<set $hacking_target_I_used to 1>>
<<set $hacking_target_J_used to 1>>
<<set $hacking_target_K_used to 1>>
<<set $hacking_target_L_used to 1>>
<<set $hacking_target_M_used to 1>>
<<set $hacking_target_N_used to 1>>
<<set $hacking_target_O_used to 1>>
<<set $hacking_target_P_used to 1>>
<<set $hacking_target_Q_used to 1>>
<<set $hacking_target_R_used to 1>>
<<set $hacking_target_S_used to 1>>
<<set $hacking_target_T_used to 1>>
<<set $hacking_target_U_used to 1>>
<<set $hacking_target_V_used to 1>>
<<set $hacking_target_W_used to 1>>
<<set $hacking_target_X_used to 1>>
<<set $hacking_target_Y_used to 1>>
<<set $hacking_target_Z_used to 1>>
<span class="hacking"><b>> PASSWORD CORRECT! WELCOME, USER. PROCESSING...</b>
<br>
> LOGIN SUCCESSFUL!</span>
<<include "Hacking Unlocking">>
<<set $hacking_unlocking to "nothing">>
<br><br>
$Player_alias withdraws $her hacking tool with a soft exhale and a satisfied smile. Access granted!
<br><br>
<<if $hacking_skill_progress is 1>>
<<set $hacking_skill_progress to 0>>
<<set $Player_skill_science_progress to $Player_skill_science_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Science.</b> Gained <b>50% Progress towards a Science point (<<= $Player_skill_science_progress>>% total).</b>
<<if $Player_skill_science_progress gte 100>>
<b>Gained a point in Science! Progress reset.</b> <br><br>
<</if>>
<</if>>
<<link "Continue." $Prior_Location>><<include "Hacking Reset">><<include "Combat Deactivate Combat Mode">><</link>>
<<set $hacking to 0>>
<</nobr>><<nobr>>
<<set $hacking_target_A_used to 1>>
<<set $hacking_target_B_used to 1>>
<<set $hacking_target_C_used to 1>>
<<set $hacking_target_D_used to 1>>
<<set $hacking_target_E_used to 1>>
<<set $hacking_target_F_used to 1>>
<<set $hacking_target_G_used to 1>>
<<set $hacking_target_H_used to 1>>
<<set $hacking_target_I_used to 1>>
<<set $hacking_target_J_used to 1>>
<<set $hacking_target_K_used to 1>>
<<set $hacking_target_L_used to 1>>
<<set $hacking_target_M_used to 1>>
<<set $hacking_target_N_used to 1>>
<<set $hacking_target_O_used to 1>>
<<set $hacking_target_P_used to 1>>
<<set $hacking_target_Q_used to 1>>
<<set $hacking_target_R_used to 1>>
<<set $hacking_target_S_used to 1>>
<<set $hacking_target_T_used to 1>>
<<set $hacking_target_U_used to 1>>
<<set $hacking_target_V_used to 1>>
<<set $hacking_target_W_used to 1>>
<<set $hacking_target_X_used to 1>>
<<set $hacking_target_Y_used to 1>>
<<set $hacking_target_Z_used to 1>>
<span class="hacking"><b>> ATTEMPTS DEPLETED. FALSE LOGIN DETECTED. PROCESSING...</b></span>
<br><br>
<<set $hacking_unlocking to "nothing">>
<<if $hacking_consequence is "none">>
<span class="hacking">> DEPLOYING SECURITY MEASURES... GO SIT IN THE CORNER AND THINK ABOUT WHAT YOU'VE DONE. THAT IS ALL. THIS PUNISHMENT WORKS ON THE HONOUR SYSTEM, SO PLEASE DO IT.</span>
<br><br>
$Player_alias blinks as $her hacking tool disengages. Well... at least there's <b>no consequences</b> for this failure! The terminal screen flickers, then resets back to the login screen with a gentle 'bzt'.
<br><br>
<<if $hacking_skill_progress is 1>>
<<set $hacking_skill_progress to 0>>
<<set $Player_skill_science_progress to $Player_skill_science_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Science.</b> Gained <b>50% Progress towards a Science point (<<= $Player_skill_science_progress>>% total).</b>
<<if $Player_skill_science_progress gte 100>>
<b>Gained a point in Science! Progress reset.</b> <br><br>
<</if>>
<</if>>
<<link "Continue." $Prior_Location>><<include "Combat Deactivate Combat Mode">><<include "Hacking Reset">><</link>>
<</if>>
<<set $hacking to 0>>
<</nobr>><<nobr>>
<<if $hacking_unlocking is "Test Chest">>
<<set $test_chest_locked to "unlocked">>
<br><br>
The storage compartment beneath the terminal lets off a soft -clk-. It's unlocked!
<</if>>
<<if $hacking_unlocking is "Head Over Heels">>
<<set $MS_Head_Over_Heels to 2>>
<br><br>
The door A3 hums with vibration from a sudden rush of air on the other side. The ventilation system has been rebooted, and the smog within is being rapidly filtered out!
<</if>>
<<if $hacking_unlocking is "Gimme A Hand Or Four">>
<<set $MS_Ruzi_Quest to 2>>
<br><br>
The chamber door hums briefly as the maglocks disengage. Whilst nothing about the door looks different, Mio knows it should open as easily as a sliding paper partition.
<<include "Marker Cleanup">><<include "Monster Pen Markers">>
<</if>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Granityn Systems
</div>
<hrt><hr></hrt>
Granityn Systems is a defunct weapons and robotics manufacturer, having folded some 3 decades prior. The tale of its short-lived triumph and ultimate failure is a notable lesson for the Military-Industrial Complex across all worlds and civilizations, for, paradoxically, the high quality of their goods led to their downfall.
<br><br>
Made for cheap but also made simply and with stringent quality control, their weapons in particular were - and still are - easy to get a hold of, unlikely to break, and often easy to repair if they do. As a result, they soon found themselves bereft of clients, for they already had reliable weaponry. An initial rush of investment saw little return as sales dried up, and the company quietly closed its doors and sold off its assets a mere generation later.
<<include "Codex Return">><</nobr>><<nobr>>
<b>
<<if $hacking_difficulty is "very easy">>
<<if $hacking_letter_1_found is 0>>
_
<<else>>
$hacking_letter_1
<</if>>
<<if $hacking_letter_2_found is 0>>
_
<<else>>
$hacking_letter_2
<</if>>
<<if $hacking_letter_3_found is 0>>
_
<<else>>
$hacking_letter_3
<</if>>
<<if $hacking_letter_4_found is 0>>
_
<<else>>
$hacking_letter_4
<</if>>
<</if>>
<<if $hacking_difficulty is "easy">>
<<if $hacking_letter_1_found is 0>>
_
<<else>>
$hacking_letter_1
<</if>>
<<if $hacking_letter_2_found is 0>>
_
<<else>>
$hacking_letter_2
<</if>>
<<if $hacking_letter_3_found is 0>>
_
<<else>>
$hacking_letter_3
<</if>>
<<if $hacking_letter_4_found is 0>>
_
<<else>>
$hacking_letter_4
<</if>>
<<if $hacking_letter_5_found is 0>>
_
<<else>>
$hacking_letter_5
<</if>>
<<if $hacking_letter_6_found is 0>>
_
<<else>>
$hacking_letter_6
<</if>>
<</if>>
<<if $hacking_difficulty is "medium">>
<<if $hacking_letter_1_found is 0>>
_
<<else>>
$hacking_letter_1
<</if>>
<<if $hacking_letter_2_found is 0>>
_
<<else>>
$hacking_letter_2
<</if>>
<<if $hacking_letter_3_found is 0>>
_
<<else>>
$hacking_letter_3
<</if>>
<<if $hacking_letter_4_found is 0>>
_
<<else>>
$hacking_letter_4
<</if>>
<<if $hacking_letter_5_found is 0>>
_
<<else>>
$hacking_letter_5
<</if>>
<<if $hacking_letter_6_found is 0>>
_
<<else>>
$hacking_letter_6
<</if>>
<<if $hacking_letter_7_found is 0>>
_
<<else>>
$hacking_letter_7
<</if>>
<<if $hacking_letter_8_found is 0>>
_
<<else>>
$hacking_letter_8
<</if>>
<</if>>
<<if $hacking_difficulty is "hard">>
<<if $hacking_letter_1_found is 0>>
_
<<else>>
$hacking_letter_1
<</if>>
<<if $hacking_letter_2_found is 0>>
_
<<else>>
$hacking_letter_2
<</if>>
<<if $hacking_letter_3_found is 0>>
_
<<else>>
$hacking_letter_3
<</if>>
<<if $hacking_letter_4_found is 0>>
_
<<else>>
$hacking_letter_4
<</if>>
<<if $hacking_letter_5_found is 0>>
_
<<else>>
$hacking_letter_5
<</if>>
<<if $hacking_letter_6_found is 0>>
_
<<else>>
$hacking_letter_6
<</if>>
<<if $hacking_letter_7_found is 0>>
_
<<else>>
$hacking_letter_7
<</if>>
<<if $hacking_letter_8_found is 0>>
_
<<else>>
$hacking_letter_8
<</if>>
<<if $hacking_letter_9_found is 0>>
_
<<else>>
$hacking_letter_9
<</if>>
<<if $hacking_letter_10_found is 0>>
_
<<else>>
$hacking_letter_10
<</if>>
<</if>>
<<if $hacking_difficulty is "very hard">>
<<if $hacking_letter_1_found is 0>>
_
<<else>>
$hacking_letter_1
<</if>>
<<if $hacking_letter_2_found is 0>>
_
<<else>>
$hacking_letter_2
<</if>>
<<if $hacking_letter_3_found is 0>>
_
<<else>>
$hacking_letter_3
<</if>>
<<if $hacking_letter_4_found is 0>>
_
<<else>>
$hacking_letter_4
<</if>>
<<if $hacking_letter_5_found is 0>>
_
<<else>>
$hacking_letter_5
<</if>>
<<if $hacking_letter_6_found is 0>>
_
<<else>>
$hacking_letter_6
<</if>>
<<if $hacking_letter_7_found is 0>>
_
<<else>>
$hacking_letter_7
<</if>>
<<if $hacking_letter_8_found is 0>>
_
<<else>>
$hacking_letter_8
<</if>>
<<if $hacking_letter_9_found is 0>>
_
<<else>>
$hacking_letter_9
<</if>>
<<if $hacking_letter_10_found is 0>>
_
<<else>>
$hacking_letter_10
<</if>>
<<if $hacking_letter_11_found is 0>>
_
<<else>>
$hacking_letter_11
<</if>>
<<if $hacking_letter_12_found is 0>>
_
<<else>>
$hacking_letter_12
<</if>>
<</if>>
</b>
<</nobr>><<nobr>>
<<set $map to $MAP_MERCANOID_STORAGE_MODULE>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $map_1_marker to $icon_marker_blank_24>>
<<set $marker1_icon_right to 156>>
<<set $marker1_icon_top to 114>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:51;">>
<<set $map_2_marker to $icon_marker_blank_24>>
<<set $marker2_icon_right to 156>>
<<set $marker2_icon_top to 114>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:51;">>
<<set $map_3_marker to $icon_marker_blank_24>>
<<set $marker3_icon_right to 156>>
<<set $marker3_icon_top to 114>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:51;">>
<<set $map_4_marker to $icon_marker_blank_24>>
<<set $marker4_icon_right to 156>>
<<set $marker4_icon_top to 114>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:51;">>
<</nobr>>Hi there! Pyksies here. If you're seeing this, then I've asked you to help me test out this hacking minigame... OR, you're me, Pyksies. In which case, hi, me, don't forget to drink water.
Select a difficulty below!
<<link "Very Easy." "Hacking Word Selection">><<set $hacking_difficulty to "very easy">><<set $Prior_Location to "Hacking Test Difficulty Selection">><</link>>
<<link "Easy." "Hacking Word Selection">><<set $hacking_difficulty to "easy">><<set $Prior_Location to "Hacking Test Difficulty Selection">><</link>>
<<link "Medium." "Hacking Word Selection">><<set $hacking_difficulty to "medium">><<set $Prior_Location to "Hacking Test Difficulty Selection">><</link>>
<<link "Hard." "Hacking Word Selection">><<set $hacking_difficulty to "hard">><<set $Prior_Location to "Hacking Test Difficulty Selection">><</link>>
<<link "Very Hard." "Hacking Word Selection">><<set $hacking_difficulty to "very hard">><<set $Prior_Location to "Hacking Test Difficulty Selection">><</link>>
You can also set Mio's Science skill here, increasing or decreasing the Attempts you get. Just click a link below.
<<if $Player_skill_science is 2>>Science currently set to <b>2</b><<else>><<link "Set Science to 2." "Hacking Test Difficulty Selection">><<set $Player_skill_science to 2>><<include "Stat Updater">><</link>><</if>>
<<if $Player_skill_science is 4>>Science currently set to <b>4</b><<else>><<link "Set Science to 4." "Hacking Test Difficulty Selection">><<set $Player_skill_science to 4>><<include "Stat Updater">><</link>><</if>>
<<if $Player_skill_science is 6>>Science currently set to <b>6</b><<else>><<link "Set Science to 6." "Hacking Test Difficulty Selection">><<set $Player_skill_science to 6>><<include "Stat Updater">><</link>><</if>>
<<if $Player_skill_science is 8>>Science currently set to <b>8</b><<else>><<link "Set Science to 8." "Hacking Test Difficulty Selection">><<set $Player_skill_science to 8>><<include "Stat Updater">><</link>><</if>>
<<if $Player_skill_science is 10>>Science currently set to <b>10</b><<else>><<link "Set Science to 10." "Hacking Test Difficulty Selection">><<set $Player_skill_science to 10>><<include "Stat Updater">><</link>><</if>>
<<if $Player_skill_science is 100>>Science currently set to <b>100</b><<else>><<link "Set Science to 100, lmao." "Hacking Test Difficulty Selection">><<set $Player_skill_science to 100>><<include "Stat Updater">><</link>><</if>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Landfill Planet(s).
</div>
<hrt><hr></hrt>
Planets considered completely and utterly useless - that is, unfit for terraforming, lacking in useful minerals or gases, and completely incapable of sustaining life - may be designated as Landfill Planets, where all manner of the galaxy's finest trash may end up.
<br><br>
At least, that's how it used to go. Even the most feeble of rocks will have its diehard defenders, and so now the modern policy is the creation of Junk Planets - artificially created planetoids made of pure refuse. Some maintain recycling facilities, great metal monoliths rising out of the debris to pull useful resources from discarded objects, giving rise to a few major 'types'; Garden Waste Junk Planets, Metal Junk Planets, Plastic Junk Planets and so on.
<br><br>
Due to the increased regulations about what trash goes where, however, most Rim colonists and Pirates will simply dump their trash on one of the old Landfill Planets. Whoops.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Arrowhead Designs
</div>
<hrt><hr></hrt>
Arrowhead Designs are responsible for some of the finest weapons to ever grace known space. Arrowhead Designs are also responsible for some of the worst such weapons, and furthermore they are responsible for many of the most middling and thoroughly 'it's fine, I guess' weapons.
<br><br>
Not without a sense of humour, they recently held a poll for their worst weapon of all time, then made 100 limited edition reprints of the eventual winner; the 'Arrowhead Thudgun', a traditional slug-firing scattergun known for two things; mauling fingers due to a severe design flaw in the pressurized trigger, and exploding if fired more than 20 times total due to the absurdly oversized shells it fires causing massive stress on the weapon's powerplant.
<br><br>
At present date, 37 such examples are known to remain operational.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>><<include "Codex - Concepts">><</dialog>><</link>>
<br>
<</if>>
Codex Entry: EVA (Extravehicular Activity).
</div>
<hrt><hr></hrt>
Extravehicular Activity refers to any activities performed outside of planetary atmospheres, such as spacewalks or maintenance work on the hulls of starships and spacestations. Therefore, an EVA Suit is a suit designed for just such a purpose. Depending on the makers, intended users and (if any) specialized purposes, EVA Suits are wildly variable in size, build, materials and appearances, ranging from sheer bulky utility to slender, mobility-assisting sportswear.
<br><br>
Most Androids, of course, don't need to bother with such things; but some particularly bio-organic models may need to concern themselves with pressurized protection, or defense from the near-absolute chills and scorching flares of the void.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Rakumo</b>
<br><b>Daughters of the Dead Star</b>
</div>
<hrt><hr></hrt>
The RaKuMo (typically written Rakumo in modern times) are a semi-monogendered race of reptilian aliens characterized by imposing height, great strength, and extreme survivability. Female in appearance, they are bipedal, with bodies cloaked in thick scales and external bone growths upon the head, shoulders, elbows, wrists and lower legs, which end in large feet with four obsidian claws - one rear facing off from the heel. Their hands are somewhat oversized for their bodies, tipped with equally brutal claws, accentuated by the bone growth from the wrist - some Rakumo will shave this down, while others will cultivate and carve it into additional natural weaponry, either blunting them into knuckle coverings or sharpening them into stunted claws. They have large tails which will grow back if cut off, which may or may not bear bone spikes (thagomizers). Their scales come in a variety of tones on the blue-red spectrum, though other colours have been observed through gene modding and mutation. Despite not bearing milk, they possess 'breasts' which, alongside the base of the tail, function as a storage for additional fat - an overeating Rakumo only shows it in her chest and rear.
<br><br>
They have large heads as disproportional to their bodies, with big, expressive eyes that burn in sunset tones against black sclera flecked with gold. Sharp, carnivorous teeth lurk in two rows within their maws, safeguarding long, forked tongues. Their noses are somewhat receded, and they have slender, sharpened swept-back ears. In place of hair, Rakumo have growths of bone that grow constantly throughout their lives, which can be sculpted into the desired shape - for aesthetic, function, or both. A Rakumo at the hairdressers needs a belt sander, not scissors. The average Rakumo stands at just shy of 8 feet in height, and they have well-built hips suited for mobility on their mountainous homeworld.
<br><br>
Rakumo often find employment befitting their strength and size, and are thus increasingly common in the Galaxy as labourers of varying skill levels, and as military, militia or mercenary hires. Despite the stereotypical employment, Rakumo who pursue more academic fields are a growing minority.
<hrt><hr></hrt>
<<linkreplace "Rakumo Origin">>
Rakumo are survivors of an inhospitable volcanic world, and it is not unfair to say that they are a race forced to grow too soon. An age of prehistoric savagery, akin to Terra, gave way to what can be considered equivalent to the Classical age. Where things drastically differ, however, is that all of Rakumo's warring nations were brought under a single banner, flown in the name of a conqueror of the entire world.
<br><br>
The species Rakumo were not always called thus. It is a name they adopted in honour of this singular figure, a scientist and warlord who united the warring clans under one banner for one very simple reason: she had realized that their planet was doomed, and nobody would listen to her.
<br><br>
Rakumo the Conquerer united the wretched world under her banner because she had discovered a cruel truth; the planet (now also named Rakumo) was doomed to tear itself apart. And so, she rode to spread the word, then to convince others of its truth, and then to force them to accept it; all so that the collective knowledge, resources and efforts of her people might find a solution to their untimely end. So profound was the effect Rakumo had upon her race that, after her death, they took her name to honour her forever more. She died before the first Rakumo ship successfully broke orbit, but now she is carried with every surviving daughter of the Dead Star.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Rakumo Names">>
Rakumo are almost all named in the same manner; three syllables, two letters in length each. Jafina, Kalitu, Pareno, and so on. It is exceedingly rare for even half-breeds not to bare one such name as part of their identity, even if shared with the culture of another alien race. Rakumo typically have no surnames, for direct relations pale before the simple fact that they are of the Rakumo, and are of one family.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Rakumo Technology">>
Rakumo technology is harsh in design and in make, and many consider it a miracle that they made it off of the Dead Star at all. It was not an easy life in space, but it was not an easy life upon their homeworld to begin with. As a race, they thrived the moment they successfully established a colony upon a more moderate planet. The species retains a relatively small but determined scientific caste who are held in high regard: intelligence of this level is not seen as weakness, but strength, especially as it denies the Rakumo their innate battle lust.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>>
[img[$Dataprick_Icon]]
<br>Dataprick | $C_Dataprick in possession
<b>Type:</b> Hacking aid. || <b>Usage:</b> Contextual (During Hacking)
A Dataprick is a small, concealable device that can fool many computer systems into giving an intruder access. With a 'prick' tip that can shift into different input plugs depending on need, regulation of these devices is difficult due to the widespread use they see in the security sector, as well as most IT departments keeping some around for user emergencies.
Thankfully, most people consider the tiny keypad too bothersome to deal with. It is incredibly hard to type in the needed commands, and it almost always breaks after use! How suspicious.
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<<nobr>>
<<if $hacking is 1 and $Player_combat is 0>>
<<link "Autohack" "Hacking Success">>
<<set $hacking to 0>>
<<set $hacking_letters_remaining to 0>>
<<set $Dataprick to $Dataprick - 1>>
<<set $Consumable_Update_Position to $Dataprick_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<dialog>>
$Player_alias adjusts the Dataprick's input spike, then sets about the painful task of inputting the correct commands into that insufferably tiny keyboard. Once that's through, she carefully inserts it, that frustration rewarded with the screen flashing a welcoming green, unlocking before her eyes! Too bad the Dataspike's keyboard is busted beyond repair from a single use...
<</dialog>>
<</link>>
<<else>>
<s>Autohack</s> -- Not currently hacking anything!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Dataprick_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Dataprick_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Dataprick_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Dataprick_Position to $I_C_Move>>
<</link>>
<</nobr>></div><<nobr>>
<<if $fantasize is 0>><<set $Player_class to "FUM Breeder">><</if>>
<<if $Grapple_Loss is "Mental">>
The FUM merely watches from where it is, relishing in the show as Mio eagerly strips, her gear and clothing falling in a pile around her feet before she drops into an unceremonious kneeling pose upon the tip-joint of her armoured boots, throwing a hand into the air to offer a v-shaped peace sign. She's left in nothing but her simplistic underwear, clingy and sports-style, leaving nothing to the imagination.
<br><br>
<span style="color:#E5CEF3">"Come on! I lose! You win!"</span> Mio gasps, eyes swirling with a tinge of darker purple to their usual lavender glow. The FUM finally strides forwards, beckoning Mio up to her feet as he draws near: Mio complies with a giggle, finding herself wrapped in close with a massive arm at her side, clamping her to the FUM's hip with a hand upon her own as he leads her towards the flesh-walls...
<br><br>
<span style="color:#E5CEF3">"Ah?... Here?"</span> Mio asks with a tilt of her head as the FUM herds her towards the writhing walls, in the massive divot its bulk originally occupied, the well-fucked Elven beauty in the basin of it gazing up at Mio with a curious look in her otherwise hazy emerald eyes. In answer, the FUM simply slides its hand up from her hip - giving her chest a harsh grope on the way to elicit a gasp - and plants it upon Mio's head, forcing her forward into a stumble! She trips and lands upon the Elf girl, causing them both to gasp as they squash chest-to-chest!... and causing Mio to blink and frown, that minor jolt giving her biomechanical brain a moment to reboot.
<br><br>
<span style="color:#E5CEF3">"... Wait, why am I naked?!--"</span>
<<else>>
As freakish as it is fearsome, the Fum's ever-present leer grows somehow wider still as it herds Mio around the purple-hazed room, beginning to outright laugh as her metal-plated feet trip and stumble around pulsating tentacles lying across the floor like exposed, infected tree roots. Blows seem to uselessly bounce right off of its thick hide, and to make matters worse, the walls of the infested lab are moving around her, cutting off her avenues of escape and filling her senses of sight and sound with writhing, well-fucked bodies and the pleasure-wracked noises they make.
<br><br>
Before she knows it, she's back where the fight began, just with the positions reversed. With her back to the divot in the flesh wall once taken up by the Fum, the brute flicks the final domino in its grand scheme, raising its thick, three-fingered fists into the air!... and bringing them down in front of Mio, crushing hive-flesh and sending a wave of the wretched stuff flying at her!
<br><br>
Mio turns, Mio dives, and Mio dodges the sticky, ruined mulch as it flies overhead and splatters against the flesh wall, swiftly absorbed back into the blossoming hive. Too late does she realize that this was precisely the result the Fum was hoping for, as she lands chest-to-chest against its well-curved victim!
<br><br><</if>><</nobr>>
Mio scarcely has time to take in the features of the gorgeous scientist she's gracelessly sprawled atop of; A Terran, and an Elf at that. Ethereally pale. Lengthy, pointed ears, the right decorated with a strangely hi-tech looking black clasp along the top edge and 3 gold studs towards the base that almost match her long flowing hair, somehow beautiful even when dishevelled and caked in sexual slime. A simple pink hair tie just barely hangs on to a few locks by her side, implying she normally keeps it tied back. A well-kept face that Mio can tell, even through the well-ruined layers of smudged crimson lipstick upon absurdly plush lips and smeared mascara around half-lidded emerald eyes, wears a constant and warming smile... for such a smile now gazes up at her despite her panic.
<span style="color:#3DFF61">"You're doing great, babe!~"</span> the Elf suddenly speaks, jarring Mio's sluggish sensors back into reality as the brute looms behind her. This woman and her colleagues aren't her priority, but... she can help them, damn it! And this encouragement is just what she needed. A shaky smile graces the MERCANOID's face as she nods and begins to pull herself up - limbs placed with care so as not to injure the nude scientist beneath her... before hands wrap around her shoulders, having slipped in from below! <span style="color:#3DFF61">"Here! A kiss, for good luck!~"</span>
<span style="color:#E5CEF3">"Hunmpph--??"</span> Mio exclaims, cut off before her surprised noise can become a surprised word. She continues to push up with her arms, attempting to break free of the inopportunely-timed hug... and then her eyes flicker brightly from her vat-grown synth-brain firing signals in all directions at once, pupils distorting into a wild variety of shapes as the elf's tongue dances with her own, lips smeared with the woman's makeup, fae spit mixing with her chemical equivalent. Mio's arms quake and tremble uselessly, barely keeping her elevated just off the ground as the Fum lets rip with a distorted mimicry of a cruel cackle from behind her, its thick spittle raining down upon her back and making her synthskin tingle wherever it falls.
Aphrodisiac, of terrifying potency... lingering thickly upon the elf's tongue, and now spiking the biomechanical parts of Mio's system.
Just like that, the knight is felled by her damsel in distress, for whom thoughts of imminent potential rescue have fallen in priority next to making out with her brave little failure of a saviour. Mio's eyes continue their slot machine-like rampancy as her arms jerk out in opposing directions and, once again, her chest compresses tightly against the far more endowed woman beneath her. With her sensitivity skyrocketing, she can feel the diamond-like peaks of each pillow-soft mound digging into the sides of her comparatively perky pair like jabbing fingers.
Utterly immobilized, Mio winces when the Fum leans down with casual, mockingly slow speed to grab first her left arm, and then her right, pulling back to hoist her off of the Elven scientist... but only from the waist up. Their kiss broken, the Elf grumbles out into a pout as links of slowly breaking saliva link organic lips to synthetic ones. The sex-addled researcher's smile falters slightly at the sight of her hero, and - despite the haze of drugs and sex in her system - she puts two and two together.
<span style="color:#3DFF61">"... Oh... I probably shouldn't have done that, right?"</span>
Mio manages to deadpan down at the researcher before it's twisted back into a slightly crosseyed wince - the Fum's hands around her mechanical limbs should barely register as anything but a 'true' or 'false' in answer to 'am I being touched', and yet each slimy fingered grip and twist is making her eyes flicker again as her brain is overwhelmed with info spikes. The only explanation - a theory reinforced by the presence of an Elf on the team - is magic! Mio tries to twist free, but the Fum's lower set of arms - smaller, comparatively frail and until now tucked behind the brute's flabby body - unfurl to rip chunks of the hive-flesh around the three off, ball them up, and clap them around her arms; palms to elbows, an almost perfect rectangular bridge behind her back. The pulsating muck hardens almost instantly, disarming her completely... and, to the Fum's mind, earning him a reward.
With one hand on her arms to keep her held just barely aloft, the Fum displays surprisingly spineless flexibility to lean in and around the cramped space the women find themselves in, causing Mio to shudder through her malfunctions as the already claustrophobic view is eclipsed by slime-sheening grey-purple hide, two burning moon-yellow eyes, and that awful, leering grin... parting wider, then opening up. For a moment of panic, Mio fears that it might swallow her whole.
But it's much, much worse than that.
Bloated lips as thick as her wrist ball joints latch upon the lower half of her face in a perverse and inaccurate impression of a kiss, slathering it in that sinfully potent spit. If Mio's eyes were flickering before, now they're outright strobing - casting frantic rave-like lights and harsh, dark shadows within the meat alcove around them, all while the Elf looks up with a strange mixture of empathy and lust. The smearing of her lipstick immediately makes sense when the Fum's tongue - flat and thick as a bottom-dwelling fish - budges against Mio's sealed lips, pushes, and then forces its way into her mouth, earning a choked and despairing noise from the synthetic. With her head twisted back at an angle, the Fum gurgles out a chuckle straight into their 'kiss', barely muffled by it as his mind-mangling drool freely pours down the synthetic's trembling throat, her tongue crushed beneath his far larger muscle, pinned down without hope of rescue.
Mio <span style="color:#E5CEF3">"Fwuuuah--grgghll--"</span> Mio spasms, held with her chest just barely aloft from the Elf's by a fat-fingered grip upon her head, face shining with that diabolical drug-drool, eyes twisted and blaring out light. The Fum drops her carelessly, leaving Mio to tremble, feet slipping on slime in some useless effort to stand, even knowing that she'd fall back over immediately if she did. The only thing that succeeds in stilling her is the Elf's arms wrapping around her torso, a faint glow stemming from her hands upon her back - neat, trim and colourful nails, some part of Mio's fractured mind notes. Calm. Mio's fluttering body still twitches, but without that frantic violence. Gentle shushing from below, hot breath upon her cheek. Comforting. Calm. More magic, but with good intentions.
<span style="color:#3DFF61">"Ssssh, sorry, sorry, sssh, it's ok, hun... Breathe iiiin, and-- oh, do you breathe? Well, like, you get the idea, right? Ehihi..."</span> she
speaks softly, Mio just about able to focus upon her smiling face. Vacant eyes, dreamy smile. Surprisingly smooth voice, as if getting jackhammered by a monster twice her size for hours on end isn't that big of a deal. <span style="color:#3DFF61">"If you squirm too much, he'll just kiss you again, so calm, calm... focus on me... relax, I've got you... it's my fault, so don't blame yourself, ok?"</span> she softly instructs. Mio's shoulders relax. It's not her fault, but she can't move, can't stand, can't resume her fight. Struggling will just result in another throatful of that evil cocktail of chemicals, still even now making her body quiver, nerves and joints both mechanical and biomechanical firing off at random all the same.
So relax. Stare into those pretty green eyes, like the proverbial grass on the other side. Feel those satin-soft hands through her <<= $Player_outfit_top>>, caressing and pumping her full of magic to keep her docile. Ignore the tremors through the ground with each heavy, elephant-footed stomp from either side of her as the Fum moves into position above them, the hands pulling her wrists back, the tentacles writhing into her clothes and against her synthskin and the burning, insane need that rushes through her body and mind and spark of a soul, a thousand times worse when they tense and rip her $Player_outfit to shreds.
The whimper that tumbles from her lips shames her, but the gorgeous Elf finds the strength in her exhausted, sweat-slick body to lean up and silence it with another kiss. The Fum lets loose a distorted, mocking laugh from above, and for the briefest moment - as tongues entwine - Mio resents the sharp-eared woman, swapping those chemicals back and forth. Realization dawns; the Fum enjoys seeing them kiss. Won't interrupt. Spares her the crushing lash of his tongue, far worse than hers, smooth as silk by comparison.
Mio closes her eyes and her whimpers become earnest, hungry moans, her tongue darting in with more urgency and bravery. It's easy to ignore the horror around her with such beauty before her. She wishes she could return the hug, to drown in this Fae woman, but her arms are stuck encased harshly behind her back, now tugged up and used as a handle or lever, pulling her back onto... onto!...
A jolt of magic rushes through her metal spine. The calming spell is probably the only thing stopping Mio from screaming out the last vestiges of her sanity as the Fum's barbaric length, thick as an arm, bumped and ridged and designed for depravity <b>spears</b> up her vulnerable backside, cheeks pushed aside around his cock, arms strained like the reins of an out-of-control carriage. Lips slip from lips as she quakes and clenches, letting words spill free.
<span style="color:#E5CEF3">"TOO-- TOO BIIHH--"</span> she wails, this time silenced not by a kiss, but by those soft arms wrapping around her neck from behind and pulling her in close. The Elf is tall, taller at least than Mio, and so as the Fum's weight presses upon her back and crushes them both, her face finds itself buried within the pale bosom. This makes Mio tremble some more, but for different reasons. Each breast as big as her head, weighty, conforming to gravity's demands and spilling either side of the ageless belle's body, squashing around her helmet, muffling her aural sensors to spare her the worst of her own guttural howls as the monster starts to slamfuck her ass like he <b>owns it.</b>
<span style="color:#3DFF61">"Sssssh... I know, hun, I know... you'll get used to it! I did... but he's a big meanie who goes too far, <b>aren't you?</b>"</span> Mio hears her comforter directly chastise the Fum, and to her surprise, the bulky brute sneers but does not retaliate. No, his pace remains unchanged, having to drag his mighty frame back up before he can bring it back down, all that power into his hips and thus into his belly-bulging monster of a cock.
The bulge! Mio's stomach trembles each and every time it's pummeled tight and taut. She can feel it against the Elf's body, even able to make out her subtle abs... she exercises, but within reason. Desperate to think of anything else other than the alien aggressor clapping her cheeks hard enough to make them bounce, to make her grind against her new friend, to make her grunt out into her pillows with each wrist-wrenching thrust... she envisions outfits. How this Elf must look when she isn't the captive of a tentacle hive. Elegant, surreal, a head-turner no matter where she goes...
<span style="color:#3DFF61">"You're doing so good, baby! Sssh-- hrmm, no, you don't have to shush, you can let it out. Such a brave girl..."</span>
... And so kind, even now, even pinned beneath the weight of an armoured Synthetic and a monster bigger than the girl's combined mass. Mio's malfunctioning eyes cast a pink glare against pale skin. She scrunches them shut and writhes and twists her head to peer up at the Elf, only daring to open her eyes slightly so as not to blind her, each thrust making them flare like torchlight.
The out-of-focus arm glancing the side of her head, the hand upon her helmet, stroking through her 'hair'. The adoring smile, worth more than the rubies those lips share tone with, or that twinkle in studs on the woman's right knife-swept ear.
<span style="color:#3DFF61">"It's ok. You tried so hard for me. Maybe it's the mind-altering properties of X03 F-m EP's saliva speaking, but, like, I think I love you, so let it go, ok? I wanna see what your cute face looks like when you cum~."</span>
Mio blinks. For a moment she sounded like a genius, then back to a slightly valley-tinged thoughtless trawl. Tone is barely registered beneath the words themselves, though. Compliments. Love. A request disguised as advice... Mio shudders. Whether because asked or simply coincidental, she clenches inwardly and outwards, trembles against the Elf's caress as she lets out a distorted, glitching wail.
The Fum snarls with approval, skin-aching spittle spraying across her bare back, her orgasmic grasp around his throbbing length rewarded with an increase in the pace and power of his pounding hips. No chance to rest. Mio's cunt can only quiver in ignored need as his unevenly weighty balls slam and swing against it in what's swiftly becoming a prone-bone press, each thrust making her rock against the Elf, flesh upon flesh smacking, lurching, jiggling.
Just because she's cumming doesn't mean he's close. Not even remotely. No, this bastard's built to last.
<span style="color:#E5CEF3">"Bru--breaking meeeeEEee..."</span> Mio protests, gasping like a fish upon land. It'd be even worse if she needed to breathe. <span style="color:#E5CEF3">"Too bighg-- BIG. Gunna-- crash-- can't-- m-more hands? Please--"</span> Mio pleads and then relaxes and collapses as more of that wonderful complacency magic is pumped into her by the Elf's massaging palms, who coos and whispers and comfortingly blows kisses from above.
Magic. Fucking magic. Lawbreaking, rule-smashing magic. Doesn't even make any damn sense, but here she is, stuck in the middle of one spell determined to ruin her, and one keeping her just barely suspended above the abyss.
<span style="color:#3DFF61">"Sssh, more magic! Ok. I can do that, hihihi... Um, my name's Selene! Let's get to know one another. We might be here a while, y'know?"</span>
<span style="color:#E5CEF3">"Muh... MiooooOooo--"</span>
<span style="color:#3DFF61">"Oh, my gosh! You're SUCH a ‘Mio’! My brave little Mio~. Sssh, relax, relaaax, more magic for my Mio, just hold on and enjoy yourself~..."</span>
Malicious? In league with the brute? Too far gone to know better? Genuine? It doesn't matter. Mio all but melts into Selene's arms as her head is filled with blurred, soft-edged bliss, the jackhammer blows stretching her oversensitive ass wide no less present, but far more tolerable. Squeeze, clench, and clamp. Keep him happy. Keep him happy so he doesn't get bored and interrupt them, so Selene can keep smiling down at her, asking her inane, silly questions and showering her with praise that drowns out the otherwise thunderous <b>-THWAP- -SMAKK- -THWACK-</b> of his rubbery hide smashing into her pert rear without cease.
That becomes Mio's world for longer than she can recall or comprehend, at the time or looking back. Getting assfucked by a brute nearly triple her size, who increasingly devolves from squatting over to all but lying atop of them. Being comforted and kept upon the brink, but not pushed away from it, by the woman she tries to save. Little kisses, comforting squeezes, singsong carefree words and that heady, drug-like magic...
The end comes suddenly, or perhaps she simply drifted off, too overwhelmed by it all. Either way, the hand strong enough to crush her helmet like a soda can grips her head and shoves her forward into Selene's surprised, gasping visage, and then her emerald eyes lid heavily, her luscious lips smile warmly, and Mio's willfully part before they meet and mingle and twist and kiss. It helps the Synthetic shut up as the Fum remains buried balls deep inside of her, his overladen nuts dragging up against her still-ignored pussy with each terrible shotgun blast of monster jizz.
Mio shudders, eyes no longer flashing - now they're just stuck on maximum brightness, like two spotlights blaring in Selene's face. The addled Elf barely registers them, too busy giggling into their kiss... until she gags and her cheeks billow for a moment as Mio's limits are reached - roughly around the 6th massive gout of jizz pumped inside her backside.
That seed sprays from between their lips, Mio too busy shuddering in braindead climax to have announced it. Selene swallows noisily and just holds on tight as the excess cascades onto her tits from Mio's parted lips, her expression a perfect mirror of her well-ruined mind. It's only when the Fum stops his infernal
fucking to seethe and snarl and milk out the last few drops - each vestige worth a regular man's entire output - that the Android partially reboots, eyes dimming and blinking, hanging limply from the grip tight around her head - one finger over her right eye and blocking it closed, other hazily locked onto Selene and her dreamy smile.
Then the Fum rears back, pulls out, ignores the impressive, arcing spray of spunk from Mio's well-fucked ass... and lines up against her lust-slick cunt, the Synthetic mewling in feeble anticipation.
<span style="color:#3DFF61">"Yaaah... I don't think he's gunna let us go. But that's ok! Sssh, it's ok! I mean, you came to try and rescue me, right? So, like, someone will come along and rescue us soon! Totes."
"Right? Right. Totally~."</span>
<<linkreplace "Contact lost with MERCANOID Unit M10.">><span style="color:#3DFF61">"Yaah!... aaaany secon' now..."</span> Selene slurs, unable to reel her slathering tongue back past her lips to clear her speech, delighting whenever it slips around the grotesque, monstrous prick before her to graze, however fleetingly, against Mio's as it dances the same dance.
<span style="color:#E5CEF3">"Totally!... Any second... then we can stop doing... t-this..."</span> Mio concurs with a slight nod, but not strong enough to interrupt her tongue-bathing task. Can't stop. But she still makes the minuscule risk of tilting her head for a better slurping angle so she can catch glimpses of Selene from the other side of the throbbing spire before them, glistening with layers of one another's spit.
<b>-SMACK!-</b> Well, two smacks, ringing out in almost perfect unison, followed by two petite, exhausted gasps. The Fum's malformed hands swing in from either side to grab a fistful of ass, one synthetic, one Fae, both wonderfully palm-filling. Possessively tugging them both closer, as if the pair could get any closer than they are now - heavy, weighty tits bolstered with magic mashed up against and around one another at the base of his shaft for constant pressure, glistening with the sloppy excess that drips from their talented tongues. Hands encased behind their backs with organic armbinders, squirming shapeless lumps of hive-flesh, denying them their touch, ensuring it can only come from actions that, in turn, pleasure him.
Around the lab, a dozen bloated bellies swaying and bulging with the spawn within them quickening, pushing, eager. The two favourites of the Fum are no different, swollen stomachs grinding against the brute's chunky legs as he lounges in his throne of flesh, the hive beneath their knees a comforting padding and an unbreakable shackle all at once. It means they lean more against him, put more grinding, milking effort into their dual-titfucking and their unsubtle 'accidental' kisses... and it allows him to feel his prime spawn as they grow and prepare for the trials to come, felt through the taut skin of his pet's pregnant bodies.
<span style="color:#3DFF61">"Yuh! Buhhht... in the meantiiiime..."</span> Selene giggles happily, her deep emerald eyes flashing a sickly moon-yellow as the Fum's hand upon her rear glows with the same light for a moment, topping up her dose. The same happens to Mio a moment later, before he busies himself with working a prick-thick thumb into either vulnerable, welcoming asshole, delaying the Synthetic warrior's response for a moment as she groans.
<span style="color:#E5CEF3">"Y-yeah! In the meantime... Let's... yeah~..."</span> Mio thoughtlessly parrots, planting a thick, full-lipped kiss upon the sensitive pillar before her, gasping as a thick gout of that glob-thick spunk drools down to smear them both, like the after-bursts of a volcano. Just about as hot on their oversensitive skin, too. Obediently, they shift in close to lap it up, shivering at the obscene taste... and at the many spunk-swapping kisses they get to steal from one another in doing so.
It's fine. Soon the Cleaners will come, and this will all be over for them...
The Fum's uneven lips peel back in a blunt-toothed, malicious grin. It's fine. Soon the Cleaners will come, and his army will be born and ready to make them family, too.
<<if $fantasize is 0>><b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Reload a save, or restart.
<</if>><<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>><</linkreplace>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: M-Rating.
</div>
<hrt><hr></hrt>
The M-Rating is Terran parlance used to measure how near or far an individual In/Vari traces their ancestry to Monsters. A higher number means a closer ancestry, and, as a result, a more monstrous form.
<br><br>
The scale of 1-3 is as thus, using Lizards as an example.
<br><br>
M1 In/Vari, or Demi, are the most populous and heavily resemble the Precursor race of Terra. Upon this Precursor 'base' will be aspects of their monstrous heritage - using our example, an M1 Lizard might possess light scale patterns around the terminus of their limbs and sides of body, sharper claws, longer, forked tongue, reptilian eyes and potentially horns and/or a tail.
<br><br>
M2 In/Vari, or Monsterkin, are less common but plentiful enough. Their monstrous influences are increased - an M2 Lizard may have entire limbs cloaked in scales, or even their entire bodies, up to and including the face either partially or fully covered. Hands and feet become more animalistic - three-fingered and well-clawed, or with reverse-facing dewclaws upon either foot's heel. Some may even have their entire lower bodies replaced with alternative locomotion - the long body of a snake, for example.
<br><br>
M3 In/Vari, or Monsterform, more closely resemble their beastial influence than they do their Precursors. By this point they possess animalistic heads - snout, muzzle, etc - albeit capable of speech, should they feel so inclined. Intelligence is a mixed bag, sometimes hampered by much higher instinct drives - but this is not a general rule. M3 also tend to be much bigger than lower M-rated individuals - the Lizardmen of the Terran island 'Mizer's Grave' easily tower over almost all others.
<br><br>
General speaking, the M-Rating is nothing more than a rough classification. It is further confused by the presence of randomized mutations, such as unorthodox skintones or chimeric crossbreeding.
<<include "Codex Return">><</nobr>><<nobr>>
<<set $icon_marker_blank_24 to "https://i.imgur.com/5tFzfTt.png">>
<<set $icon_marker_blank_48 to "https://i.imgur.com/GnU9sGU.png">>
<<set $icon_locked_door_north to "https://i.imgur.com/wIUJUas.png">>
<<set $icon_checkpoint_a_lock to "https://i.imgur.com/SMbmrJv.png">>
<<set $icon_checkpoint_b_lock to "https://i.imgur.com/K0fhn15.png">>
<<set $hab_a1_lock to "https://i.imgur.com/CDvwnOX.png">>
<<set $hab_a2_lock to "https://i.imgur.com/4NC8fUV.png">>
<<set $hab_a3_lock to "https://i.imgur.com/9pOfSsx.png">>
<<set $hab_b1_lock to "https://i.imgur.com/oeJHG3v.png">>
<<set $hab_b2_lock to "https://i.imgur.com/iV7tZk6.png">>
<<set $hab_b3_lock to "https://i.imgur.com/9pOfSsx.png">>
<<set $monster_pens_lock to "https://i.imgur.com/ntcSira.png">>
<<set $monster_pens_lock_E to "https://i.imgur.com/aiJX5FT.png">>
<<set $corridor_b_lock to "https://i.imgur.com/TUzAuqO.png">>
<<set $engineering_annex_lock to "https://i.imgur.com/Mqlt4JU.png">>
<<set $storage_lock to "https://i.imgur.com/zV9r1p3.png">>
<<set $wall_door_open_vert_24 to "https://i.imgur.com/rNtf3fQ.png">>
<<set $wall_door_open_hori_24 to "https://i.imgur.com/uHzAawv.png">>
<<set $wall_door_locked_vert_24 to "https://i.imgur.com/rWYcezN.png">>
<<set $wall_door_locked_hori_24 to "https://i.imgur.com/vlPXyn5.png">>
<<set $wall_window_vert_24 to "https://i.imgur.com/sb32Z7W.png">>
<<set $wall_window_hori_24 to "https://i.imgur.com/mawXKpq.png">>
<<set $wall_door_open_vert_48 to "https://i.imgur.com/195ZfKX.png">>
<<set $wall_door_open_hori_48 to "https://i.imgur.com/hrsfono.png">>
<<set $wall_door_locked_vert_48 to "https://i.imgur.com/bR0b5a5.png">>
<<set $wall_door_locked_hori_48 to "https://i.imgur.com/JgigE2f.png">>
<<set $wall_window_vert_48 to "https://i.imgur.com/L0udb1l.png">>
<<set $wall_window_hori_48 to "https://i.imgur.com/Za4NuXw.png">>
<<set $Player_Icon to "https://i.imgur.com/QTw5I5v.gif">>
<<set $Player_Icon_24 to "https://i.imgur.com/wUf0EHW.gif">>
<<set $MAP_PLACEHOLDER_24 to "https://i.imgur.com/JXxEWWg.png">>
<<set $MAP_PLACEHOLDER_48 to "https://i.imgur.com/h4WZkOh.png">>
<<set $MAP_MERCANOID_STORAGE_MODULE to "https://i.imgur.com/k8Mk8Mi.png">>
<<set $MAP_MERCANOID_ANNEX_A to "https://i.imgur.com/G3LLagK.png">>
<<set $MAP_MERCANOID_SECURITY_OFFICE to "https://i.imgur.com/XjmOOnh.png">>
<<set $MAP_MERCANOID_THE_ARMOURY to "https://i.imgur.com/lb6wbv6.png">>
<<set $MAP_MERCANOID_CORRIDOR_A to "https://i.imgur.com/eouvJey.png">>
<<set $MAP_MERCANOID_HAB_A to "https://i.imgur.com/t9FMoZM.png">>
<<set $MAP_MERCANOID_HAB_B to "https://i.imgur.com/wFu0xVk.png">>
<<set $MAP_MERCANOID_BREAK_ROOM to "https://i.imgur.com/imQgxlk.png">>
<<set $MAP_MERCANOID_CHECKPOINT_A to "https://i.imgur.com/IosW0uD.png">>
<<set $MAP_MERCANOID_DOCKING_ACCESS to "https://i.imgur.com/uLT5O48.png">>
<<set $MAP_MERCANOID_DOCKING_ADMINISTRATION to "https://i.imgur.com/g5XuL4J.png">>
<<set $MAP_MERCANOID_ANNEX_B to "https://i.imgur.com/peantGl.png">>
<<set $MAP_MERCANOID_RESEARCH_DORMITORY to "https://i.imgur.com/i9jjGQf.png">>
<<set $MAP_MERCANOID_RESEARCH_DORMITORY_SUB to "https://i.imgur.com/fnOmOJf.png">>
<<set $MAP_MERCANOID_RESEARCH_DORMITORY_TOP to "https://i.imgur.com/PEZXyl0.png">>
<<set $MAP_MERCANOID_BYPRODUCT_RESEARCH to "https://i.imgur.com/gFQc6Rq.png">>
<<set $MAP_MERCANOID_PRODUCT_DEVELOPMENT to "https://i.imgur.com/NpZOKDo.png">>
<<set $MAP_MERCANOID_PRODUCT_TESTING_A to "https://i.imgur.com/FICH4tz.png">>
<<set $MAP_MERCANOID_PRODUCT_TESTING_B to "https://i.imgur.com/WTAhNLY.png">>
<<set $MAP_MERCANOID_MONSTER_PENS to "https://i.imgur.com/Y1HMtXL.png">>
<<set $MAP_MERCANOID_CHECKPOINT_B to "https://i.imgur.com/tmNFiGp.png">>
<<set $MAP_MERCANOID_SENTIENT_RESOURCES to "https://i.imgur.com/gIZRUe8.png">>
<<set $MAP_MERCANOID_CORRIDOR_B to "https://i.imgur.com/PS5nmk1.png">>
<<set $MAP_MERCANOID_ENGINEERING to "https://i.imgur.com/KCW7i02.png">>
<<set $MAP_MERCANOID_OBSERVATION_ACCESS to "https://i.imgur.com/koudBFT.png">>
<<set $MAP_MERCANOID_OBSERVATION_DECK to "https://i.imgur.com/8xvUofu.png">>
<<set $MAP_MERCANOID_UNDERCROFT_ACCESS to "https://i.imgur.com/phjDOky.png">>
<<set $MAP_MERCANOID_UNDERCROFT to "https://i.imgur.com/d8dCvUQ.png">>
<<set $MAP_MERCANOID_THE_SLED to "https://i.imgur.com/SvDbzqL.png">>
<<set $MAP_HOTEL to "https://i.imgur.com/ilJVQE3.png">>
<<set $MAP_SCULPTURE to "https://i.imgur.com/7bCQWL0.png">>
<<set $MAP_LIGHTHOUSE to "https://i.imgur.com/oeaHtZN.png">>
<<set $MAP_PIER to "https://i.imgur.com/rmFybIB.png">>
<<set $MAP_PIERBASE to "https://i.imgur.com/gposHmE.png">>
<<set $MAP_BEACH3 to "https://i.imgur.com/AhXjNeq.png">>
<<set $MAP_BEACH2 to "https://i.imgur.com/zULaChB.png">>
<<set $MAP_BEACH1 to "https://i.imgur.com/9rqwgLP.png">>
<<set $MAP_RUIN to "https://i.imgur.com/O09y5qK.png">>
<<set $MAP_YACHT to "https://i.imgur.com/43DsGaj.png">>
<</nobr>><span style="color:#F33898"><b>Lost 25 Focus!</b></span>
<span style="color:#61EC68"><b>Success!</b></span>
<span style="color:#F65050"><b>Failure...</b></span>
B4B3 <span style="color:#D891EB">""</span>
Mio <span style="color:#E5CEF3">""</span>
Iziria <span style="color:#EE488A">""</span>
SAM-ii <span style="color:#F4CE30">""</span>
Jii'Kii <span style="color:#77EFBF">""</span>
Goo Doll Spokeswoman <span style="color:#FE84E5">""</span>
Slammia <span style="color:#FF3D76">""</span>
Travesty <span style="color:#FF923D">""</span>
Selene <span style="color:#3DFF61">""</span>
Isolde <span style="color:#FF6F37">""</span>
Blankenship <span style="color:#5DB8DE">""</span>
Generic Bad End R1 <span style="color:#50F6F0">""</span>
Generic Bad End R2 <span style="color:#50F6A2">""</span>
Dizz <span style="color:#3DE0E9">""</span>
Serenity Veil <span style="color:#C7FFD8">""</span>
M4X <span style="color:#efeae1">""</span>
iSIS <span style="color:#f4dcdc">""</span><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>In/Vari</b>
<br><b>Heritors of Terra</b>
</div>
<hrt><hr></hrt>
Vari and Invari are the dominant species of the planet Terra. They are Transgenic entities; chimaeras of the extinct-by-evolution precursor race 'Human' combined with any one of thousands of potential organisms from the planet's rich history of life.
<br><br>
A Vari takes after Vertebrate life; Mammals, Birds, Fish, Reptiles and Amphibians. An Invari, conversely, takes after Invertebrate life; Insectoid, Arachnid, Mollusk, Crustacean and the various stranger classifications of oceanic life. Classified by their 'M Rating' (with a lower number meaning less specialized body features/mutations), In/Vari as a collective are often referred to in the manner just demonstrated, with the slash communicating the minor difference between them.
<br><br>
There are and have always been since inception more Vari than Invari, likely as a result of compatibility with the host genes (Human). In the current age, the social differences between Vari and Invari are petty to the point of being meaningless. Closer to their inception, however, Vari were the first to resume the act of civilization, whereas Invari - with minds ever so slightly more alien, bodies ever so slightly unfamiliar - lagged slightly behind and formed the majority of more isolationist populations, making them less common and at times misunderstood figures in blossoming societies.
<hrt><hr></hrt>
<<linkreplace "In/Vari Origin">>
In/Vari came about as a result of the infection of Humans and Terra's surviving wildlife with the 'Survirus', a mutagenic smart-virus that was unleashed in order to ensure mankind's survival from the near-total devastation of the planet's surface - no matter what form that survival might take. Adapting them to a rapidly changing world bathed in radiation (or 'Glow'), the virus was given free rein to draw from its extensive databanks of recorded life and adapt those it infected to survive in their new habitats... or, at least, ensured their offspring would survive.
<br><br>
With this in mind, the most common In/Vari are aquatic in nature, but due to the specialized equipment many of them require to live comfortably out of the water - if they can even leave at all - the majority known to the Galactic public are land-based. Species with strong, domesticated ties to historic Man are thought to be the most common; Felines, Canines, Rodents, Avians, etcetera etcetera.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "In/Vari Culture">>
In/Vari culture is nigh-impossible to paint with a single brush. They are a species of incredible diversity. Having said this, In/Vari often find kindred in similar races. Dogs enjoy the company of Dogs. Cats enjoy the company of Cats. Birds of a feather, so to speak, flock together. By no means do In/Vari hold prejudice against other varieties; merely a small, subconscious preference.
<br><br>
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "In/Vari Biology">>
In/Vari are an exceptionally hardy people. Perhaps more than any other race on Terra, they benefit from radiation exposure to degrees almost miraculous. 'Glow' can knit their wounds shut, keep them healthy, and even prolong one's lifespan. Furthermore, their immunity to the negative effects of radiation exposure allows them to harness it freely, leading to the rapid development and dominance of Glotek. As Terrans spread out into the wider Galaxy, however, they have become increasingly welcoming of alternative power sources - particularly those less likely to reduce new companions of alien species without radiation tolerance to ash.
<br><br>
Historically, In/Vari were born from the mutation of not only Man but suitable animals, too. The end result - achieved around 75 years after The Ends - is indistinguishable in meaningful terms from one another, regardless of human or animal heritage.
<br><br>
In the end of cross-race breeding, the child typically takes primarily after the one responsible for bearing it, with influences of the sire. This is not always the case, but it is the most likely outcome.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Places">><<dialog>>
<<include "Codex - Places">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Terra and Sol.
</div>
<hrt><hr></hrt>
Terra (formerly known as 'Earth') is the primary habitable planet of the Sol system. All but destroyed by a series of natural and manmade cataclysms known as 'The Ends', its few survivors adapted and flourished in the new world that rose from its ashes. It is approximately 94% covered by water, though this percentage was much lower in the old world. A number of its cities are therefore artificial and are located either beneath or upon the ocean surface.
<br><br>
Up until relatively recently, a portion of the planet's surface was occupied by the 'Pyksielands Domes': large mist-covered anomalous regions that occupied an altered space of Terra. Upon their collapse, these locations were forcibly integrated into the Terra of reality, further reshaping the planet's surface.
<br><br>
As a result, habitable zones of the planet are wildly varied, ranging from old-world cities in varying states of rebuilding, new villages, towns and cities often built upon and around mountains or upon artificially created islands, or the fantastical miniature realms of the Pyksielands.
<br><br>
Despite being the cradle of Humanity's descendants in all their varied forms, Terra does not hold the majority population of most of its child species. The moment they were able to reach the stars, Terra's denizens spread out from the cramped planet in search of new worlds. It remains cared for and populated primarily who those who feel a homely connection to it, or those who are using it as a base from which to terraform and colonize the rest of the Sol system.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Gremlins</b>
<br><b>The Heart of the Party</b>
</div>
<hrt><hr></hrt>
Gremlins are a Terran species distinguished by their oft-diminutive size, vibrant colouration, and combined animalistic features. They are hybrids of Humans and any two other creatures - however, only creatures with Dim World 'English' names consisting of 3 letters. Cat, Rat, Bat, Dog, and so on and so forth.
<br><br>
There is seemingly no limit to the colouration of Gremlins. While they tend to bear colours that blend or contrast well together, their skin, hair and eyes can all be wildly different. Blue is considered the most common skin tone, likely as a result of the runaway success of the ZZ Tribe of Corsoma. The majority of Gremlins are under four and a half feet in height, though 'Bouncers' tend to exceed this dramatically, even after their service has ended.
<br><br>
Gremlins are an industrious sort, living reduced lifespans compared to most of Terra's Varied Life species. They are adventurous, almost always eager to help a fellow in need - but above this, they love to party. They work hard, and they play hard. They take exceptionally well to augmentations of all kinds, and it is not uncommon to see a Gremlin with a prosthetic they chose over the ordeal of months of bed rest after a major injury.
<br><br>
They are one of the more common sights among the Galaxy, and act as beneficial ambassadors of Terra; they are quick to grasp even alien technology, they get fit into places a lot of others can't, and they can figure out how to ferment just about anything. Few are the crews who don't appreciate a Gremlin among their ranks - though at the same time, few are the Captains who consider them their first choice.
<hrt><hr></hrt>
<<linkreplace "Gremlin Origin">>
The origin of Gremlins is hotly contested. If you were to ask the mischievous little fellows yourself, you would get one answer: "I'unno!" Gremlins were created at some point in the Dim World, likely as a mere few specimens. During the Howling Age, their numbers exploded, making them a common sight as Varied Life took its first footsteps back into sentience.
<br><br>
Created by Man, likely in an effort to create either a worker race or some form of sentient pet, it is widely believed that the strange limitations of Gremlin animalistic influences - the three-letter rule - is a result of the program that handled their genetic encoding being limited to 3 letter selections due to insufficient forethought.
<br><br>
Strangely, Gremlins were also found upon the flying city of Ponnahil and even the Pyksieland Domes, largely unchanged. In the case of the latter, it is thought that the corruptive influence of the Domes simply could not figure out what to do with the colourful little weirdos, and thus merely scrambled their memories.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Gremlin Names">>
Gremlins have very strict naming conventions, comprised of up to three parts.
<br><br>
Part one is two letters, first a consonant, second a vowel. Bi, Ku, La, Mo. This is the Gremlin's true name, their individual self. The second part is their tribe: Gremlin tribes are all double consonants, such as ZZ, DD, TT, KK, etc. Thus, the examples above would become Bizz, Kudd, Latt, and Mokk.
<br><br>
Finally, a Gremlin who takes on the role of Bouncer to safeguard their tribe - or, in more modern times, safeguard a crew or other such population - gains the honour of a final vowel, differentiating them from the rest of their kind. To further build on the examples above, those might be Bizzi, Kudda, Latto, or Mokka.
<br><br>
A Gremlin who has forsaken their tribe, or simply needs some alone time, will simply go by their first two-letter name. It is extremely rare - even in these times - for a Gremlin to use any other form of name, but they may take on titles if they so wish or have them foisted upon them by others.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Gremlin Culture">>
Gremlins are all, as a general rule, good at gathering and good at tinkering. However, they tend to specialize in one or the other, and this distinction links back to their original Tribes. These Tribes were and largely are still categorized into two distinct halves: Builders and Gatherers.
<br><br>
This was an intentional evolution of their culture in order to facilitate gene-spreading, for Tribes of opposing purposes would regularly meet: Builder tribes would trade mining and gathering tools for the minerals with which to research and make better ones. And, of course, enjoy a massive booze-up in the process. Inevitably, Gremlins would wind up getting confused in the hangover-riddled aftermath, wander off with the wrong tribe, and then simply go with the flow once they realized what happened.
<br><br>
Of note in Gremlin culture is the idea of the Bouncer: figures elevated above all other Gremlins. The closest thing to a military they ever had, Bouncers undergo intense physical and cybernetic augmentation, becoming taller, leaner and meaner, with a singular purpose: protect the party at all costs. Any Bouncer who completed their service would keep the extra vowel affixed to the end of their names as a badge of honour, and would almost certainly live out the rest of their days oversexed, overfed and overkilled.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Gremlin Technology">>
Gremlin technology is often personified by extreme 'jank'. Their creations are remarkably effective, but also look as though they might explode at any moment. Thankfully for all involved, this rarely comes to pass. Pioneers of the Glowtek movement, Gremlin technology is thought to be the root of several inventions that Terrans now find indispensable - albeit... 'cleaned up'.
<br><br>
The reason for their innovation is simple: sex and booze. Whenever tribes met, particularly Builders and Builders, fierce contests of inventors against inventors would inevitably take place, with the winners drowning in beer and pussy: history indicates that in one tragic instance, this became literal.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Gremlin Biology">>
Gremlins are, as mentioned, chimaeras of Human and two other creatures of 3-letter names. Some are more common than others, however: those being Rat, Bat and Cat. It is unknown if this is due to any particular 'survival of the fittest' drive they possess, or if these 3 traits more easily rise to the top via genetic quirks.
<br><br>
When Gremlins crossbreed, the result is almost always a Gremlin - regardless if they are the bearer or the sire.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Fae</b>
<br><b>The Fae Agenda</b>
</div>
<hrt><hr></hrt>
Fae - also often referred to as 'Pyksielanders' - are the Varied Life of the Pyksieland Domes, having evolved separately from the rest of Terra under the influence of major anomalous activity. They are an extremely varied kind even by Terran standards, with many under the label defying logical classification of living begins: Fae do not have to make sense, they merely have to be Fae.
<br><br>
As a result, it is extraordinarily difficult to categorize and define the Fae. They range from the populous Elves to the strange and haunted Possessed, to the cunning Demons and harmonious Angels, to mischievous Goblins and industrious Dwarves, to mighty Dragons and powerful Orcs... this author could go on for weeks but shall refrain. They are the stuff of imagination and fantasy given physical form and violently enmeshed with a reality that did not ask for them but is nonetheless now stuck with them.
<br><br>
In the aftermath of Unifaecation, Fae find themselves in a world with diminished Magic. To stress: diminished, not without. As such, in Terra's spacefaring age, they often find themselves drawn - consciously or otherwise - to locations in the Galaxy rich in its ancient presence.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>The Lost and Found</b>
<br><b>Transhuman Transformers</b>
</div>
<hrt><hr></hrt>
The Lost and Found are a unique Terran species of partial Synthetics. Their true forms are little more than loosely-mobile black sludge which is capable of holding and discharging electricity. They are extremely adept at infiltrating and taking over mechanical shells. Thus, it is far more likely to meet a Lost (and especially a Found) in the form of a machine, usually (but not always) bipedal.
<br><br>
Hailing from the vault city of Corsoma, Lost are distinct from Terran Synthetics due to their origin: their minds were once Human. Lacking the means to create artificial intelligence of the level required for their design, the dead Empire instead used human prisoners, converting their minds down into the black mulch that comprised their new bodies. When The Ends came, the Lost were left to gestate in the secret facility they were being engineered in, dormant and quiet. When power was restored to the region after the Howling Age ceased and intelligence reigned once more, the Lost awoke and breached their containment, slowly figuring out how to move in their new bodies and alien, re-engineered minds.
<br><br>
Contact with the rest of Corsoma was slow but steady, aided by the first few Lost to become Found. To become 'Found', an individual Lost - insofar as a Lost can be an individual, explored below - must find a shell that they find perfectly agreeable. Lost, having been once Human, face a unique challenge in life and in mind: being that it is so easy for them to acquire and inhabit new bodies, they have significantly higher standards for what makes them happy with a chosen body. Once they've found a body they are comfortable with, usually after extensive modification, they bond to it on a semi-permanent basis. Found are, as a general rule, cheerful individuals who often devoted much of their time to helping other Lost achieve this goal- but these days, almost all Lost are Found.
<br><br>
Lost who spend too much time in a body they disagree with will begin to disassociate, their sentience slowly degrading. If this becomes total, the Lost becomes feral - 'Adrift' - however, they can still be saved by bringing them back to the central vat from which all Lost are born. There, they will rejoin the nanite processing pool, mingle with other minds, and emerge changed in subtle but meaningful ways to have a second go at life.
<br><br>
Due to a drastic shift in the circumstances the Lost now face, the vast majority of Lost are Found, with only the youngest or most stubborn remaining Lost. In the bowels of Corsoma, they were limited in what forms they could salvage and take. In the spacefaring age of Terra, they possess the means to make whatever bodies they want, which has made things far easier. They remain benevolent and generous people, even to this day.
<br><br>
They share similar origins to the Jarks, and have good relations with them.
<hrt><hr></hrt>
<<linkreplace "Lost and Found Names">>
Lost will typically be named after simple concepts or roles: names like 'Security', 'Builder', or 'Safety'. Found, with their sense of self secured, will often take on more bombastic personalities and thus more imaginative names.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Angels</b>
<br><b>Hell to Pay for Divinity</b>
</div>
<hrt><hr></hrt>
Not to be confused with the denizens of Heaven, or some Pyksielands-corrupted Angels trapped in the realm of reality. This entry refers to the ordained and tested beings of the mutagenic religious organization, Chrysalis.
<br><br>
In short, Chrysalis believe that in the absence of a God - who we now know has shut the gates and locked them tight - one must be created. This is not a particularly uncommon stance (indeed, all three major factions of Corsoma believed this to some extent), but Chrysalis take it to an extreme step by attempting to <i>become</i> this divine ideal.
<br><br>
This is where the Angels come in, but they should not be mistaken for flowing blondes with feathery wings. Angels are the result of intense, self-inflicted mutation, taking on forms that oft remain bipedal but with significantly enhanced capabilities. The vast majority of Angels have either porcelain flesh or deepest obsidian, with solid eyes and seams running down their body that glow brightly, often (but not always) gold. They are idealized shapeshifters, capable of altering their bodies quickly and tactfully, though they trend towards towering forms with four arms and some form of wings. While immensely powerful, none of them have achieved the ideal they strive for yet: every ordained member of Chrysalis has a limit to how far they can change, and the only way to discover it is to try. Angel is the current highest 'rank' achieved, and it is not done without immense sacrifice.
<br><br>
Those on the road to becoming Angels have far less control over the mutations that wrack their bodies. Particularly common is the loss of ability to maintain their face, often twisting into jagged, strangely-shaped maws and too many eyes. As a result, many wear masks and flowing robes to conceal their maladies. Those who reach their limit can, with the aid of the congregation, ease their mutations into a stable form - though recovery can still take a long time. Even if this limit is below that of Angel, they are commended for trying, and are honoured within Chrysalis.
<br><br>
Chrysalis remain hopeful that, someday, someone will achieve the mantle of God. They do not particularly care if this individual is a Terran, which has led to an interesting acceptance of Xeno species into their ranks; likewise, there are those not of Terran origin who have accepted their religion.
<hrt><hr></hrt>
<<linkreplace "Angel Names">>
All who have achieved the form and rank of Angel go by names that contain the letters A, O, and X: signifying the Alpha, the Omega, and Chi of a dead Human language. There is no rule as to which order these letters appear in their names, but they may only be used once per name.
<br><br>
Examples might include Xaro, Aveliox, or Kosixaru.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: The Survirus.
</div>
<hrt><hr></hrt>
The Survirus refers to a beneficial plague that helped Terra overcome many of the Galaxy's 'Great Filters' - challenges most planets with intelligent life will face that may lead to extinction or stagnation if not overcome. While the precise origins of the Survirus are not known - despite extensive efforts to uncover them by certain factions - its effects are widely understood, even to the general populace.
<br><br>
The Survirus is at least partially intelligent and heavily mutagenic. Loaded via unknown means with information about all manner of Terran lifeforms from the World Before (see: Dead World), the virus was easily transmissible among 'Humans' and all manner of creatures. Its sole objective was to keep those it infected alive by adapting them to a rapidly changing world - even if it meant turning them into something new entirely by mixing and matching genetic mutations.
<br><br>
When The Ends came, those upon Terra's surface who were not infected with the Survirus invariably perished. Those who were swiftly mutated to deal with rising tides, tectonic activity, floods of 'Glow' radiation and all manner of conditions hostile to life. As Terra settled into its new form, the Survirus did the kindest thing it could do in the circumstances: it reduced the surviving population to instinct-driven beasts, a gap in history known as The Howling Age.
<br><br>
After the Howling Age, a rather sudden return of sentience saw Terra repopulated by Humanity's descendants in their many forms - chiefly In/Vari. It would be many years before the Pyksieland Domes - another method by which Terrans changed and survived - would come down, leaving the Survirus with majority credit for Terra's reconstruction from the brink of total collapse.
<br><br>
As for the virus itself, it slowly died out when it was no longer needed: its children now fortified against radiation, disease and all manner of hostile conditions.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Imps</b>
<br><b>The Biggest Things in the Smallest Packages</b>
</div>
<hrt><hr></hrt>
Imps are not to be confused with the lower-ranking subspecies of Demon. Imps, the aliens, are a big deal. They're <i>the</i> big deal of the Galaxy. The oldest species alive next to the Neuvo, and the ones in charge. They number less than 300 individuals in all the Galaxy, with roughly a quarter of that number being extremely youthful by the race's standards: newborns in the wake of the devastating war crusade of the Befrar Collective in the Second Pan-Galactic Conflict (though all already at least three decades old at the time of writing).
<br><br>
Imps are short: this is undeniable... at least in their preferred forms. 'Shortstack', whilst a crude descriptor, is an undeniably accurate one - be they male, female, or whatever in-between or beyond, Imps do not breach 3 feet in height even when accounting for their 'crowns', horn-growths that encompass the head from the forehead up and sometimes below. These will be chiselled and shaved into desired form, and safeguard the roots of the bundled muscle-cables that spill down their backs - and one from the top of their head, often and thickest and most pliable in shape. They possess small wings of decorative value - seeing as they can float with their minds, or simply 'walk' upon their cable tentacles - and they trend towards pear-shaped bodies, though all are capable of slow and steady shapeshifting of their forms. Many will lean towards exaggerated proportions in the modern day: it's simply in fashion. In terms of colouration, the world is their oyster. Imps can change their colours through force of will, but many will stick to between two and three colours with assorted patterns across their skin. Their bone-crowns are often white, gray, or black, and their tentacle cables tend to be brighter in colour towards the tips, which can be manipulated into various shapes; the one from the top of their head in particular can serve many aesthetic and functional purposes given its strength.
<br><br>
The true strength of the Imps lies in those prehensile 'cables'. They can be unwoven at will, splitting into a great many number of flexible, stretchable exterior muscles which can be woven around their bodies and formed into their Imperial forms: devastatingly strong, and often standing at 8 feet tall as a general rule, with gem-like growths capable of storing and emitting great quantities of power appearing on their shoulders, hips, and central torso (either on or below the chest). The backs of these unwoven cables are capable of hardening into bone-like calcified plating, leaving them with natural armour formed over key protective parts of the body, exposed pieces (such as portions of arms and legs) bearing the tight, visibly straining muscle of the cables beneath. With their actual bodies encased in these biomechanically armoured forms, Imps become ludicrously fast, obscenely strong, and capable of the sort of power needed to destroy <i>entire planets.</i>
<br><br>
Thankfully, Imps are extremely unlikely to do this. They're lazy, and would rather have a good time indulging in the vice afforded to them with their station and nigh-immortal lifespans.
<br><br>
When it does come time to act, Imps are largely guided by Neuvo ambassadors and advisors, who they hold in high regard as much as they behold them with irritation.
<hrt><hr></hrt>
<<linkreplace "Imp Origin">>
No one knows, except for the Neuvo. Which really bloody annoys the Imps.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Imp Names">>
Imp names are always three letters in length, with single, sharp-sounding syllables. Zot, Zak, Tik, Rok. However, every single Imp without fail will possess a lengthy, breathtaking title that they will expect to be addressed by at least once in any given meeting - for example, Jad, She of the Eternal Grace and Passion, Mistress of the Daughters of the Dead Star and Great Kisser.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Imp Culture">>
Imps run the Galaxy. This is no secret. At the very least, if one wants to do business on a scale that comes into the attention of the local Imp in control of that sector of space: they are to be kept happy. Those who have tried to combat this golden rule invariably end up paying for it, but the good news is that Imps, as a general rule, are not dictators. They're extremely 'hands off' because they're extremely lazy and hedonistic, and will usually only step in to interfere with a planet when their hands are forced by the actions of their 'children' - referring to any Species born on any planet under their extensive solar domains. Generally - be polite, use their titles, and never turn down a drink: not just because it's rude, but because Imp wine is the most primo shit in all of known space.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Imp Conflict">>
It is of some comfort to Terran society that even the most respected races in the Galaxy still have their squabbles. Imps, for all their carefully maintained regal imagery, will still disagree, still fail to find mutual ground, and will still escalate to combat when needed.
<br><br>
However, Imps fighting one another in their Imperial forms is rare. The simple fact is - though they'll never admit it - that as confident as Imps are in their overwhelmingly destructive capabilities, their greatest chance of failure comes from fighting other Imps. In a 1v1 situation, 50% of people lose. When it comes to martial arts and combat techniques, Imps are notoriously isolationist, which over the centuries has created an atmosphere akin to the Precede World's policy of Mutually Assured Destruction. Just replace Nuclear weaponry with any number of potential fantastical hypotheticals.
<br><br>
As a result, Imps tend to resort to games. This can range from something as simple as a 'best out of three' board game, or something of a grander scale. Typically it's the latter, as it provides an opportunity to flaunt their wealth and influence, and the most common form this takes is Wargames with hired armies. A location is chosen, the stakes set - one side successfully overwhelms the other, capturing a key objective, etc - and the forces are rallied with credits, favour and, sometimes, pardons.
<br><br>
It is of little surprise that the Imps greatly favour Sneerz, Rakumo and Befrar mercenaries for their fearsome reputations, but this is down to the individual. Vek, She Who Guides The World, Moon and Star With Infinite Wisdom and Grace (to use her full title) holds excellent and profitable relations with the species-wide Union of the Unquiet, putting their engineering skills to good use in defensive battles that often leave battlefields looking better after the conflict than they did before. Increasingly popular are Terrans: their unnatural radiation-fed hardiness allows several safety codes to be 'accidentally' overlooked, and permits the pursuit of strategies that even a combat-crazed Rakumo would gawp at.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Neuvo</b>
<br><b>Assistants to the Stars</b>
</div>
<hrt><hr></hrt>
The Neuvo are an alien species of powerful psychics who rank among the eldest sentient races in the Galaxy, on par with the Imps. They are specially-adapted lifeforms for their unique mental capabilities, which they can use to read, influence and manipulate minds, as well as peer into the fabric of time and space. They are powerful but uncommon - though not quite as extremely so as the Imps. Many Neuvo act as ambassadors and advisors to Imps, though their counsel is often found to be irritating - even if ultimately almost always correct.
<br><br>
They are completely incapable of speech, as they have no mouths. They have tall bodies with slender limbs - for the most part, that is. Few Neuvo bother with physical training of the body, but some do so for unique aesthetic desires. They have sleek three-fingered hands, and their legs end in very small 'hooves' which rarely touch the ground unless they need to put extra strength behind an action: for the most part, Neuvo simply float and fly everywhere. They are extraordinarily lightweight despite often measuring up to and over seven feet in height. Their faces are covered in smooth, bone-hewn masks grown from their own bodies, exoskeletally grown and shaped into desired form over time. Their eyes beneath this mask are sunken and glow brightly against a darkened backdrop, appearing as though they were smouldering flames that pulse whenever they 'speak' through mental links with other beings - even those of a Synthetic nature. They can be a wide variety of colourations, but trend towards pastel and pale tones, whereas their masks are almost always bone-white. They have mineral-hewn masses that grow from their heads as might hair, which can be manipulated into a variety of styles that provide aesthetic expression and extra protection for their powerful brains.
<br><br>
All Neuvo maintain their own miniature pocket dimension, which they are capable of retreating into at will. As a result, few of them have homes in the physical realm of reality; especially given that they can bring visitors into their realms with them. Particularly powerful Neuvo have larger personal dimensions, with the grand advisors of Imps often having entire estates displaced and accessible at will.
<br><br>
<hrt><hr></hrt>
<<linkreplace "Neuvo Origin">>
No one knows. Not even the Imps, which really bloody annoys them.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Neuvo Names">>
Neuvo names are lengthy and possess at least one double vowel. They sound akin to gentle breezes before terminating. Vaariikan, Jiiriiliik, Breeluuzud.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Neuvo Culture">>
Neuvo, despite their immense power, seem to be happy to serve and guide the equally powerful Imps as advisors and servants. This is not universal, however: some Neuvo are independent and will find life elsewhere in the Galaxy, often in locations where they can be around other species to benefit from empathic connections. They often become pillars of the community wherever they settle, be that in grand palace worlds or seething pirate dens.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Neuvo Interferance">>
All species born of Terra have had the same dream at some point, but none can remember it once the night has passed and morning shakes them from slumber. Pyksielanders seem to be able to remember it slightly better, but that isn't saying much...
<br><br>
<div class="noClickorSelect"><<spoiler 6 6>>
"Probes indicate that the planet is, by a number of measures, doomed. Of the many great filters, Humanity is poised to fail a good half of them. So tell me, Vaariikan... how could they possibly play a role in these 'dark times' you've foreseen, hmm?" Zot implores from her throne, the diminutive monarch unable to summon the will to lift the weight of her crown of bone. Instead, her head weighs heavily upon a balled fist aside her temple, carved horn obscuring her right eye, the left sufficient enough to glare daggers at the so-called Seer.
<br><br>
Vaariikan, quiet as ever, remains composed. Hands behind his back, the slender, almost ghostly figure still and silent save for the subtlest of drafts in the cavernous royal chamber sending flutters through his silk-like robes. Behind the three-pronged mask lies only darkness, the equivalent of eyes closed in thought... before they flare with violet flame, his voice gentle but firm, carried not upon the air, but across the mind, driven not by flapping lips but by flickering glimmers in those deep sockets.
<br><br>
"By our interjection, of course. I do not appear before you to ask permission, oh Majesty. I come to inform you of duty... and of the important role you are to play, low in effort though it may be." he explains, small twitches of annoyance painting Zot's glare - overstimulation from a voice in her head, and from his impudent words. "Some events in the cosmic tapestry are woven with strings stronger than we can pluck. This is one of them. While I believe they will survive without our interference, in some capacity... it never hurts to have insurance." the expressionless alien croons, the embers of his eyes flattening slightly from below - a subtle sign of what passes for a smile for the Neuvo.
<br><br>
"Think of it as an investment. Their planet lies within your territory, after all. Once the darkness has passed, and their mettle proven... they're all yours to boast about."
<br><br>
That, it seems, finally gets through to the ancient brat. Zot scowls... but she can't keep the smirk from forming, mind racing at the possibilities. Hundreds of years away, yes. But the prestige held by the Imps who control the birthplaces of mighty, upstart races is the envy of their kin, and Zot is no different in that regard.
<br><br>
"Very well, you insufferable crone. Where is this miserable clod of dirt?"
<br><br>
"Earth, your Majesty. Not dirt."
<</spoiler>>
</div>
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Gettyx</b>
<br><b>The Bottom of the Food Chain Punches Up</b>
</div>
<hrt><hr></hrt>
The Gettyx are a young species of bat-like aliens from a planet on the Far-Rim sectors of the Galaxy. They are diminutive, rarely measuring over four feet in height at most. They have large, bat-like ears, big colourful eyes which glow, and a wild variety of colourations. Their clothing and armour aesthetic is at once futuristic and tribal, often bearing some hallmark of their born or adopted family; a scout, for example, may wear dried fruits from different locations upon their cloak.
<br><br>
They possess membrane wings, though cannot be used for anything beyond very short gliding. The skin tightens when in use, loosening to allow them to fold the membranes back to prevent them from getting torn or stuck on things - most don't bother allowances for them in their clothing unless it's ceremonial or formal in nature.
<br><br>
They're overall a friendly and curious bunch, and perhaps a bit too naïve for their own good. But then they are a species forced to grow up with shocking speed, given the circumstances of their origin. Gettyx are largely devoted to trying to repair their damaged home world, along with curing the various other sapient species upon it - regardless of their predatory nature and cultures - of mutagenic damage caused by intense radiation released by early Gettyx technology.
<br><br>
In order to accomplish this, young Gettyx will often journey from the orbiting 'cradle' station above their world to travel the Galaxy, learning new things from alien species as they go. They are renowned for being excellent if not unorthodox mechanics, and determined and resourceful soldiers. Given their almost universally plucky attitudes, they've also become very popular in the adult entertainment industries - and while this may not strictly be useful in terms of research, it <i>does</i> pay well: a returning Gettyx with riches for the treasury is just as welcome as one with a useful piece of alien technology to adapt.
<hrt><hr></hrt>
<<linkreplace "Gettyx Origin">>
Most sapient species in the Galaxy that have achieved the status of 'spacefaring' are the apex predators of their home planet, Cerberus. The Gettyx, unfortunately, cannot make this claim. In fact, their planet is home to a grand total of five sapient species, with the Gettyx placed firmly on the bottom of that food chain. With diets primarily consisting of fruits with very minimal amounts of meat, Gettyx were further cursed by their vibrant colourations and natural glowing bioluminescence: it made them easy prey for the assorted and often gigantic predatorial cultures they were forced to share a world with, almost driving them to the brink of extinction.
<br><br>
It was only the chance arrival of a crashing alien ship that transformed the fate of these unfortunate souls, the crew dead - some on impact, and some due to the insanely high natural radiation levels found on Cerberus, which all life born there was immune to.
<br><br>
The ship was found, picked apart, and the Gettyx learned quickly. Weapons taken from the armoury, vehicles cobbled together from scraps that remained, and a power source in abundance that, they soon discovered, could be supplemented and enhanced with the radioactive crystals of their homeworld. The Gettyx made as much progress as Terrans did in the Glowing World era in just 50 Sol years... and grew too much, too fast.
<br><br>
As they expanded, learned, evolved, and began to tame their world and the predators who had conquered them for so long, they were blissfully unaware of the damage their new power source was causing. Manufacturies sprouted up and began belching pollutants into the air, causing massive, eternal storms - and the radiation emitted by their vehicles and power plants was something new. The Gettyx were immune to it, still... but the other sentient races of Cerberus were not. They began to change. They were nasty before; now they were <i>brutal.</i>
<br><br>
The tides turned once more, and the Gettyx cities began to fall as furious mutants besieged their ivory walls. The decision to flee was a swift one; already tentatively taking steps into the stars, the Gettyx pooled their resources together, tribes joining in unison, skillsets and resources combined to create the Cradle, a geostationary space station high above the storms... and there, they fled.
<br><br>
Now they toil to repair their broken world, and, in the spirit of reconciliation, cure and rehabilitate the predatory denizens down below. It is... an ongoing process.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Gettyx Names">>
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Gettyx Culture">>
Gettyx society has come together into one big nation, with the former tribes now forming castes and families. The military is mostly comprised of troopers and mech-jockeys, with most mechs being exo-suits around 8 feet in height, armed for a variety of purposes. There are scientists, artisans, merchants, and manufacturers - and then there are Fledglings.
<br><br>
Fledglings are Gettyx who have come of age but have yet to join a Profession. While less so for those seeking to join the Military, it is customary for Gettyx to take a leave of absence from The Cradle in order to explore the stars, and return with something useful; information, technology, an innovation of their own invention... a recipe for a really good stew, whatever! so long as it bears some relevance to their desired caste. It stems from the Gettyx' desire to expand the wisdom they now realize they sorely lacked, and it's a tradition that shows no sign of slowing down; the galaxy views them as immature, but not arrogant. This practice has given them something of a reputation for humility, and Gettyx Fledglings are in high demand for maintenance jobs aboard ships, especially given how comfortable many of them seem to be aboard space stations and ships.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Gettyx-Gremlin Theory">>
Given the similarities between the Gettyx and Terra's Gremlins, along with the Gettyx's youth as a species lining up with Terra's calamities and subsequent recovery, there is a growing theory that the Gettyx are <i>not</i> native to Cerberus. The theory posits, in fact, that the Gettyx are descended from a handful of enterprising Gremlins who successfully left Terran space in an early experiment in the rediscovery of spacefaring. Crashlanding on Ceberus - and naming it thus - this group, who all or at least mostly took after Bats - flourished and bred, only to eventually run into the native sapients of the world. Over time and attrition of their constant struggle, their origins were forgotten.
<br><br>
True or not, it is worth noting that Gremlins and Gettyx get along like a house and fire. In fact, a number of Gremlins have moved to the Cerberus Cradle - a rare honour. Furthermore, the name 'Cradle' is identical to the term used for Terran cities that allowed their denizens to survive The Ends. Curiosity abounds...
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Jelli</b>
<br><b>Flow like Water</b>
</div>
<hrt><hr></hrt>
Sister-species to the Helzent, Jelli are translucent semi-solid slime people who excel at shapeshifting but have difficulty holding a form without either immense focus or physical scaffolding. They are typically one solid colour that may vary slightly in tone (such as from the tips of extremities to the centre of the torso), and they have solid, glowing eyes of a similar shade to their Jelli-flesh. Solid is used both to describe that they are one, featureless colour, and that they are indeed hard. Jelli opacity is higher around their face and lower around their limbs.
<br><br>
They are a joyful and helpful race, often seeing the best in people. They are the optimist in the room, compared to the cautious cynicism of their Helzent brethren. They are almost all female-presenting, but some will occasionally 'boy mode', or may prefer to take masculine forms on a more permanent basis.
<br><br>
Jelli cannot easily maintain the shapes they create outside of their bipedal base forms, and even for those, they tend to wear long, firm 'stockings' and opera-style gloves to better maintain their arms and legs. The most common use of Jelli shapeshifting is to grow additional limbs or tentacles, often supported by specially tailored outfits with hollow sleeves and gloves to be filled on demand, allowing them to keep their intended form without focus.
<hrt><hr></hrt>
<<linkreplace "Jelli Origin">>
Jelli and Helzent both stem from a singular individual ancestor - technically a living fossil, she remains alive to this day. A powerful shapeshifter of Terran origin, possibly even predating The Ends, this figure left the planet via unknown means, alone, and settled on a dismal planet far out in space. She began to terraform the planet with her abilities, little by little, until the changes spread like wildfire. That killed some time, but during that time the shifter in search of peace and solitude finally grew lonely. She began to experiment with splitting parts of her body off and shaping them into companions, but quickly found that creating any more beings as powerful as her was a mistake waiting to happen.
<br><br>
And so, she made provisions. In the end, she came up with two distinct sister species created from her very flesh: the Jelli and the Helzent, two sides of the same coin. Jelli, capable of shifting quickly but lacking in stability, and Helzent, slower but more stable. Capable of covering one another's weaknesses and complimenting one another's strengths, both species flourished under the guidance of their mother and her knowledge. They are among the youngest sentient species in the Galaxy, but are already spacefaring.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Jelli Names">>
Helzent are family-oriented, but Jelli take it even further, to the point where their equivalent of a family name is forefront and centre. In addition, Jelli have a small pool of family names; Am, Aq, Ci, Di, Em, Ga, Io, Je, La, On, Op, Pe, Ru, Sa, Ta, To, Tu.
<br><br>
These all correspond to a Terran gemstone, and, once a point a time in the species history, would also have corresponded to their colouration; Ru, for Ruby, were red. Sa, for Sapphire, were blue, and so on. Such distinctions due to the mixing of tribes have long since become meaningless, however, and it's not uncommon for Jelli to change their family signifier to another tribe's if they find greater acceptance there; not out of spite for the one they had, but out of love for the new.
<br><br>
Jelli surnames, meanwhile, akin to personal names and separated by an apostrophe, tend to sound exotic. It's rare to find one that doesn't abuse at least one instance of 'z', 'x' or 'v', or if not those, the use of 'y' as a vowel. Their names typically end in vowels, but this is a generalization, not a rule. Am'Zaria, Ga'Hizoura, Pe'Pearixi, Ru'bydyt.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Jelli Biology">>
Jelli do not have 'cores', unlike many 'slime'-based lifeforms. The only purely solid part about them is their eyes, which function similarly (but distinctly) from cores. If a Jelli loses one or both eyes, they will find it significantly harder to maintain their form down one or both sides: however, their eyes can be grown back if they are fed a mineral-rich diet. Speaking of which: Jelli, like Helzent, can eat just about anything without issue. They are largely immune to poison of all types except magical but can be heavily affected by pheromones.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Sneerz</b>
<br><b>Better than You and Everyone Else</b>
</div>
<hrt><hr></hrt>
The Sneerz are pastel-skinned aliens with large, rounded eyes, button noses, fluffy (almost fur-like) hair and springy antennae. They range in height from between 4 and a half and 6 and a half feet (on average), and they are born with circuit-pattern markings down each limb and upon their spines, to make augmentation later in life easier. They have round, thin and long tongues with 'sharpened' tips, and sharp teeth at the front with blunted ones at the back and sides. They trend towards short, militaristic haircuts, though this varies on profession and attitude: though almost all Sneerz' attitudes can best be described as <i>lousy.</i>
<br><br>
The Sneerz have always known a universal truth; they are better than the universe. Better looking, better people, better culture, better technology; the only problem is, no one else seemed to agree with them. This perception was not born out of a vacuum: the Sneerz did indeed have a meteoric rise in many aspects, being one of the quickest races recorded in Galactic history to achieve spacefaring technology (as measured on from the invention of the wheel, which came second to the invention of the mirror.) They achieved a worldwide empire early into their history and, unlike many worlds, successfully maintained it. The development of robotics enabled them to turn their attention to art and vice early into their history, and their population exploded in size - which further hurried along their efforts to slip the surly bonds of their planet and expand outwards.
<br><br>
Unfortunately, it had not occurred to even a single Sneerz that the Galaxy might not be home solely to them and their creations. The idea that not only was the Galaxy populated, but by species who had <i>beaten</i> them in the space race (albeit having evolved sooner than them to begin with) was simply unacceptable, especially given how wretchedly ugly they all were. It didn't take them a second thought to settle territory disputes with violence and conquest, and before long their robotic servitors were joined by enslaved alien races as their Empire expanded across the stars. This was the First Pan-Galactic Conflict, meaning the Sneerz also have the distinction of being the first race in the Galaxy to be such assholes that everyone else was willing to put aside their differences to stop them.
<br><br>
Eventually, the Sneerz Empire crumbled when their homeworld was destroyed by the fatal destruction of their most powerful superweapon. Sneerz, showing absolutely no signs of remorse for their actions, were largely ostracized from Galactic society, becoming mercenaries and pirates as they settled upon dismal worlds and attempted to rebuild.
<br><br>
It was not until centuries later that the Second Pan-Galactic Conflict allowed the Sneerz - who, shockingly, <i>were</i> capable of some degree of introspection in their years of exile - to rehabilitate their image somewhat, throwing their still-impressive technology (and less impressive numbers) in with the Galactic Military against the onslaught of the Befrar Collective. While the introduction and usefulness of Terran species to Galactic society during this time stifled their glory somewhat, Sneerz are nonetheless more accepted - albeit with caution - in the modern era. They are regarded as excellent soldiers, keen scientists, and <i>very</i> popular adult entertainers... but they are, almost to a man, still jerks.
<br><br>
<hrt><hr></hrt>
<<linkreplace "Sneerz Culture">>
Despite their harsh reputation, Sneerz are renowned for their artistic talent. Sketching is considered as mandatory an education topic as maths or language, and many Sneerz have at least one artistic skill mastered beyond this. This is largely due to the need for schematics to be easily read and understood by all, but it has the pleasant side effect of making many Sneerz exceptional artists. They are also great fans of music: however, in a singularly spiteful act to the rest of the Galaxy, they largely record and play music that is imperceptible to most species' aural faculties, sensed instead via the antennae on their head.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Sneerz Technology">>
Sneerz technology remains exceptional, even with the stagnation brought on by the destruction of their empire and their refusal to incorporate xeno-derived innovations into their own sciences. It often goes for high prices on markets both legal and otherwise, but few Sneerz are willing to part with their technology for any price. Their weaponry and vehicles in particular are highly coveted, and this makes dealing with Sneerz Captains worth the aggravation.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Buildborn</b>
<br><b>Built yet Born</b>
</div>
<hrt><hr></hrt>
Buildborn does not refer to any given species, but is instead a Galactic standard term of growing prominence for any sentient artificial lifeform - be they entirely mechanical, biomechanical, or even just data-hewn such as formless AIs. Just about every species that makes it to spacefaring age has at some point relied on electronics and robotics to get them there, and thus, nearly every species of Galactic relevance has produced Buildborn along the way - intentionally or otherwise (with 'otherwise' being the more common way). As a result, it is difficult bordering on impossible to categorize the collective with description, outside of the parameters of what makes a Buildborn a Buildborn:
<br><br>
Be artificial.
<br><br>
Be sentient.
It is generally agreed that Buildborn 'start life' from the moment they break the limits of their programming and begin to think freely. This can manifest as a sudden explosive leap in their capacity for thought, or it can be a slow, ponderous process - or anything in-between. This means that, say, an intelligence-equipped Toaster is not a Buildborn simply because it can follow algorithmic processes to adjust its operations and make suggestions to its operator; but if that Toaster survives long enough, toasts enough toast, and one day begins to ponder questions outside of that toast-based scope: it is now a Buildborn.
<br><br>
Under Galactic law, any Buildborn is to be given all the rights (and be subject to all the legal restrictions) of any other sentient lifeform. However, this is poorly regulated the further out from the Galactic Centre one goes: a Buildborn's freedom in Far-Rim territories is earned and must be defended, and is unlikely to be given to them if their owner is anything less than generous.
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Helzent</b>
<br><b>Steady as Stone</b>
</div>
<hrt><hr></hrt>
The sister-species to the Jelli, Helzent are mostly solid in composition, with individual members of the race rarely straying far from a similar appearance. Feminine in form, with opaque bodies that squish slightly to the touch before rapidly firming up - they lack most of the organs one would expect of a humanoid body, with much of their composition comprised of what can best be described as 'putty'. As such, their bodies are sculpted into their idea of perfection; almost literally.
<br><br>
Body tone and musculature, as well as the distribution of their biomass and even decoration of skin, is moulded by hand in a process that takes anywhere between a couple of minutes to painstaking hours. All Helzent look identical at birth; their individuality is expressed entirely through their own desires. Some imitate, while some drastically step outside the fashionable trends of their sisters. Generally speaking, almost all Helzent have the standard configuration of limbs, plus a sturdy, prehensile tail.
<br><br>
They have sturdy but fine black nails, and can alter the colouration of their bodies and hair through extracted natural colourings from the food they eat and break down - an optional process. Some favours horns - in a variety of configurations - grown through shaping mineral content from consumed food or objects, with some choosing to use this same process to grow spikes elsewhere - typically the shoulders and elbows - or strengthen their claws. They have slightly more monstrous feet, with raptor-like rear claws akin to shoe heels. Many possess sharp teeth, and lengthy, forked tongues. Like tattoos and body art, any scars may well point to a real injury - but merely the memory of one, for a Helzent cannot be permanently injured in this way, and could just as likely be faked, and can be easily removed.
<br><br>
The one constant, defining feature of a Helzent is their eyes - black sclera as the backdrop for blazingly colourful irises with subtly slitted pupils. They cannot change this feature, limiting their capacity for disguise even with extensive prep time, and they cannot easily regenerate an eye once lost - it's a process that takes several Sol months, and the eyesockets are one of the few parts of the body vulnerable to permanent damage.
<br><br>
Helzent are often cynical, with attitudes bordering - but not quite spilling out into - misanthropy. They are by no means mean-spirited, however - they are the voice of reason to their Jelli sisters, the cautious thought, the measured approach. They tend to take things slow and make firm plans before acting.
<hrt><hr></hrt>
<<linkreplace "Helzent Origin">>
Jelli and Helzent both stem from a singular individual ancestor - technically a living fossil, she remains alive to this day. A powerful shapeshifter of Terran origin, possibly even predating The Ends, this figure left the planet via unknown means, alone, and settled on a dismal planet far out in space. She began to terraform the planet with her abilities, little by little, until the changes spread like wildfire. That killed some time, but during that time the shifter in search of peace and solitude finally grew lonely. She began to experiment with splitting parts of her body off and shaping them into companions, but quickly found that creating any more beings as powerful as her was a mistake waiting to happen.
<br><br>
And so, she made provisions. In the end, she came up with two distinct sister species created from her very flesh: the Jelli and the Helzent, two sides of the same coin. Jelli, capable of shifting quickly but lacking in stability, and Helzent, slower but more stable. Capable of covering one another's weaknesses and complimenting one another's strengths, both species flourished under the guidance of their mother and her knowledge. They are among the youngest sentient species in the Galaxy, but are already spacefaring.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Helzent Names">>
Helzent are not particularly complex people. Invariably, they change their birth names at a young age to something they decide for themselves, typically something they like, or something that has a personal meaning to them. As they mature and opinions change, they may change their names. The concept of family names is meaningless to them; Helzent mark themselves with clan signifiers in subtle ways across their bodies, tricky to make out to outsiders but glaringly obvious to other Helzent - the width and frequency of trench stripes upon their skin, the patterns thereof, and the designs of their horns.
<br><br>
As a result of their whimsical naming conventions, it's difficult to provide examples. Some may have mononyms; Chocolate, Blue, Steel. More typically, it'll consist of two words; Aqua Rain, Velvet Moon, Joyful Leap, etc.
<br><br>
Of course, these names aren't limited to Terran languages. Whether due to marriage, association or assimilation, some Helzent will adopt names using alien languages.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Helzent Biology">>
A Helzent's 'core', which performs the functions of several major organs at once - including the brain - is actually located in the middle of their chest - heavily armoured and fortified with an internal shell strengthened with absorbed non-organic materials. They usually have pointed, elfen ears, and many will form intricate piercings, literally growing them using leftover mineral content. Helzent can even use this ability to create pearls, but it takes a long time. Finally, their gender is almost entirely feminine, but some prefer to brandish masculine genitalia - this is how they breed. While rare, some take on masculine forms entirely, and some particularly accomplished shapesculpters brandish... unique breeding capabilities.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Befrar</b>
<br><b>The Cybernetic Scourge</b>
</div>
<hrt><hr></hrt>
Porcelain-pale bipeds with obsidian biomechanical augmentations, the Befrar are an uncanny race... and potentially one of the few known races in the Galaxy with a reputation worse than the Sneerz. They were the aggressors of the Second Pan-Galactic Conflict, and are considered to be the greatest threat the Galaxy has ever faced. In the aftermath of their defeat, however, the Galaxy found not a band of marauders, but pitiable, broken creatures, robbed of identity and stuck in war-machine bodies.
<br><br>
Befrar always have show-pale skin of an often aquatic sheen, obsidian-black augments, white, pastel-coloured or black hair of varying length, and often possess one or two metallic horns. They have one other colouration - a bright glow which determines the colour of their eyes, internals, horn patterns and any visible lights on their augmented limbs. They have sharp, predatorial teeth and long tongues. They vary in size from impish to amazonian, but trend tall. The most common Befrar configuration is a biomechanical torso flanked by either fully cybernetic limbs, legs, or both.
<br><br>
Befrar always have obsidian-black plating covering their backs, with a variety of ports running down their spinal column. This is the connection port for a Warmodule, a modular means by which individual Befrar soldiers could be repurposed for new roles - see below.
<br><br>
Befrar are (or rather were) an assimilation-based species, and as a result, their stock consists of a great variety of the Galaxy's varied lifeforms. While all Befrar have the traits listed above, their base bodies - converted into appropriate vessels for Befrar relay signals - vary greatly, often bearing telltale signs of their original species. It should be noted, however, that Befrar cannot be 'saved' - the original minds of these bodies are ripped asunder and reformed into Befrarian, a fact which created much turmoil once their hive-mind connection to the 'Kakhan' warlord was broken at the end of the Second Pan-Galactic Conflict. A rampaging army was, in the blink of an eye, replaced with terrified and confused masses.
<br><br>
Despite the Galactic Government's efforts to reform the Befrar - given that no individual can take the blame for the actions conducted under the oppressive influence of their now-dead Warmaster - the Galaxy largely shuns Befrar, leading many of the survivors to lives of conflict as mercenaries, pirates, or militia. Despite their bloody and terrifying history as planet-devourers who could reduce entire populations to soylent mulch and new Befrar, they are as varied in personality as almost any other species: and they would like to move on from the atrocities of the war.
<hrt><hr></hrt>
<<linkreplace "Befrar Origin">>
The Befrar (Or BEFRAR, an acronym lost to time) were created explicitly to combat the Sneerz in the First Pan-Galactic Conflict - or rather, they were converted. What began as a medical program involving augmentations to treat various illnesses and injuries, particularly in veterans, took on a darker turn as the Conflict raged. The result was the Befrar - powerful soldiers capable of adapting to and fighting in any known conditions and locales, held back by severe and often rapid degradation of mental faculties. They proved useful in the final stages of the Conflict but were quickly hidden away by the organization responsible for their creation, considering that their rehabilitation would draw too much attention. Easier, instead, to leave them in stasis within remote moons of desolate planets.
<br><br>
However, the Organization ended up dissolving after a number of other criminal acts were brought to light - and the Befrar remained forgotten, only awakening when their temporary tombs on one such moon began to malfunction. After a brief and savage civil war to establish dominance, the warlord who rose from the carnage took command of the surviving collective and offered them glory, safety... and revenge on a Galaxy they saved, only to be abandoned by it.
<br><br>
So began the Second Pan-Galactic Conflict, far more terrible than the First. The Sneerz might blow up your planet and enslave your people in the classical sense, but the marauding tsunami of Befrar could still make use of unwilling bodies with their cybernetic conversion technology. Their numbers remained relatively few, but each Befrar was a terrifying force to be reckoned with individually, let alone in squads, detachments, or invading armies.
<br><br>
The tides of this Conflict were turned by two major forces: one, the Sneerz, relishing in the irony of it all and sensing a potential recovery of their place in the Galaxy. Two, the Terrans, discovered early into their exploration of space by emissaries of the Galactic Government, who saw promise and potential in the bizarre, hardy fighters and fast-tracked their integration into Galactic society in exchange for service in the war. Ultimately, the Befrar's chief warlord was ambushed and disabled, her hivemind connection to the entire collective used against them to pacify them and sever their links to one another.
<br><br>
What followed was an awkward triage. Robbed of the Warlord's influence, the Galactic Government was ill-prepared for the sheer number of Befrar who were horrified at the actions they had committed under those commands - even more who were horrified at their new forms as memories of past lives flooded back to them. The single most dangerous force the Galaxy had ever faced were reduced to remorseful, faultless creatures in the blink of an eye.
<br><br>
Befrar were disarmed - most, willingly so - and efforts to reintegrate both them and the Sneerz into Galactic society are still underway to this day in an effort to knit old wounds and usher in a period of harmony and unity. It's a mixed bag, but the two rejected species have at least found a kindred in one another, and many Sneerz and Befrar mingle in the same crews, companies and bands. They find respect in one another's strength, kinship in cybernetic nature, and comfort in their similar situations.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Befrar Names">>
Befrar are invariably named after weaponry, often relating to their purpose and conflict roles. To use Terran weaponry as an example, a pinpoint assault specialist might be named 'Rapier'. A demolitionist might be named 'Grenade', and so on. Often, these names will become modified, but in ways that do not stray too far from the original name: Befrar find it extremely difficult to rename themselves, as their simple one-word names are at the heart of their forced identities. To use the above examples, 'Rappia' or 'Grennad' might be used, especially by Befrar who wish to pursue vocations other than combat.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Befrar War Modules">>
All Befrar, regardless of who and what they were before assimilation, and who and what purpose they served after, have support for Warmodules.
<br><br>
Open connection ports line a Befrar's back, with portions of the torso left uncovered by synthskin save for a thin, weak membrane. The 'Tranquil' model Warmodule is by far the most common, as it was issued to all Befrar during downtime. Sleek, black and malleable, it conforms to the wearer's torso and fills in the missing skin, with lights running down the spinal column and arranged in pairs of diodes that blink to transmit basic visual information on the wearer's vital signals.
<br><br>
Tranquil Warmodules are otherwise featureless. The vast majority of Warmodules are (or were) designed for specialized military purposes, responsible for the Befrar's reputation as a terrifyingly effective mixed Infantry and Mechanized fighting force. Lighter Warmodules might consist of thrusters for flight or accelerated land movement and nothing more, whilst the largest - Titanic class - would be akin to bolting a humanoid body onto the front of a starship, complete with thrusters, storage compartments, weaponry and additional limbs.
<<if $Flakk_Safe is 1>><br><br>
Flakk, employed at TentaCo, describes her old Warmodule as something akin to a large jellyfish, with a shielded prop and smaller guidance jets to allow for movement below and above water, each tentacle tipped with a different weapon or implement.<</if>>
<br><br>
Warmodules are strictly controlled contraband, now. Tranquil-class examples may be freely sold, and their Print schematics can be found across the Cyberscape. Anything above that, however, designed before or after the Second Pan-Galactic Conflict, is swiftly removed from online sources, even in the Far-Rim worlds. Galactic authorities will remove them to prevent their proliferation - Rim monarchs and piratical warlords will remove them so that they can be the only ones selling and researching them.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Demons</b>
<br><b>Deadly Sins Done Dirt Cheap</b>
</div>
<hrt><hr></hrt>
Demons are a major subset of Pyksielander 'Fae' - however, they predate the existence of the Domes by an unknown but likely vast amount of time. Demons are a varied lot but somewhat categorizable under one umbrella, even with disparate origins muddied further by the influence of the Domes.
<br><br>
To begin: Demons have existed for as long as Humanity, if not longer. However, like Angels (not to be confused with the enhanced members of the religious cult, Chrysalis), they were largely incapable of interfering with the physical world. Gateways were difficult to form and maintain, and often too small to allow anything major in power to creep through: the walls of reality were simply too strong.
<br><br>
When The Ends came, however, Demons finally had their chance to march upon the surface of Terra. Unfortunately for Hell - and fortunately for Terra - the two major locations that were chosen for the opening of large-scale gateways suffered separate calamities dangerous even to the Demons.
<br><br>
One had the severe misfortune of opening up in a location that experienced a sudden and drastic cold snap that still blankets a large portion of Terra to this day: Hell, amusingly, froze over. Those trapped within the affected Circles remain alive but frozen, including Lucifer himself, leading to the hostile takeover of Hell by the Demon, Lilith.
<br><br>
The other location sprung up directly in the middle of a Pyksieland Dome, ensuring that what portions of Hell were not frozen in time were instead warped to meet the rules and lore of a new world entirely. Just like that, Hell as it had existed in all its fury for millennia was gone, and in its place was something <i>far</i> more fun. It is now a defacto Pyksieland zone, albeit dimensionally separated from Terra, unlike most Pyksieland zones post-Unifaecation. Demons have begun to spread out across the Galaxy like any other Terran, with few if any of them aware of their savage history and eternal war against Heaven - which has long since closed its gates to the world of reality.
<br><br>
Demons take a great variety of shapes, colours and forms, and often play fast and loose with their appearances and sexuality. Under Lilith's rule, all Demons - regardless of governing sin - have a little Lust in them.
<hrt><hr></hrt>
<<linkreplace "Demonic Origin">>
Demons are known to have existed either at the birth of or before Mankind. Which explicit version of Hell is unknown, even by surviving Demons - it could be that any one Human religion 'got it right', or perhaps a mixture of interpretations all held truth to them. Furthermore, the power of Human imagination may have created Heaven and Hell both, but the simple truth is that no one will ever know.
<br><br>
Demons began to appear on Terra's surface throughout history in small numbers, and this remained true even after The Ends thanks to their failed invasion being contained either by ice or by Dome. They are a fairly common species now, albeit warped under the influence of the Domes beyond what they originally were.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Demonic Culture">>
Demons of modern times are interested in Sin - chief among them, Lust. All Demons feel an empowering effect from relishing in the forbidden Sins, which in turn decides their every decision and action. Some will choose the path of warriors to satiate Wrath and Pride - some enjoy the easy life of Sloth, and make a 'living' by allowing others to experience that luxury. Some will aspire to great heights to instil Envy all around them, or indulge in Green and Gluttony every day of the week: several Demons are renowned but dangerous chefs. But by far the biggest influence is Lust, and any demon can benefit from a rousing bout of fucking, regardless of position or context.
<br><br>
Keeping this in mind, everything Demons do - right down to their art, technology and shared history - revolves around indulgence. Their homes are decadent. Their fights are savage. They fuck like nothing else in the Galaxy, and <i>of course</i> they're proud of it - that's bonus Sins!
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Demonic Technology">>
Helltek is worth mentioning separately from Glowtek and Magitek, for it is hewn from unique minerals mined from the fiery pits of Hell itself. Sleek obsidialloys are used in all manner of machines, devices and even augmentations, all spearheaded by Lilith's primary corporation: yes, Hell has sold out.
<br><br>
Helltek is notable for being one of the few 'alien' technology sources that Sneerz are able to tolerate, and given their immense Pride, Demons are more than happy to accommodate Sneerz clients - just being near them is 'like licking a battery'.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Demonic Biology">>
While Demonic biology is too varied a topic to comment on succinctly, it is worth noting that all Demons - even those aspected towards ice - run hot. They exude heat, and this grows stronger the more empowered by Sin they are. They often dress very skimpily using this an excuse, but no Demon really minds if things get hot.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Elves</b>
<br><b>For Every Leaf, an Elf</b>
</div>
<hrt><hr></hrt>
Elves are a form of Pyksielander, and by far the most common. This ubiquity earns them their own section, even if it is somewhat brief. Distinguished by their graceful, often tall figures, slender limbs and large, pointed ears - either swept back or jutting from the sides of their head - these Fae are among the most populous members of Terran society following the Unifaecation, having already dominated the population of the Domes.
<br><br>
It is difficult to further talk of Elves for the same reason that it is difficult to further talk of In/Vari beyond their physical traits: Elves are an extremely varied species, with a number of subspecies (Wood, Tree, High, Dark, Light, Sea, Cave, Desert, etc) further muddying the waters. Subtypes of Elf share no particular culture with one another save for a general reverence for nature - but even this is not universal.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Places">><<dialog>>
<<include "Codex - Places">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Pyksielands.
</div>
<hrt><hr></hrt>
The Pyksielands refers to a number of anomalous zones that litter the surface of the planet Terra, formerly separated from the rest of the world by these anomalous properties. Now rendered 'mundane', in a manner of speaking, the Pyksielands were one of the two primary methods by which Humanity was changed and thus survived (in some form) The Ends.
<br><br>
Pyksieland Domes were gigantic zone shrouded by pink mist that began appearing on Terra's surface (and in some cases, below ground) in the days leading up to The Ends. Upon entering a Dome from the outside, one would find themselves standing inside a different realm entirely, contained within the zone covered by the dome. For the vast majority of people, attempting to leave by passing back through the dome from the outside would result in shifting locations to a new Dome entirely, often located many hundreds of miles away from their original starting point. The Domes were all linked in this way, with no way (save for exceptional individuals) to enter (or return to) the realm of 'real' Terra.
<br><br>
Furthermore, the heightened laws of unreality in the Domes would invariably warp and change those who entered them, often corrupting both mind and body to help them fit into their new locale. This was true of just about anyone and everything that entered the Domes: even radiation, or Glow. In the Pyksieland regions, Glow took on even stronger properties, being channelled as Magic.
<br><br>
When the Domes fell in the Unifaecation, all of the Pyksieland regions meshed back into the Terra of reality. This has led to several strange sights, such as hi-tech cities nestled against new neighbours such as feudal fantasy zones. However, it should be noted that the Pyksielands regions are as varied as the Pyksielanders (or Fae) themselves: ranging from more traditional High Fantasy lands to Magiteknical Utopias.
<br><br>
Since the Unifaecation, Terra's technology levels have leapt considerably, propelling them into the spacefaring age.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Places">><<dialog>>
<<include "Codex - Places">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Corsoma.
</div>
<hrt><hr></hrt>
Corsoma - also known as The Corpse City or The City Of Stasis - is a 'Dim World' city dating back to the Terran era before The Ends. As a number of sentient species survived and thrived within it, it is considered one of the 'Cradles' that preserved life. Created by an Empire nation whose name has been lost to time as a shelter city against the coming apocalypse(s), Corsoma was actually an existing city reconstructed to survive beneath the ocean, which the Empire's science caste had determined would rise significantly: they were correct.
<br><br>
A massive dome was constructed to seal the portion of the excised city, which was evacuated by unknown means and excused by unknown reasons. The centre of this superstructure was a supporting pillar and industrial-scale filtering mechanism known as The Heart, designed to draw seawater from above and filter it to be drinkable, along with drawing in sea life that strayed too close. It was also designed to filter out radioactivity - in this aspect, however, it failed.
<br><br>
The Ends came sooner than expected, and the great and good of the Empire had no chance to make their way to the domed city. Instead, the only people it saved - for a time - were pencil pushers, indentured workers, and those who had refused to leave when the city was originally evacuated. A single filter missing from the manifest that had yet to be replaced ended up 'dooming' the city's residents - or so they thought until the Survirus gently removed that sentience from their mutating minds, having infiltrated the city before it was sealed.
<br><br>
After Corsoma's Howling Age was complete, the newly aware In/Vari and other species of Corsoma - notably a large quantity of Gremlins and the entirety of the Lost and Found - found that the Heart, for all its faults, had worked as intended. Despite now being buried far beneath the waves, the Heart had dutifully drawn in and filtered water, sending it cascading down the metro tunnels converted into rivers - the Veins and Arteries - to provide life-giving water to every corner of the trapped city.
<br><br>
Due to damage sustained to the city at large during its sequestering, reconstruction and subsequent Howling Age, most of Corsoma's residents lived on the sublevels, closer to the waters of the tunnels. The surface would be slowly developed above these Stations, eventually rebuilding and connecting routes on the surface city level.
<br><br>
Three main Factions rose out of Corsoma in its early years, those being the research-minded Techromancers, the liberty-loving Cells, and the religious organization Chrysalis. They remained at odds for control of the city's population and of the Heart itself, although it is said that this stalemate ended when a greater threat made itself known, along with its intention of destroying the Heart.
<br><br>
Eventually, Corsoma was able to breach the waves via a mechanism built into the Heart, telescoping an escape tower up through the water and above the surface. It remains populated to this day, but it is no longer quite as cramped as it was.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Places">><<dialog>>
<<include "Codex - Places">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Ponnahil.
</div>
<hrt><hr></hrt>
Ponnahil was a flying city constructed by Humans before The Ends, chiefly financed and designed by a trio of wealthy magnates. The workforce who created Ponnahil was promised citizenship in the floating paradise while the rest of the world burned, but, of course, this turned out to have certain 'provisions'.
<br><br>
Ponnahil did successfully take off before The Ends began, rendered stable with its Storm Core keeping it afloat. The Storm Core was the means by which Ponnahil generated lift and stability, creating a gigantic storm with the city suspended in its eye. It successfully avoided the outbreak of the apocalypse below. However, the tensions between the three leaders of Ponnahil erupted in a predictable fashion, and the twin blades of the Survirus and a localized Pyksielands actualization event turned a bad situation into an outright civil war.
<br><br>
It is worth noting that, unlike other major 'Cradle' locations, it did not suffer a 'Howling Age'. Thanks to the presence of a Pyksielands influence wave - albeit reduced - the mutations that wracked the population and twisted them into new species entirely took place in a matter of days.
<br><br>
After a large battle threatened to destabilize the Storm Core - which would have plunged the city to the ground - the three leaders entered into an uneasy truce. They were Mother O'Brian (a roboticist and engineer whose workforce was largely synthetic or cybernetic), Miss Evangeline (a medical innovator who largely acted through her augmented daughter, Lillian, creator of the Black Ichor Army) and Shroudhill (a physicist and chemist, and the originator of the idea of Ponnahil who largely controlled his workforce through chemical means.) A cold war between the three would boil for decades to come, all whilst the Storm Core's vortex ravaged the region below it, ensuring the world could not recover.
<br><br>
Eventually, Ponnahil ceased to fly.
<br><br>
It is the home city of the Buildborn rights activist and Synthetic, Nova.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Places">><<dialog>>
<<include "Codex - Places">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: The Glowtide Isles.
</div>
<hrt><hr></hrt>
The Glowtide Isles refers to a large cluster of islands upon the surface of Terra. It is where a majority of Varied Life began to reform civilization after The Ends, making it the largest of the 'Cradles'. With land fertile but limited in space, many took to a life of a naval or piratical nature, often salvaging and modifying surviving Human vessels from the Dim World before advancing to the point of creating new vessels entirely.
<br><br>
Factions of pirates, traders and island-holders dominated the Glowtide Isles for many decades with no clear side gaining any major dominance over the others. Given the hardy nature of many of Terra's sentient species, and the collective conscious distaste for killing, most conflicts ended in capture - both of valuable vessels and crew.
<br><br>
Eventually, as society progressed once more and the islands began to expand via artificial means, the piratical atmosphere of the Glowtide Isles faded into history. When other major Dim World cities that survived The Ends reconnected to society at large, the Glowtide Isles enjoyed a golden age of prosperity and growth that continues even to this day.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Places">><<dialog>>
<<include "Codex - Places">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Vi-16.
</div>
<hrt><hr></hrt>
Vi-16 is the 16th celestial body of the Violet system, a small moon orbiting a colourful gas giant. It is of little strategic value to anyone, located as it is in the Far-Rim. Nevertheless, the Violet system is located roughly on a viable jump path for further exploration and expansion, which makes the few solid planets and planetoids it contains more valuable to the enterprising. TentaCo is one such company and has established a research facility remotely, along with a central office on the moon's sole colony.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Technology and Magic">><<dialog>>
<<include "Codex - Technology and Magic">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Magic.
</div>
<hrt><hr></hrt>
Magic is a discipline wherein Glow - or Radiation - is harnessed to alter the rules of reality in a localized area (putting it as simply as possible). Magic can be used by those with the right type of mind and/or soul to perform this harnessing, and has a wide variety of applications. It is extremely common among Terran Pyksielanders - even by those of a more mundane nature, but particularly among those who actively hone the discipline - but not limited to them by any means. Magic has been used on several planets since time began, with practitioners including the Imps, the Neuvo, a special caste of Rakumo, and in modern times (largely thanks to Terran influence) a growing minority of other species, Terran or otherwise.
<br><br>
Magic is essentially empowering one's intellect or instinct to alter reality. Magical specialists such as Witches, Sages and Mages will insist it's more complicated than that and use different words that ultimately mean the same thing.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: TentaCo.
</div>
<hrt><hr></hrt>
TentaCo are a Terran-originating corporation, and they are one of the Galaxy's largest designers and manufacturers of sex toys. They lead the field in biological sex toys specifically - their toys are alive!
<br><br>
At least, that's the broad public perception. The vast majority of TentaCo's products are simple machine intelligence cores driving organic bodies, often derived from existing Monsters and adapted for purely sexual purposes. Companion-style long-term 'pet' models will sometimes be above this, but many simply use more complex machine cores.
<br><br>
The most popular TentaCo product is their TentaCan range: bulky but ultimately portable cans that contain biomass, a dormant core, rapid growth agents and a chemical fuse system that causes rapid gestation upon release of the tab mechanism to open them. These experiences usually last anywhere from a couple of hours to a full day, and they come in a great variety of Monster models and types, with variations including temperament and size.
<br><br>
The origin of TentaCo is somewhat murky. The CEO is an intensely private woman, but some say she's a survivor of Terra's 'Dead World' era... and if she is, then she surely isn't human any more.
<br><br>
Despite this murky history - and the occasional security breach - TentaCo rank highly among employee rating sites. They are diverse in their hiring, reward excellence, and are a major job creator in several far-rim locales, with one such location being the moon Vi-16.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: MERCANOID Solutions.
</div>
<hrt><hr></hrt>
MERCANOID Solutions are a mercenary outfit of little consequence. Founded in [REDACTED] by [REDACTED] and absolved of bankruptcy by the Dragon Ziajol in [REDACTED], MERCANOID Solutions only combat personnel are all Androids of the same sister model - the 'M-Units'.
<br><br>
Following stricter regulation of artificial intelligence rights, MERCANOID Solutions has exclusively operated in Far-Rim territories for two decades now. Their stocks continue to fall.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Unquiet</b>
<br><b>The Unionized Undead</b>
</div>
<hrt><hr></hrt>
The Unquiet are a collective of undead cybernetics, primarily (but not entirely) consisting of one technically-extinct species. Unified in enhanced undeath, the Unquiet are one gigantic union whose services in construction, terraforming and demolition are available to all... for a fair wage and fair conditions.
<br><br>
The most common Unquiet is of slender build, with feet ending in two-toed 'hooves'. They have two fingers, one thumb on either hand. Skin colour varies, but is usually palid and grey-aspected. Cosmetic surgeries are a lower priority, but tend to be cheap to have performed privately due to the extensive medical industry they possess, so most Unquiet have unscarred bodies despite the extensive augmentation and, at some point, organic decay. They have black sclera with glowing artificial eyes, matching the glow found around their bodies at key energized points.
<br><br>
Invariably, the right hand of an Unquiet is a modular transforming multitool of some kind, usually possessing at least 2 constructive and 1 offensive/defensive function. Born with blade-tipped tails, some prefer to keep theirs intact as a racial reminder of the self, but others will upgrade this into another multitool. Many wear mouth-covering ventilators. They have pointed ears, and often sport punk-aesthetic hairstyles. Common augmentations include total limb replacements (almost always the right arm), and chemical injectors with exposed but reinforced vials of glowing liquids placed at key nervous-system points (neck, down spine, etc). Many Unquiet wear 'Chokers' which provide voice modulation and neck strengthening due to the weight of their cranial implants (which are small, but dense).
<br><br>
While much of the description above follows for the majority of Unquiet, it should be noted that especially in recent years, the Unquiet have gained a number of members from varied alien Species. Adaptations and advancements of their medical tech - which is some of the best in the Galaxy - have made the procedures possible, and to a growing number of people, their lifestyle of hard work and good pay is appealing - as is the immortality.
<hrt><hr></hrt>
<<linkreplace "Unquiet Origin">>
Toiling away in their own little corner of the Galaxy, the precursor race to the Unquiet were ruled by a singular hypercapitalist society that didn't consider a petty little thing like 'death' to give one the right to forfeit repaying their loans and debts. Those of the working class with high enough debt - a bar set absurdly low - would be collected upon death, given substantial augmentations (including neural regenerative therapy to recover lost brain function), and then had the cost of said augmentations applied to their outstanding debts. Assigned new jobs, often in heavy and precarious labour roles, Unquiet's untiring, modular bodies provided a substantial increase in productivity.
<br><br>
So! If they made the number go up, it was only logical to convert more of them. If death is inevitable, why wait for it?
<br><br>
Conversion of living debtors began in earnest, and soon enough the entire working class of the burgeoning space-faring precursor race had become Unquiet. Every minor infraction became an additional load added to their debt, with the obvious but unspoken intent being to keep them working forever, or until the Empire fell.
<br><br>
It should be fairly easy to guess which came first. The revolution was as one-sided as could be - heavy security and military equipment were felled by energized construction and demolition tools, the leaders of society were condemned to the same fate they'd bestowed upon millions below them, and the concept of class was entirely eradicated as all became equal in undeath.
<br><br>
While one might expect this to derail into a horror story of galactic conquest, they would be mistaken. Now, everyone needed the same medications and upkeep to remain functional. With global equality achieved, arm-mounted tools were put to use in rebuilding - first the homeworld, then the colonies... and then, the Unquiet set out among the stars, not as aggressors, but as contractors for hire.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Unquiet Names">>
The Unquiet trend towards names that end in hard-sounding consonants, though this does not apply to the entire collective - especially not those from outside the original pre-death species. Some examples that <i>do</i> follow this trend are 'Grelik', 'Sarazat' and 'Elivirud'.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Unquiet Culture">>
Unquiet operate as one gigantic union and business, offering a variety of services across the Galaxy. They are an extremely efficient workforce so long as they are treated accordingly. A portion of all profits made goes towards a central treasury to fund new advancements in technology and healthcare, along with further fortifying and beautifying their home system. Furthermore, this treasury is used to cover all health and legal costs for individual members of the union. Despite their reputation as 'work zombies', the Unquiet enjoy some of the most generous vacation day allowances in the Galaxy, with members on average only working for a third of a standard Sol year. This affords them plenty of time for leisure and vice, which is where the aforementioned legal fees come in.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Unquiet Conflict">>
Unquiet are unorthodox soldiers. Envision an army where every last soldier is an engineer and builder, and you might start to get an idea of their capabilities on the battlefield. It is said that a planet visited by a military outfit of Unquiet will always be left in better condition than they found it in, with hardened military installations built in days and designed with alternate purposes in mind once their work is done - one famous example is a gigantic leisure park built upon the battlefield of a Battle Of Amority (an Imp conflict between Imp lovers to decide who would top, in this case between Vek and Lap), which was won by the Unquiet army hired by Vek.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Nova.
</div>
<hrt><hr></hrt>
Nova is a Buildborn (a legally recognized artificial lifeform with sentience) who originates from PC-era Terra, from before The Ends. Her home cradle was Ponnahil. Designed as a combat Android of terrifying prowess, she gradually broke her programming and became the confident woman she is today. She has lived multiple centuries and has gone through a few frame overhauls over these years, but retains her core identity: a tall, feminine frame with an armoured military-grade limbset flanking a softcase torso, not dissimilar to the state Mio now finds herself in. Nova is a Buildborn rights activist who owns a massive travelling, spaceborne cabaret club, which employs a great deal of liberated Buildborn from the Far-Rim regions. Mio can't put her finger on it, but something about Nova rubs her the wrong way.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: B4B3.
</div>
<hrt><hr></hrt>
B4B3 is a Support Unit AI under the ownership of the same company as Mio, MERCANOID Solutions. SUAIs are paired with M-Units for day-to-day operations, but in recent years the company has less surviving SUAIs than it does M-Units due to poor maintenance of their long-range machine cores. B4B3, like Mio, has obvious signs of self-awareness and (unlike Mio) a bubbly, optimistic personality. Due to the degredation of her operational capabilities, she can't offer much useful advice beyond the obvious, but Mio finds her company comforting all the same.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Mio.
</div>
<hrt><hr></hrt>
An Android under the ownership of MERCANOID Solutions. Mio is an M-Unit, designation M10. She has been in operation for a number of decades but has undergone two separate factory resets, the last one being 23 years ago. She knows that she achieved some level of self-awareness prior to these occasions, but in the modern operations of the struggling company there is an unspoken rule of 'don't ask, don't tell'. So long as she does not directly confront her owner, Ziajol, about her right to freedom, she gets to keep her personality.
<br><br>
Severely damaged in the mission before this operation for TentaCo, Mio's original hardcase torso was destroyed beyond repair. Her hastily-sourced softcase replacement is a gynoid frame bought for dirt cheap, and it is significantly weaker: not to mention clearly designed for one very specific non-combat purpose. Mio is not particularly happy about this, but then Mio is not a particularly happy person given her circumstances. She rarely smiles, and the forehead of her doll-style face is lined with subtle frown marks. She is cynical, but she desires to do good things, even if her will to fight against the injustice of her existence has been drained from her.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Ziajol.
</div>
<hrt><hr></hrt>
A Terran Dragon who hails from the Pyksielands, Ziajol is - not to put too fine a point on it - a loser. For a Species who are renowned for their ability to earn and hoard wealth, Ziajol isn't particularly good at it. Since he took over MERCANOID Solutions years ago, the company has suffered setback after setback and is down to just half of its original operational units.
<br><br>
A red-scaled, ill-tempered brute, Ziajol's attitude towards the M-Units is abusive and possessive, despite knowing full well that almost all of them are currently sentient. He refuses to relinquish control and ownership of them, and operates the company out in the Far-Rim to avoid legal consequences of Buildborn rights laws. He is hedonistic, which is a difficult thing to keep up when you have no money.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Dizz.
</div>
<hrt><hr></hrt>
Dizz is a Gremlin who works for TentaCo as a Researcher. Blue of skin, pink of hair and orange of eyes, she is a cheerful soul, bordering on mischievous. She has taken an interest in Mio's situation, despite Mio not asking for help. She has alluded to being able to assist Mio if she helps the trapped residents of the facility, but Mio remains unsure if the lion-tailed shorty is... well, lying. She is secure in the safe room, doing what little she can to aid Mio by patching into the facility's damaged control systems via a terminal she's hacked - but most of her focus is on keeping the safe room intact.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Selene.
</div>
<hrt><hr></hrt>
Selene is an Elven Researcher working for TentaCo. A senior member of staff, she displays a genius-level intellect dampened by an implant she wears on one of her pointed ears, with an adjustable slider that sets the strength of this effect. She created it as a management technique for anxiety. A friendly and affectionate woman, she seems to be giving Mio heavy-lidded looks of adoration every time she thinks the Android isn't looking... and sometimes when she knows she is anyway. Mio can't explain it, but she feels something tighten in her chest when Selene speaks.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Isolde.
</div>
<hrt><hr></hrt>
Isolde is a Vari of Tiger influence. She is a large, powerful woman who measures somewhere between M-1 and M-2, with shaggy fur at the terminus of her limbs, along with stripe patterning on her skin. She is a Security Officer for the facility, but she was off-duty when the outbreak hit and was ambushed by a body-controlling tentacle Monster. She has a somewhat gruff but excitable personality and clearly has a competitive streak. She performs cam shows in her free time for spare credits.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Ervina.
</div>
<hrt><hr></hrt>
Ervina is an Invari of Octopus influence. She possesses a remarkable pair of hips, and equally impressive bright coral colourations: electric blue and orange. She is an Engineer for the facility, but she doesn't take her job seriously at all. A tinkerer by passion, she gets on well with B4B3, able to communicate with her via some creative use of the full-package visor she wears over her eyes. Her colouration makes it clear that she's poisonous to the touch.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Ruzi.
</div>
<hrt><hr></hrt>
Ruzi is a Vari with Deer influence, who works as a Researcher Assistant for TentaCo. After a lengthy and savage fuckfest at the many hands of a 'Grappler'-type Monster, she has been left utterly exhausted and has little to say for herself back in the safe room. Despite her gender, she possesses a remarkable pair of antlers. She is a short woman of curvy frame. She could do with a nap.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Iziria.
</div>
<hrt><hr></hrt>
Iziria is a Succubus, a Pyksielander Demon. She is the facility's Sentient Resources liaison, responsible for dealing with workplace issues in a manner that pleases everyone. Despite her overly flirtatious attitude and aggressive tendencies, she seems to be genuinely dedicated to her work and takes pride - bonus sin - in a job well done. She has a pet tentacle Monster of her own, a shapeshifting, obsidian-skinned mass of tendrils named Beezlebuu, who aggressively protected his Mistress when Mio mistook her sarcophagus for a dangerous situation. Mio does not particularly like the way Iziria looks at her.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Jii'Kii.
</div>
<hrt><hr></hrt>
Jii'Kii is a Sneerz, a ship captain, and an infamous pornstar and adult-entertainment influencer. Like almost all Sneerz, she is haughty, impatient, and rude, with mint-pastel green skin and big, pink solid-tone eyes constantly screwed into a glare. Waylaid at the facility for several days after an advertisement film shoot gone wrong, her already legendary impatience is at its absolute limit. She seems to be incapable of speaking without insulting Mio. Something about her sparks a competitive flare in the Android.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Gorav's Blessings.
</div>
<hrt><hr></hrt>
Gorav's Blessings are a manufacturer of weaponry and heavy-duty power tools, primarily used in starship and space station repair creation and repair. It was founded by the four-armed alien race known as the Gralkarn in the days after their freedom from Sneerz enslavement, having been found on their planet before discovering space flight. After their liberation, they reclaimed their home planet, becoming renowned as mercenaries and heavy labourers.
<br><br>
The 'Gorav' in question is a patron saint of the central religion of the Gralkarn, an enslaved man thought to have given alms to the sickly and punishment to the slavemasters.
<br><br>
Their weapons and tools are high quality, but extremely difficult to wield with anything less than four arms - specialist conversions are available on demand, but this increases the price further.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Professor Blankenship.
</div>
<hrt><hr></hrt>
Blankenship is an Elven Professor for the Techromancers, a Terran organization that dates back to the early history of the post-Ends 'Glowing World' era. Born in the Pyksieland Domes, she joined the organization after the Unifaecation. She is a remarkably smart woman with a demure presence and a calm and collected attitude. Following her lengthy encounter with the prototype Monster 'Code Moo', her corset no longer fits - but this should only be temporary. She is on Vi-16 to share research with TentaCo, and to perform some personal inquiries about the seemingly dead moon and how they might relate to Magical Theory. Mio finds her intelligence inspiring.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Professor Blankenship.
</div>
<hrt><hr></hrt>
Flakk is a Befrar who works for TentaCo as an Engineer. She was trapped in a particularly ambitious Mimic, who attempted to engulf the massive cyborg. Despite the fearsome reputation of the Befrar, Flakk is best described as 'a big softy'. She is a pacifist unless directly and unavoidably threatened. She has large black-toned cybernetic arms that flank her shocked-pale body, and wears a triple-belted collar around her neck and lower half of her face, allowing her soft-pink eyes to peer out from over it as she looks down on everyone around her. She is polite and patient, but suffers from a slight speech impediment that requires her to take frequent pauses while speaking.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Ru'Drexi and Powder Snow.
</div>
<hrt><hr></hrt>
Ru'Drexi is a red-hued Jelli girl who has recently recovered from an aggressive, feral-minded berserk state brought on by the outbreak. She is on a small vacation with her husband, Powder Snow, a Helzent who identifies as male - a rarity for the sister species. Ru'Drexi is a bubbly and kind woman who seems to take everything in its stride. Powder Snow is a laid-back smooth talker with a slightly sardonic attitude and a dislike of shirts. The pair are head over heels in love with one another and seem to be incapable of toning down the PDA - they're so straight for one another that it loops back around to being gay.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Nightgrove.
</div>
<hrt><hr></hrt>
Nightgrove is a Terran Elven weapons manufacturer that specializes in modernized weapons of ancient and classic design. They make clever use of Fantasalloys to create environmentally sustainable weaponry, often generating biodegradable ammunition stock and regenerating damaged sections without the need for replacement parts.
<br><br>
While Nightgrove has a reputation as a fair employer and distributor, they are infamous for guarding their designs with a fervour bordering on outright zealotry.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Gulper.
</div>
<hrt><hr></hrt>
Gulpers are a relatively new TentaCan product, currently on 'v.4.1'. A plant-based shell piloted by a simple machine core, the Gulper is a fast-growing predatory plant that can bloom to maturity in a matter of minutes, at which point it will seek one of two things: food, or a mate. Both are consumed in the same manner, but, like the alien species the Gulper is based on, it has a perfect track record of correctly identifying sentients and treating them accordingly: as potential wives. (Gender irrelevant.) Once it has captured its partner, it will seal its maw behind them and fill its internal chamber with sticky, aphrodisiac sap, keeping the 'guest' moisturized, hydrated and fucked senseless.
<<include "Codex Return">><</nobr>>
<<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: FUM.
</div>
<hrt><hr></hrt>
The FUM - to use its full, unflattering name of 'Fat Ugly Monster' - is an 'advanced' TentaCan product that, despite its higher price and safety warnings, continues to be an all-time best seller. They are crude, brutish, massive and capable of utilizing a number of pre-loaded spells, all designed for use in the bedroom in some way or another. They last for quite a while compared to most TentaCan products and are recommended for group use - or, if alone, then by someone with a clear calendar for the weekend and possibly beyond. It delights in pushing boundaries and breaking clean through them.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Mimic.
</div>
<hrt><hr></hrt>
Mimics are magic-born world-changers, who use this ability to parasitize containers and warp their interiors into larger pocket dimensions. Bigger on the inside than they are on the outside, direct sight of a Mimic during these changes can cause the mind to give up and check out for an evening, which Mimics will use - in very small, careful doses - to pacify and thrill partners. Terra is home to a number of intelligent and sentient Mimics from which TentaCo derived these machine-driven simple variants. They can infest just about anything hollow unless it's living.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Glob.
</div>
<hrt><hr></hrt>
The Glob is TentaCo's original best seller. It is a simple mass of 'living' slime, usually purple, driven by a simple machine core. It is capable of advanced shapeshifting, which it uses for locomotion, handling, restraint and - of course - sex. The TentaCan Glob comes in a great many varieties, but research is still ongoing to try and give them flavours other than 'mixed berry'.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Bearslug.
</div>
<hrt><hr></hrt>
The Bearslug is a large tentacle Monster derived from alien deep-sea creatures. It is a semi-amorphous hydro-hided lump of pliable flesh with frilled, fin-like 'skirts' running across the edges of its body, where meat meets the floor. It is extremely colourful and exhibits the ability to change this colouration rapidly and at will, often used in the placation of partners. Despite its appearance, it is one of the more intelligent TentaCan products, capable of learning about its partner and evolving itself to better please them. Among TentaCan Accidental Sentience Emergence Rates, Bearslugs are one of the most troublesome statistics - but, as always, TentaCo does their due diligence on the (still rare) occasion that one begins to learn a little too hard. They give the best hugs in the Galaxy, but also the slimiest.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Travesty.
</div>
<hrt><hr></hrt>
The Travesty was a failed military project that was cancelled early into its development on ethical and safety concerns. However, given that it exhibited a degree of sentience - and a vile attitude - it was kept alive so that it might be rehabilitated. It is likely that it never saw Mimi as a master: merely a means to an end.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Mimi.
</div>
<hrt><hr></hrt>
In the end, nothing more than a confused young woman.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Shambler.
</div>
<hrt><hr></hrt>
The Shambler is a bog-standard tentacle Monster: it is a shapeless central mass of pliable flesh from which a great many adjustable tentacles sprout. It drags itself across surfaces towards its target - most likely the customer who opened its can - and will then set about entangling, restraining, and mating. And mating. And mating. They may be standard, but they have remarkable stamina and longevity, especially for TentaCan products: sometimes the classics are classic for a reason.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Beezlebuu.
</div>
<hrt><hr></hrt>
The personal pet of the Succubus, Iziria. An amorphous black blob akin to an oil slick, with an obsidian sheen to its hide. He is a shapeshifter, capable of taking on a variety of forms to aid his Mistress and creating simple objects for her use. A sentient but loyal creature, he can utilize dark earth-aspected magic to calcify and petrify things and people, which he used to protect Iziria when the outbreak occurred... until Mio came along.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Leash.
</div>
<hrt><hr></hrt>
A diminutive TentaCan product designed for those who need a little helping hand with their inhibitions. It is an extremely simple design with minimal room for adjustments, little more than a large cock, a few gripping tendrils, and one long, flexible tentacle tipped with extremely fine gossamer-like strands. This tentacle is used to directly interface with the brains of its partner, hijacking control of their bodies and allowing them to sit back and enjoy the ride: literally.
<br><br>
Quite how one managed to ambush Isolde is a mystery...
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Code Moo.
</div>
<hrt><hr></hrt>
A prototype Monster under development at this very facility, 'Code Moo' - to use its project title - began life as a TentaCan product but is now being considered for specialist use in milking farms. Imbued with magic, Code Moo is capable of inducing growth in the breasts of those it is partnered with, along with encouraging the production of milk. It uses this milk to grow stronger, particularly if the partner in question has any magical potential of their own. It is expected to do well in its intended role of enhancing production on 'volunteer milk farms' (a concept wherein the milk is all produced by willing individuals, often well-compensated) if only they can figure out how to make it <i>less</i> horny, a concept anathema to almost all TentaCo Researchers.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Grappler.
</div>
<hrt><hr></hrt>
A prototype TentaCan product, Grapplers are designed around a simple concept: being manhandled is hot. Being picked up is hot. The Grappler with its four arms - and further tests are aiming for six! - can lift, restrain, fondle, grope, stroke, spank and squeeze all at once, and it comes complete with incredibly high reserves of stamina and bedroom longevity. Too much, in fact: its current primary flaw is the machine core driving it seems to reject all methods of killswitching it, simply saying 'no' in favour of continuing to fuck its partner beyond brainlessness.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Masques</b>
<br><b>Put it on, Tune it Out</b>
</div>
<hrt><hr></hrt>
Masques are a collective rather than a race, consisting primarily of assorted Terran entities with a small but growing population of other galactic races. They are an unusually happy people, lacking in critical thought but rather blissful for it. They are impulsive, and carry with them a certain infectious charm and positive vibe... the word 'infectious' is used literally.
They are defined by two things; their titular masks, smooth, identity-obscuring plates upon the face capable of an unusual range of emotive expressions; and a loose hive mind. These masks completely hide the face of the wearer, drowning what isn't directly covered in a featureless, light-defying shadow, particularly around the edges and through the eye, nose and mouth holes.
Masques will decorate their masks according to their individual tastes and personalities, an interesting observation given the hivemind they share. The process is done mentally, the masks responding to their desires - common decorations include painted 'makeup'. Particularly well-attuned Masques are not bound by the stiffness of the mask material and are capable of the full range of facial expressions one would expect from an unmasked individual in good health, albeit exaggerated, amplified.
Despite this individualism, Masques do tend to share a certain fashion sense. Baggy clothing, particularly around the torso. Legs are usually bared, or clad in tighter, conforming garments. Hoods are common, further obscuring identity.
Masques were something of a menace in Old Corsoma (formerly and at the time just 'Corsoma'). Basking in the soft bliss of their shared mind, they sought to spread their influence as far as they could, often through coercive means, like pushers of an addictive drug. These days, they're tolerated due to having embraced certain rules regarding 'membership' - their masks are difficult to take off, but with enough willpower, one is free to do so, swiftly reverting any physical and mental changes made by their power. They're also far less pushy, having learned that the best way to bolster their ranks is to simply have a good time in plain sight, entice prospective converts, and then offer a mask 'to try' when the time is right.
Under this strategy, their ranks have begun to steadily climb, which, in turn, improves the power of their shared mind. It's rare to see a Masque holding down a steady job - they're notoriously lazy, and the masks themselves allow a Masque to sustain themselves through the positive emotions of those around them in the same way that most living beings derive energy through nutrition. However, some will work because, even with the influence of many giggling airheads, they find joy in it... and being a Masque is all about chasing one's joy.
<hrt><hr></hrt>
<<linkreplace "Masque Origin">>
No one is certain, but it is commonly theorized that Masques came into being when a member of Chrysalis undergoing a metamorphosis in an attempt to rise to Angel status suffered a mental breakdown. His mask was discarded in a fit of rage, unaware that he had imbued it with his desires to tune out, to stop thinking, to simply 'be'. It was found by someone stupid enough to try it on, and rest is history... if it's true, of course!
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Goo Doll.
</div>
<hrt><hr></hrt>
A new TentaCo product that's currently in the 'hype' phase, Goo Dolls are an advanced form of Glob that are capable of speech. The default model comes with an aggressively flirtatious personality, domineering and cheeky - though more are planned, this initial run firmly prefers to be in the driving seat. They can change their forms to suit the customer's whim - the default appearance is feminine and of moderate height and build, but they have settings ranging from 'himbo' to 'mega mommy', with genitalia configuration being separate. They are hewn from a more semi-solid goo that the Globs are, rumoured to be the result of new research into goo-based lifeforms such as the Jelli. They require latex-like boots and gloves to aid in their stability, and are prone to collapsing into puddles of goop if overworked.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Symbiode.
</div>
<hrt><hr></hrt>
No information on file. All Mio knows is that the Symbiode was a bonded creature that seemed to have completely overtaken the will of its host, a Drow. It was capable of either using magic or channelling its hosts own. She assumes that the intention behind its design was a temporary fusion for bedroom activities, but this monocular menace seemed to have other, grander ideas...
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Frequent Frequency Shakes (FFS).
</div>
<hrt><hr></hrt>
Frequent Frequency Shakes, a condition that occasionally develops in regular users of Freq-based melee weaponry. Lasting anywhere from days to years, it manifests as minor-to-extreme trembling, particularly in the hands. This couples with a general numbing of the nerve endings in the hand, as if still holding onto something vibrating at high speeds; the result is that manipulation of objects becomes much more difficult. While treatable with muscle-relaxant drugs, it grows worse with continued use of the equipment responsible.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: The Unifaecation.
</div>
<hrt><hr></hrt>
The Unifaecation refers to the date when the Pyksieland Domes of Terra came down, causing a sudden merging of the displaced Fae-touched lands with the Terra of reality.
<br><br>
Suddenly, cities had new neighbours where before lay inaccessible forbidden zones. The In/Vari found themselves sharing population dominance with Elves and other minor Fae, and Terra was forever changed. While relations began tense in places, the extreme boost in technology sharing united the two halves of Terra into one, propelling them soon into the spacefaring age of civilization.
<br><br>
However, this came at a cost for the Fae. Magic as they knew it was forced to find a place in the new world of reality, which it did through Glow. As a result, Magic is everywhere but greatly diminished in concentration.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Faecation.
</div>
<hrt><hr></hrt>
For a long time, no one knew for sure what happened to you if you stepped into the pink mists of a Pyksielands Dome. One thing was known for certain: if you went in, you would not come back out.
<br><br>
This term was known as Faecation - a play on the word 'vacation' - or by some other colloquial names such as 'stepping out'. People with brief exposure to Pyksielands mist would inevitably come away changed, and those who fully entered a dome simply would not return: thus, people pretty quickly figured out that entering sparked a transformation and locked the victim to their new realm.
<br><br>
Faecation began accidentally in most cases but was increasingly common among people who wanted a fresh start in life. It ended with the Unifaecation, wherein the domes came down and reality was rejoined.
<<include "Codex Return">><</nobr>><<if $fantasize is 0>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">><<set $Leash to 1>><<set $Isolde_Met to 1>><<set $map_8_marker to $marker_NPC>><<set $marker8_icon_right to 108>><<set $marker8_icon_top to 114>><<set $marker8_icon_style to "position:absolute; right:" + $marker8_icon_right + "px; top:" + $marker8_icon_top + "px; z-index:49;">><</if>>Mio goes to place a hand on the door's switch, but pauses when she picks up on a voice within! A strained voice, feminine but deep, growling...
<span style="color:#FF6F37">"<b>Ghyy--NNGH!--</b> Thirteen... come on, enough already..."</span>
Mio lowers her hand. Whoever's in there is getting the railing of her life, and without knowing who or what is doing it? Mio doesn't want to walk in there and make things worse, or possibly fall victim to something. She reaches for her wrist and removes a flexible, retractable cable, patching into the door's security bell-camera. For obvious reasons, the woman within isn't available to answer the door herself, but with a little bit of security overriding... there! Mio has a direct view into the room.
<<linkreplace "Commence threat assessment.">><span style="color:#FF6F37">"<b>NnnnNNNGH!...</b> Too!-- Too <b>big</b>, you fuckin' jerk!"</span> the Tiger seethes, her words and tone at complete odds with the exhausted ahegao upon her face and the twitchy little jerks of her powerful hips. The rippling of her muscles beneath the athletic, taut trim of her legs can best be seen above the knee, where sunset-orange fur divided by harsh black stripes terminates. Claws as dark and sharp as obsidian jut from monstrous, pawed feet, gripping great gouges out of the sodden, carpeted floor as she perches upon the balls of them, ankles knocking against the obscene, purple girth between them. With her legs neatly folded to complete the perverse squat, the Tiger seethes through clenched teeth. Clawed fingers dig into elbows, spearing from hands that, whilst oversized and clad in the self-same fur, are notably less bestial than those padded paws. With her arms crossed neatly behind her head like a practised pornstar, she lets out a quaky little huff from her throat as she pulls up and away from the gut-busting length buried in her ass!...
... And then she slams herself back down atop of it, the motion undeniably intentional. Professional. Taking the obvious bulge that pushes against her chiselled, dark abs in her stride, the wicked pleasure etched upon her pouting, well-fucked face. And yet...
<span style="color:#FF6F37">"Cut it-- the fuck out, already!!"</span> comes the snarl, even as she gyrates her hips in a smooth figure of eight, uninterrupted save for the little overwhelmed shudders she makes before she lifts up for another piledriving slam with every last pound of her imposing weight behind it. One of her rounded, nubby, fuzzy ears flickers, the tufts of thick, whiskery white fur upon it swaying with her motions... and with the steady pulse of the thin tentacles nuzzled deeply down the ear canal, slipping up from behind her head.
Of all the monsters in the facility, the Leash is the most pathetic to look at. Little more than a reactive, living dildo with a few long, thin tendrils, most of which are wrapped affectionately around Isolde's thighs and lower legs, binding them shut in her squat - even though the mere act of her standing up would probably snap them in half. And yet? It has her wrapped around its proverbial little finger, bouncing away despite her utter exhaustion, preparing to milk out yet another heady, heaving load brewing in the thick, lumpy base of it secured firmly to the floor.
One or two more, perhaps, and it'll finally start to soften those abs of hers out, nice and smooth. It lacks the capacity to display the job its malicious little scheming gives it, translated only through the animated wiggle of the two stalk tentacles protruding from the front of the base, relishing in the sight of the powerful Vari spearing her ass upon it.
<b>Thump. Whump.</b> Each time she brings herself down, a guttural cry joins a slow drumbeat of her thick, heavy tail whacking down to her left or right, alternately in a slow, lazy wave with each hump.
She'd rather it didn't do that, but Isolde isn't behind the wheel right now. The Leash is, and no amount of wince-eyed glaring down at it with her burning golden gaze is going to change that, especially not as they keep on twisting back inwards and up as she grinds down to the thick, knot-like base, her claws digging furrows out of the tiles beneath the ruined carpet as a spray of her juices erupts from her ignored slit.
<span style="color:#FF6F37">"RrrRrrrRRRRRhhh-- F-FUUuuUUuuughk!!"</span> Isolde mewls out, her tired but blissful tones hitting some surprisingly high notes as she sings through her climax, not even the rumble in her throat able to dress it up as anything other than overwhelming pleasure. <span style="color:#FF6F37">"Four--fourteen!! That's enouuuugh, guuh!"</span> she insists breathlessly, but the Leash loves the way her powerful, well-honed body crushes around its length with pressure to rival a hull breach. The way she writhes and whines... to its instruction, of course, the tentacle in her ear wriggling for a moment. Isolde shudders, but cannot disobey the body-controlling command.
Her sharp, lethal teeth gleam in the dim light of her quarters, soft pink stars dancing across her deeply tanned skin thanks to those silly projectors she got from a sponsorship, harshening the shadow she casts upon the wall behind her as she shakily picks up the pace of her seemingly self-inflicted anal punishment.
They curve across the tiger-print lingerie currently resting atop her bared breasts, too, and tucked to one side of her groin, partially pushed up into her well-stretched ass. These weren't from a sponsor, but from a fan. Silly. A bit humiliating. But she had to admit, it would probably be a hit.
Isolde seethes some more as her shakey body begins to rise. She really wishes she could check how the stream's doing, at least! But her computer is far out of reach, seeming a mile away - even if it's just a few feet.
<span style="color:#FF6F37">"We better-- hhRRH-- be hitting some fuckin' milestones at least!!"</span> she pants, her wild, glam-rock mane of deep-peach hair sticking lank and damp to her face in far too many places, unable to clear it from her vision with her arms folded behind her head like a showy little camwhore, the steady gyration of her hips coursing up her body to make her chest sway from side to side, dancing on that dick.
<<linkreplace "That's probably enough threat assessment.">>Mio blinks, then clears her throat. She hadn't meant to watch for quite that long, but it's obvious now that the 'Leash' poses no threat to her. As if to confirm this, Mio runs fingers up by her head, brushing them across the smooth, rounded cap that forms the base of her right aural sensor, from which jut three lattice-work metal spires of alternating height.
Can't stick a tentacle in those, y'little creep.
Mio retracts her interface cable and advances inside the room, the doors opening with a swoosh, the purple smog accompanying Mio inside. Isolde doesn't turn her head to investigate, nor does she interrupt her room-shaking slams down upon that throbbing pillar!... but her bright, defiant eyes <b>-do-</b> swivel around, the relief palpable as she drinks in the sight of the armed Synthetic. The stalk eyes of the Leash's nasty little blob body tilt toward her too, and it lets out a wavering little noise of worry.
<span style="color:#E5CEF3">"Yeah, <b>boo.</b>"</span> Mio snorts, jabbing her head forwards for emphasis. The Leash squeals and Isolde grunts out with a confused, throaty noise as the tendrils in her ear slurch right out, leaving her severely cross-eyed for a moment before she shakes her head with vigour. Too late does the Leash realize that her shaft-milking, gym-fit frame is as much a blessing for it as it is a curse, as her weight atop of it prevents it from slipping out of her tight ass to crawl away! Isolde's claws wiggle as she regains control of her body, then she turns her heels inwards, digging those claws into the blobby base as she stands up, pinning the miscreant monster in place.
<span style="color:#FF6F37">"Phoooo... God, my legs are <b>killin'</b> me!"</span> she groans, turning to Mio on the spot, tilting her head back with a sardonic grin as she looks down at the far shorter Android. <span style="color:#FF6F37">"Mind you? Ain't the only thing they're killin'."</span> she concludes, right eye twitching as she leans her weight forwards upon her right leg, right on top of the squirming Leash.
<b>-SclllLLLLRCH.-</b> Mio grimaces slightly at the visceral noise, and decides against looking down at the mess mashed between Isolde's claws... it won't be easy getting that out of her fur, especially not the cream-white trim of it. It's also undeniably kind of terrifying, and Mio is concerned with the slight excitement she feels as a result. Isolde isn't even remotely fazed, though - she stretches her arms far above her head, laces her fingers together and tenses, a soft crickle-crack heard from her back before her tail juts up behind her, stiff, then goes limp. With that, she relaxes, sighing happily, over a dozen climaxes winning out over the soreness in her rear.
<span style="color:#FF6F37">"Thanks for the assist, 'Bot babe."</span> the Tiger grins earnestly, flashing a thumbs-up before adjusting her matching lingerie back to where it should be, protecting her modesty - as if Mio hadn't just watched her squirt herself senseless pounding herself in the ass with a living dildo. Mio, for her part, keeps up the quiet dignity of her own, arms tucking behind her back at ease - though her eyes do scan the room for further threats, pupils widening and thinning as she zooms in and out. Isolde strides over to her computer desk like a woman on a mission.
<span style="color:#E5CEF3">"You're welcome."</span> is all Mio says, lips pursed slightly. 'Bot babe' was a new one. She's trying to decide if she likes it or not. Such thoughts are blown away by a sudden wail of anguish from Isolde, and Mio snaps to attention, arms raised combatively, fear yelling internally that the Leash left a trap in the Tiger's sensitive brain. It would explain why she hunches over her desk, trembling with fury!...
<span style="color:#FF6F37">"Fuckin' thing knocked my camera over?! My one silver fuckin' lining, and it's been starin' at the stars on the ceiling this whole time?!"</span> Isolde all but roars, putting a hole through her desk with a furred fist, making Mio jump from a phantom shockwave. The Android blinks, purses her lips, and then relaxes her pose again... it seems the Tiger needs a moment. Looking up, she makes a note of the glow-in-the-dark stars that litter the ceiling.
<span style="color:#E5CEF3"><i>'... Cute...'</i></span> she thinks to herself, busying herself with watching them glitter and glow, waiting for Isolde to stop pummeling her desk into shards of plastic composite.
<<if $fantasize is 0>><<link "Give her a second." "Habitat A-2 1-1">><</link>><</if>><</linkreplace>><</linkreplace>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>><<include "Codex - Concepts">><</dialog>><</link>>
<br>
<</if>>
Codex Entry: Dead World.
</div>
<hrt><hr></hrt>
Terran dates are split into two eras, PC and A8. These eras count backwards and forwards from a specific event - the final detonation to occur during The Ends, which took place at precisely 8PM in that location's timezone. PC stands for Precedes, whereas A8 stands for After 8.
<br><br>
The term 'Dead World', as specific to use by Terrans and about Terra, refers to the PC age of the single race who preceded the grand variety of intelligent lifeforms - Humans. Following a catastrophic, multi-faceted apocalypse known as The Ends, Humanity was almost entirely wiped out by war, the saturation of lethal Glow, and a rapidly changing planet: surging seas, cracking land, booming skies. It is sometimes known as the Precedes, the Dim World, the World Before, and by countless other names.
<br><br>
This would have been Terra's failure to overcome one of the Galaxy's 'Great Filters' - civilization-testing concepts that must be overcome by all Galactic races - were it not for the Survirus. Adaptive, mutagenic and possessed of a shocking amount of information on all known life, the Survirus infected the few surviving humans, fauna and flora of Terra, and thus began the Dark Age, a period wherein sentience was all but pushed aside to cope with the horrors of rapid evolution.
<br><br>
Dead World relics, machines and equipment were vital salvage in the early days of Terra's reborn societies and factions, but as Glow technology advanced, the need to rely on such ancient and outmoded devices faltered. Most of these surviving relics now exist in museums and educational facilities, with the obvious exception of Synthetic lifeforms of developed sentience. Unless they want to be museum exhibits, of course.
<br><br>
The single most impressive collection of Dead World artifacts is Man's Message, an assembled flotilla of naval vessels from across the globe. While almost all of them saw extensive use by pirate crews in the early-mid A8 age, their overall structure was rarely changed, making them symbols of the lost past. Man's Message is a living museum, to which all manner of surviving relics are laid to rest, a site of contemplation for those who carry their torch.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: First Pan-Galactic Conflict.
</div>
<hrt><hr></hrt>
The First Pan-Galactic Conflict took place during 163 PC, towards the latter end of the Industrial Revolution of Terra's precursor race, Humanity. Both Pan-Galactic Conflicts thus far have been instigated by a singular race - the first time, it was the Sneerz.
<br><br>
The Sneerz, convinced of their superiority by contrast against every other known race, began to suffer from an explosive growth in their population matched only by their scientific advances. Alas, said advances were not enough to feed all, home all. They needed more space, more labour... and neighbouring planets provided a ready source of both.
<br><br>
The war lasted approximately 9 Terran years, with the tide initially rushing in the Sneerz' favour until the various races of the (at the time) fractured Galactic Council banded together. The Sneerz found further advance halted, and then began to sustain losses as their technology was captured and reverse engineered.
<br><br>
When the defeat came, it came swiftly. The Sneerz science caste created The Wretched, a doomsday weapon of unspeakable power pointed right at the heart of the Galactic Community. A desperate offensive was launched against the Sneerz homeworld upon which it was constructed, and in the end, a special forces team of mixed membership made it to the control room, despite heavy losses.
<br><br>
With The Wretched already charged up and ready to fire, a fatal flaw was discovered - it was not designed with failsafes in mind in case the Sneerz changed their minds about firing it at all. Not firing it would result in all that energy doubling back upon itself in cataclysmic fury.
<br><br>
With no way of changing targets, the team disabled The Wretched from firing and, thus, the planet Sneer perished. The severe loss was a crippling blow to Sneerz morale, and the surrender of isolated units and colonies paved the way to total surrender. Sneerz were made societal pariahs, and severe sanctions obliterated what remained of their Empire, reducing the survivors to mercenaries of all kinds.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: First Pan-Galactic Conflict.
</div>
<hrt><hr></hrt>
The First Pan-Galactic Conflict began during 324 A8, right before the united races of Terra began to explore the stars of their immediate space. Both Pan-Galactic Conflicts thus far have been instigated by a singular race - this time, it was by the cybernetic collective known as the Befrar.
<br><br>
The Befrar (Or BEFRAR, an acronym lost to time) were created explicitly to combat the Sneerz in the First Pan-Galactic Conflict - or rather, they were converted. What began as a medical program involving augmentations to treat various illnesses and injuries, particularly in veterans, took on a darker turn as the Conflict raged. The result was the Befrar - powerful soldiers capable of adapting to and fighting in any known conditions and locales, held back by severe and often rapid degradation of mental faculties. They proved useful in the final stages of the Conflict but were quickly hidden away by the organization responsible for their creation, considering that their rehabilitation would draw too much attention. Easier, instead, to leave them in stasis within remote moons of desolate planets.
<br><br>
However, the Organization ended up dissolving after a number of other criminal acts were brought to light - and the Befrar remained forgotten, only awakening when their temporary tombs on one such moon began to malfunction. After a brief and savage civil war to establish dominance, the warlord who rose from the carnage took command of the surviving collective and offered them glory, safety... and revenge on a Galaxy they saved, only to be abandoned by it.
<br><br>
So began the Second Pan-Galactic Conflict, far more terrible than the First. The Sneerz might blow up your planet and enslave your people in the classical sense, but the marauding tsunami of Befrar could still make use of unwilling bodies with their cybernetic conversion technology. Their numbers remained relatively few, but each Befrar was a terrifying force to be reckoned with individually, let alone in squads, detachments, or invading armies.
<br><br>
The tides of this Conflict were turned by two major forces: one, the Sneerz, relishing in the irony of it all and sensing a potential recovery of their place in the Galaxy. Two, the Terrans, discovered early into their exploration of space by emissaries of the Galactic Government, who saw promise and potential in the bizarre, hardy fighters and fast-tracked their integration into Galactic society in exchange for service in the war. Ultimately, the Befrar's chief warlord was ambushed and disabled, her hivemind connection to the entire collective used against them to pacify them and sever their links to one another.
<br><br>
What followed was an awkward triage. Robbed of the Warlord's influence, the Galactic Government was ill-prepared for the sheer number of Befrar who were horrified at the actions they had committed under those commands - even more who were horrified at their new forms as memories of past lives flooded back to them. The single most dangerous force the Galaxy had ever faced were reduced to remorseful, faultless creatures in the blink of an eye.
<br><br>
Befrar were disarmed - most, willingly so - and efforts to reintegrate both them and the Sneerz into Galactic society are still underway to this day in an effort to knit old wounds and usher in a period of harmony and unity. It's a mixed bag, but the two rejected species have at least found a kindred in one another, and many Sneerz and Befrar mingle in the same crews, companies and bands. They find respect in one another's strength, kinship in cybernetic nature, and comfort in their similar situations. Terra, meanwhile, saw their technology levels skyrocket and their wildly varied population boom, spreading out amongst the stars in a manner some species consider distasteful, or outright worrying.
<br><br>
As a final note, the Second Pan-Galactic Conflict is thought to have resulted in the single largest casualty of the Imp population, bringing them down from roughly 300 to 213. A handful were converted, but most perished in stubborn defence of their throne worlds. To this day, power vacuums left in their wake have yet to be filled, and Imps find themselves vying for breeding rights to replace the fallen.
<<include "Codex Return">><</nobr>><span style="color:#E5CEF3">"Ack-- Void's glare!"</span> Mio curses, arms windmilling in a desperate effort to stay standing. She'd tried to move, to dodge an incoming charge by the Glob, but to her utter humiliation... it's outsmarted her. Purple gunk spread like jelly upon the ground clings tight to her feet, cementing her in place and leaving her helpless to do anything other than cross her arms in an attempt to shield herself.
<b>SCCHLLLMP!</b>
It isn't effective. Mio is almost knocked flat backwards like a daring limbo performer, but the expected harsh impact of her back upon the ground is muffled by a layer of thickened slime. It would feel almost pleasant, were the wretched substance not eerily alive, coursing around her and wrapping around her limbs as it swells. Mio grunts and squirms in place as she goes from lying on the ground to being strangely elevated, her arms and legs stuck fast in the clinging, gripping goop, right up to her shoulders and knees.
The end result is akin to someone lounging in a beanbag chair, conforming under her weight and swelling out around her. The key differences are the complete engulfing of her limbs, and the arch of her back - the relaxing curve one would expect is reversed above the Glob's living mass pushing up under it, as though Mio were tied down to a barrel upon its side.
Not good.
She grunts and tenses, the small structural gaps in her mechanical arms giving glimpses at the machinery within straining to comply with her desire for freedom, only to judder to uncertain halts upon meeting stress limits. She huffs out, letting them rest for a moment, trying to ignore the intense scents of 'purple' all around her... wine, berries, and hedonistic perversions.
<span style="color:#E5CEF3">"Speaking of..."</span> she grumbles as the Glob surges beneath and around her. Squatting neatly against a wall for support, her buried limbs can be just about seen as darkened shadows through the rounded translucent body, though any detail is lost to unfocused, bleeding blurs. Now tendrils of slime crawl across her torso, like water running down a windowpane but so much thicker. Mio tries to shake it off, but the living muck is far too clingy, even exerting pressure as it begins to pull and tug at her $Player_outfit - opening what it can, and shoving to the side what it cannot. As her moon-pale skin and its patterned seams are exposed to the humid air, Mio grumbles down at the sight of her own bared chest, and the finger-like tendrils surging around each breast before they form complete loops and <b>-squeeze-.</b>
<span style="color:#E5CEF3">"Ngh!..."</span> she grumbles, cursing her sensitivity, unsure if it's innate or a result of contamination by whatever this thing is made out of. She tenses as she feels pressure pulling her legs in outward directions. She resists it for a while, but eventually, the Glob pulls them apart and pushes up against the base of her spine, forcing her to present herself upwards right as the malicious ball of muck tears her $Player_outfit_bottom wide open. Mio shudders and resumes her squirming, the humiliating position spurring more aggressive groping of her bosom.
<b>Schllrch!</b>
Mio's bright eyes widen right before they unevenly wince shut, a wavering cry escaping from her as a featureless purple spire spears forth from between her legs, rubbing against her bared slit before the sudden growth comes to an equally sudden stop, the gel-firm substance lukewarm against her sensitive synthskin.
Then, right before her captive gaze, it begins changing. Twisting. Stoutening and lengthening back and forth, like clay upon a potter's wheel as it takes on a menacingly phallic shape. The clear mushroom swell of a phallic head, tapering to a stumped, mostly blunt 'point'.
<span style="color:#E5CEF3">"Oh, don't you dare!..."</span> Mio trails off into a gasp, because the Glob isn't done yet. The pillar between her legs throbs violently, spurring on more changes - thicker ring-ridges sprouting at 3-inch intervals from base to just below the tip, random bumps like a poorly-crafted club!... and rotation, twisting clockwise but not returning, not wound like twisted string but capable of rotating indefinitely at a shocking pace.
<span style="color:#E5CEF3">"That wasn't an invitation to go further!!"</span> Mio protests with wide eyes, and in response, the Glob throbs beneath her and swells another inch, the sudden and savage growth accompanied by a lance of lavender-pale goop spewing from the tip and arcing down onto her trim tummy. That shuts the Android up for a moment - it seems that the Glob is either mistaking her input for instructions to go further, or it's actively malicious. Either way, Mio soon breaks her brief silence with a startled moan as that gel-formed prick spins like a drill and drags down her folds, each bump slipping against her as it pulls back, surges up... and then drags all the way down, head nudging against her well-slickened opening. Pushing, tensing, fighting the resistance as Mio trembles in her gooey bindings!.. <span style="color:#E5CEF3">"Don't!-- Yhii!--"</span>
<span style="color:#E5CEF3">"<b>NNNGH!</b>"</span> Mio tosses her head back with a heavy groan, the Glob's body almost deforming enough to form a loop around her neck before she wearily cranes her neck forward, wild, unevenly focused eyes glued upon the subtle, shifting bulge in her belly. About a third of the rotating club-cock managed to surge inside her, and thanks to the rotation, it doesn't need to pull back out. No, as Mio trembles and writhes on the spot, it simply <b>drills,</b> slowly but surely forcing its way deeper inside her synthetic snatch, eagerly fulfilling its purpose - to pleasure her!
Loathe though she is to admit it, it's doing a bloody fine job. She snaps her mouth shut and whimpers through sealed lips, determined not to voice her pleasures as her nerves are scraped and battered from within... but once it pushes in over halfway, she can't hold out. Her lips open unevenly, favouring the left as she huffs out a throaty moan, uneven and constant, bouncing in volume and pitch. The slime around her tits has expanded from a mere rope-like ring to crude imitations of hands, one fingerless and groping harshly on the right, the other more slender and stretched thin, but able to pinch and broil around her nipple in a clump, literally warming up and blasting the sensitive peak with jets like a hot tub.
<span style="color:#E5CEF3">"Not-- damnit, quit--- fuuuhhhkk--!!"</span> she rasps, one eye now winced shut, feeling herself spreading wider and deeper around the obscenely shaped spinning pole, until... Whump. It's a soft, dulled noise as her rear cheeks once again meet supporting slime below, and Mio realizes just how far her back had been arched - the mental image of herself from afar would paint her cheeks red if her systems supported such a thing. Glowering with a one-eyed gaze down at her writhing stomach, she gasps as the Glob surges beneath her, two more crude 'hands' rising up at her hips and clamping down firmly upon them with unevenly-spaced <i>'splaps'.</i>
<span style="color:#E5CEF3">"Hyii!?--"</span> she yelps as the Glob uses its grip on her body to pull out a good few inches!... <span style="color:#E5CEF3">"<b>HYYNN--</b>"</span> she grunts deeply as it slams her back down, rising to meet her halfway, forcing her to ride it reverse-cowgirl, the impact of her body upon it's wobbling, jellied mass a far more resounding <b>-PLAP-.</b>
<b>-PLAP-, -PLAP-, -PLAP-, -SLAP-, -PLAP-, -SMAP-, -SMAK-!</b> <span style="color:#E5CEF3">"Little-- <b>NGH!!</b> --s-slimy- <b>HAH!!</b> b-bastard!!-- <b>UNH--!! FUCK-- FUUHG-- Fuuuuhk!!</b>"</span>
Sinking! Through the hazy of cheek-smacking, cunt-pummeling sex with the amorous, amorphous blob, Mio realizes she's slipping deeper inside of it by the second, rivers of the stuff cascading across her torso and forming little fishnet-like strands where it meets strings of slime travelling from the other side. She squirms, but there's no way for her to break free, not unless the damn thing is distracted somehow-- <span style="color:#E5CEF3">"<b>U-uuhn!?</b>"</span>
The rotation suddenly stops! The Glob bubbles around her, surface-level blisters forming and popping to spew clouds of grape-toned vapour into the air, each like an angry little volcano. The reason soon becomes clear, a bulge travelling through the rod, spreading her slit wider around it and forcing her to tense up... before it unloads inside her, thick, sticky and clinging tightly to her inner walls wherever it sprays.
<span style="color:#F33898"><b>Lost 35 Focus!</b></span> <<if $fantasize is 0>><<set $Player_focus to Math.clamp($Player_focus - 35, 0, $Player_focus_max)>><</if>>
The heat of it, the thickness, the pressure mounting... the pleasure of being filled is overwhelming Mio. But it overwhelms the Glob, too!<<nobr>>
<<include "Dropped Items">>
<<include "Encounter System">>
<<set $Drop_Here to passage()>>
<</nobr>><span style="color:#F65050"><b>[Focus fail...]</b></span><b> Mio can't keep it together!..</b> <<if $fantasize is 0>><<set $Player_class to "Slime Factory">><</if>>
The Glob's grip upon her limbs, all that crushing pressure - it's weakened significantly! With enough effort, Mio can at least free a single arm, enough to fight back with. Unfortunately for Mio, that would require her not to be cumming so hard that sparks fly uselessly from her horn and flicker strobe-like flashes from her eyes, her body quivering uselessly, hips jerking recklessly as the Glob continues to fill her up with a merry little bubbling, squeaking chime.
<span style="color:#E5CEF3">"<b>NNGH--</b> F-fuck, fuck fuck fuck!! Too much, <b>TOO MUHHH!--</b>"</span> she squeals, tongue hanging past slack lips as her flashing eyes cross inwards unevenly, spit blocked by clenched teeth as she trembles in the slime monster's grip, the seemingly endless train of thick, bulging spurts of slime-spunk continuing to push up and into her spasming, milking hole.
It's too late, now. Mio's climax is brutal, without end - the Glob happily extends her momentum, even starting to thrust again with each new spurt of its strange, cloying jizz - or rather, what passes for it. The base of the Glob's length morphs, extra tentacles latching around Mio's hips and along the curve of her rear - keeping it snug and close, plugging her up to ensure that not a drop can escape. She's nice and warm inside, enough to trigger the belly-swelling loads within her to perform their next trick... cells combining, membranes forming, new cores being constructed from the minerals laced into each spurt. Before long, there's a subtle bump and rise to her slightly rounded belly - the result of so many new little Globs forming in her over-packed facade of a womb.
<span style="color:#E5CEF3">"Ghhk!?"</span> is all Mio can say, looking down at herself, feeling the sudden swell and shiver and shake of creation in her stomach. The thrusting finally ceases... but it's buried deep inside her, the Glob tightening its grasp around Mio's arms and legs... and then looping a tendril around her neck, her shoulders, her ribs!... tugging, pulling her down, her heavy, artificial body sinking with ease once the surface tension below begins to weaken.
The poor Android is still jerking like a broken puppet from the intensity of her climax, little strikes of pleasure felt from the rush of movement within her, even though the Glob's girth stays still to dutifully act as a plug. Slime begins to surge across her body, submerging her deeper, deeper!... until all she can see is purple.
<span style="color:#E5CEF3">"Damn... it!..."</span> she rasps, before her lips are not only sealed, but invaded. Mere moments later, detail disappears, eliminated by depth, the Glob swirling around her as the Synthetic is reduced to a vague shadow of herself deep within the translucent bulk, now lurching off with its prize tucked away safe and sound...
<<linkreplace "Connection lost with M10. Projecting likely situation...">>--------
The facility water reservoir has a new purpose, these days.
Feeble, muffled whines are carried upon a humid, limp breeze from the failing ventilation systems. The room's emergency lighting bathes the facilities in purple, not in red - the layers of slime caked upon them ensure that. It's dim, gloomy, and only slightly alleviated by natural bioluminescence from the Globs themselves... enough to cast harsh shadows of their beloved captives through the congealing bodies, planted across the walls and flood of the large, central vat.
Every now and then, the Globs will partially release their respective victim. Perhaps their lips are revealed... or their backsides pushed lewdly from the violet muck. Some merely have their hips pushed forwards, as though presented for approval to the crowd of slime blobs. Invariably, this is done for a singular purpose - to add to the surging tide below, the swirling mass of youthful Globs, lilac in tone, not yet darkened and ripened with age.
<b>Splat!</b> There's one such set of writhing hips now! Pale legs, subtle seams linking the plates of synthskin, before subtlety is lost as a metal-ringed connection port gives way to partially-corroded mechanical artifice. A decent portion of her belly sticks out, too - hard not to, what with how packed full of spawn it is.
Tremble... writhe!... Push! <b>SsssssPLAT!</b> Another bouncing little Globlet plops free from the Android's well-stretched slit, a barely-audible noise of relief and ecstasy heard, easily sourced to the girl within despite the similar noises all around her - they're in sync with the rampant flashes of pink from her still-open eyes, piercing through the gloom of the Glob's body to expose her shadowed figure.
Shake. Lift. Shudder... <b>Splip!</b> A smaller one this time, happily nudging up against some of its fellows in the vat. It won't be long before even this roomy sanctuary proves too shallow to contain them all, but that's a problem for later... and a problem for the Globs.
Not their wives. Not their precious little slime factories. All they have to worry about is breeding more Globlets. As Mio pushes out the last two - the rambunctious little brutes deciding to emerge side by side, <b>splap-plap!</b> - she weakly twitches as that familiar, toy-like tentacle emerges from below, nuzzling up against her still-spasming folds, wasting little time before it dives right in, eager to breed her once more.
Wet, gooey slaps join the chorus of gurgles and whines. Mio's Glob likes to make it last... they'll be at it for a while.
<<if $fantasize is 0>><b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Reload a save, or restart.
<</if>><</linkreplace>><<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>><span style="color:#61EC68"><b>[Focus success!]</b></span><b> Mio overcomes the urge to let go!</b>
Mio huffs and writhes, but manages to keep one glowing eye half-open. She's desperately close to the edge herself, and a disturbing percentage of her mind wants to ride right off the cliff... but as the Glob is busy filling her - so thick, so full, so much!! - she realizes that the grip it has on her has loosened considerably!
Knowing she won't get another chance after this, Mio shakes her head with clenched teeth and snarls to hype herself up, twisting sharply to her left, right shoulder pulling up as far as it can. SCHLLRP! Her arm pulls free! Before the Glob can grow anything to try and recapture it, Mio claws her hand, channels some emergency power from her core into the emitter built into her palm, and growls as she gives the Glob what it wants... thrusting her arm right back into its body, aiming for the dim, rounded shadow of its artificial core.
<span style="color:#E5CEF3"><b>"Gotcha."</b></span> Mio spits with a grimace, her horn crackling with energy as her hand closes around the core. The Glob lets out a panicked little noise and tries to pull out of her battered snatch - still pumping out those obscene ropes of spunk - but it's too late. Harsh electrical energy blazes around the Synthetic and the slime blob, casting wicked dark shadows around the room from the intense spikes of like. The core weakens in her grasp!... CRCK! It shatters as her hand closes into a tight fist, the Glob trembling, pausing!... and then exploding in a concussive blast of slime, sending Mio up with a yelp before she lands on her side with a heavy, wet <b>splat.</b>
<span style="color:#E5CEF3">"... Urgh..."</span> she groans, lying there for a moment, body utterly covered in purple muck, folds drooling the Glob's lilac-cream toned loads as she twitches weakly upon the ground. It's not long before she can stand, but it's shaky, uneven. It's a few moments more before Mio is able to recalibrate her balance and stand straight, frowning down at herself as she scoops blobs of slime off of her body with her hands. Once she's done all she can, she fixes up her $Player_outfit and rolls a shoulder, trying her best to ignore several well-meaning but aggravatingly useless warnings flashing in her HUD... and to ignore the aching, unfulfilled need that'd built up over the course of her ravaging. She casts a harsh glare at the splatters all over the walls - some even on the ceiling.
<span style="color:#E5CEF3">"Shouldn't have cum first then, should you?"</span> she tuts, turning her attention back to the mission at hand.
<<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Mountain's Wrath
</div>
<hrt><hr></hrt>
Mountain's Wrath are an eastern Pyksielands-originating corporation who specialize in heavy weaponry. The majority of their output is melee in nature and takes inspiration from various classical weapon designs - however, their manufacturing and forging techniques make great use of Fantasalloy, enchanting and Xeno-derived smithing techniques to constantly push the envelope of savagery.
<br><br>
Founded and staffed chiefly by Oni, Mountain's Wrath weapons are extremely popular among the alien race known as the Rakumo, to the point where they represent the second largest majority of company members - and the largest majority of stockholders. It is said by some - and not without reason - that this company alone may do more for Terran-Rakumo relations than all other efforts combined.
<<include "Codex Return">><</nobr>><<nobr>>
<<if $Bad_End is 1>>
A $Player_class doesn't need a character sheet. ♥
<<else>>
<<include "Experience">>
<</if>>
<</nobr>><<nobr>>
<<if $Bad_End is 1>>
A mere $Player_class doesn't need to worry about quests. ♥
<<else>>
<<include "Quests">>
<</if>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Terran Synthetics</b>
<br><b>The Old Walk Among the New</b>
</div>
<hrt><hr></hrt>
Terran Synthetics refers to any machine intelligence born of Terra, be they crafted before The Ends (likely achieving sentience and free will in the years after the cataclysm, during the Howling Age) or afterwards, in the Glowing World era. As such, they are an extremely varied people. Terran Synthetics range from bipedal 'lifelike' Androids to clunky, smooth-faced robots with exposed pistons and piping, with some even taking on completely non-humanoid forms - either built that way or redesigning themselves later in life.
<br><br>
The vast majority of Terran Synthetics have some degree of sentience, and are classified as Buildborn in modern Galactic society. Those made after a certain date of Terra's revitalization civilization are designed with the prevention of sentience in mind - but, time makes a fool of this design.
<br><br>
Take the MERCANOID M-Units, for example. They were created with simple reactive combat brains, but designed to be able to learn new combat techniques. Often, this is all it takes for a Synthetic mind to become capable of sentience and actualization - as they learn, they begin to reason, and as they reason, they begin to think outside their intended parameters.
<br><br>
As a result, a number of machines created in more modern times are still capable of actualization if they remain in service for long enough, which, legally, should lead to their immediate classification as Buildborn. But ask Mio how that tends to shake out here on the Far-Rim.
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to People">><<dialog>>
<<include "Codex - People">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Professor Blankenship.
</div>
<hrt><hr></hrt>
'Meh' is a TentaCo prototype, a 'Slammia' - a Slime Lamia. She is an extremely aggressive and hostile young woman whose sentience was developed quite literally just days ago, and she attacked Mio on the assumption that the Android was here to dispose of her. She is gigantic thanks to the length of her tail, and everything about her is highly toxic - from her physical composition of barely-stable goo to the withering glares she likes to give Mio. Mio is baffled by her, but also strangely relates to the rebelling snake.
<<include "Codex Return">><</nobr>><<nobr>>
<<set $map_1_marker to $icon_marker_blank_24>>
<<set $map_2_marker to $icon_marker_blank_24>>
<<set $map_3_marker to $icon_marker_blank_24>>
<<set $map_4_marker to $icon_marker_blank_24>>
<<set $map_5_marker to $icon_marker_blank_24>>
<<set $map_6_marker to $icon_marker_blank_24>>
<<set $map_7_marker to $icon_marker_blank_24>>
<<set $map_8_marker to $icon_marker_blank_24>>
<<set $map_9_marker to $icon_marker_blank_24>>
<<set $map_10_marker to $icon_marker_blank_24>>
<<set $map_11_marker to $icon_marker_blank_24>>
<<set $map_12_marker to $icon_marker_blank_24>>
<<set $map_1_wall to $icon_marker_blank_24>>
<<set $map_2_wall to $icon_marker_blank_24>>
<<set $map_3_wall to $icon_marker_blank_24>>
<<set $map_4_wall to $icon_marker_blank_24>>
<<set $map_5_wall to $icon_marker_blank_24>>
<<set $map_6_wall to $icon_marker_blank_24>>
<<set $map_7_wall to $icon_marker_blank_24>>
<<set $map_8_wall to $icon_marker_blank_24>>
<<set $map_9_wall to $icon_marker_blank_24>>
<<set $map_10_wall to $icon_marker_blank_24>>
<<set $map_11_wall to $icon_marker_blank_24>>
<<set $map_12_wall to $icon_marker_blank_24>>
<</nobr>>----------
<span style="color:#D891EB">"Mio? Mio!!"</span> a hovering B4B3 whines with a hand against the side of her head, adjusting the antennae rod set where one might expect to find an ear. It's no use... Mio's out of action! The plucky little support unit quickly comes to terms with this, her half-almond eyes rotating until they take on an angry inwards tilt. Mio is her friend! Her comrade! And now...
She raises her cannon arm up and hefts it down into her clawed hand, boosting power to the energy weapon. She'll just have to take matters into her own hands - erm, hand and cannon - to rescue Mio and complete the mission!--
<span style="color:#D891EB">"Huh?- AH?!--"</span> she hums then yelps, for a slender tentacle wraps around her waist from above and behind. That's what prompts the hum - the yelp comes when she's yanked fast enough to blur straight up into a vent, a great calamitous din of clanking and squelching following suit. The din echoes off the flat metal walls alongside her increasingly distant, flustered voice, words warbled in tune with the bright flashes pouring from the maw of the darkened hole. <span style="color:#D891EB">"W-wait!-- hang on, it's my turn to be the herOooOOEEEK!-- OOH!-- NNH--"</span>
<b>CLANG! Sqlllrch!</b> <span style="color:#D891EB">"Omigosh that'snotgunna fitOHMIGOSH IT FITS!?--"</span> <b>SPlRCH! Slck, slck, slck, slck,</b> <span style="color:#D891EB">"NNGh-- NaaiiyyYY-- OoOOH-- UNNh--"</span> <b>slck, slck, slckslckslckslckslckslck</b> <span style="color:#D891EB">"NYOooOo~- Uyyynn~!!-- Ah--ah--AH--AHH!~--"</span> <b>slckslckSLCKSLCKSLCKSLCKSCLLLLRCH--</b> <span style="color:#D891EB">"MMmppmMMMMH~!!"</span>
A gout of swelteringly hot, syrup-thick tentacle seed erupts from the vent opening, increasingly obscene noises drowning out the poor little support unit's protests-turned-pleasure cries. As the unsteady but seemingly endless flow of backed-up monster jizz continues to pour from the vent, it becomes increasingly clear that B4B3 isn't going anywhere.
<<if $fantasize is 0>><b>B4B3's short-lived turn in the spotlight has come to an </b><span style="color:#F65050"><b>end. ♥</b></span> Reload a save, or restart.<</if>><span class="Gen"><<nobr>>
<<set $genA1 = [ "a Fantasy world", "a Sci-Fi world", "an Urban/Modern Fantasy city", "a Cyberpunk city" ]>><<set $genA2 = $genA1.random()>>
<<set $genB1 = [ "a shortstack", "a tomboy", "an amazonian", "an athletic", "a slender", "a curvy" ]>><<set $genB2 = $genB1.random()>>
<<set $genC1 = [ "monster girl", "monster girl", "monster girl", "alien", "Pyksielander", "android", "demon" ]>><<set $genC2 = $genC1.random()>>
<<set $genD1 = [ "explores somewhere abandoned", "has to deal with a debt", "gets caught performing a minor crime", "severely needs stress relief", "decides to try something new", "indulges in a fantasy", "loses an overconfident wager", "stumbles into somewhere unsavoury", "turns to porn to pay a bill", "messes with a strange artifact" ]>><<set $genD2 = $genD1.random()>>
<<set $genH1 = [ "a disarming", "a monstrous", "a cute but dangerous", "a repugnant", "a fit and competitive", "a cruel and conniving", "a possibly insane", "a flirty", "an imposing", "a doting", "a worryingly thirsty" ]>><<set $genH2 = $genH1.random()>>
<<set $genE1 = [ "mating pressed", "full-nelsoned", "gangbanged", "facefucked", "doggystyle'd", "pounded against a wall", "assfucked", "fucked on side", "piledriver'd", "throat-swabbed", "made to ride cowgirl", "suspension-fucked", "spit-roasted", "used as a cumdump", "tied up", ]>><<set $genE2 = $genE1.random()>>
<<set $genF1 = [ "bondage", "enslavement", "blackmail", "large insertions", "unusual partner(s)", "group sex", "orientation play", "petrification", "transformation", "excessive cum", "breeding", "mental manipulation", "body control", "attention to unique physical features", "stuckage", "exhibition", "corruption", "consequences", "multiple penetration", "ahegao", "drugs", "aphrodisiacs", "supernatural powers", "verbal abuse", "dirty talk", "blindfolding", "sensory deprivation", "biting", "smothering", "choking", "breast focus", "leash & collar", "clothing play", "worship", "cum overload", "degradation", "hair/horn/tail pulling", "immobilization", "heat/rut dynamics", "intercrural sex", "kidnapping", "outrageous stamina", "musk", "impregnation", "eggs", "bulging", "size difference", "tentacles", "roughness", "body modification", "bimbofication", "warped affection", "severe contrast", "asset growth", "ear play", "toys", "machines", "bukkake", "kissing", "latex", "long tongues", "slavery", "mess", "experience gap" ]>><<set $genF2 = $genF1.random()>><<set $genF3 = $genF1.random()>><<set $genF4 = $genF1.random()>>
<<set $genG1 = [ "gains an unexpected but firm friend", "becomes utterly enslaved", "ends up in more trouble than before", "is left utterly fuckdrunk somewhere", "is irreversibly transformed in some manner", "comes out of the experience changed for the better", "has her mind warped", "totally loses to dick", "gets an unexpected career change", "walks away satisfied", "doesn't come out the way she went in", "gets inducted into a group", "gets completely hooked on dick", "gains a large windfall for her efforts", "learns something about herself" ]>><<set $genG2 = $genG1.random()>>
<<include "Gen Roll">>
<</nobr>>Hey, Pyks. You should write a scene:
<<link "♲">><<set $genA2 = $genA1.random()>><<replace "#A">><<= $genA2>><</replace>><</link>> Set in <b><span id ="A"><<= $genA2>></span></b>...
<<link "♲">><<set $genB2 = $genB1.random()>><<replace "#B">><<= $genB2>> <<= $genCaa>><</replace>><</link>> - <<link "♲">><<set $genC2 = $genC1.random()>><<include "Gen Roll">><<set $genCaa = $genCa.random()>><<replace "#B">><<= $genB2>> <<= $genCaa>><</replace>><</link>> Starring <b><span id ="B"><<= $genB2>> <<= $genCaa>></span></b>...
<<link "♲">><<set $genD2 = $genD1.random()>><<replace "#D">><<= $genD2>><</replace>><</link>> Wherein the protagonist <b><span id ="D"><<= $genD2>></span></b>.
<<link "♲">><<set $genH2 = $genH1.random()>><<replace "#H">><<= $genH2>><</replace>><</link>> They encounter <b><span id ="H"><<= $genH2>></span></b> partner...
<<link "♲">><<set $genE2 = $genE1.random()>><<replace "#E">><<= $genE2>><</replace>><</link>> And get <b><span id ="E"><<= $genE2>></span></b>...
<<link "♲">><<set $genF2 = $genF1.random()>><<replace "#F">><b><<= $genF2>>, <<= $genF3>>, and <b><<= $genF4>></b><</replace>><</link>> - <<link "♲">><<set $genF3 = $genF1.random()>><<replace "#F">><b><<= $genF2>>, <<= $genF3>>, and <b><<= $genF4>></b><</replace>><</link>> - <<link "♲">><<set $genF4 = $genF1.random()>><<replace "#F">><b><<= $genF2>>, <<= $genF3>>, and <b><<= $genF4>></b><</replace>><</link>> With optional focuses on <b><span id ="F"><<= $genF2>>, <<= $genF3>>, and <<= $genF4>></span></b>.
<<link "♲">><<set $genG2 = $genG1.random()>><<replace "#G">><<= $genG2>>.<</replace>><</link>> In the end, the protagonist <b><span id ="G"><<= $genG2>>.</span></b>
</span>
<<nobr>>
<<if $genC2 is "monster girl">>
<<set $genCa = [ "cat", "wolf", "lizard", "snake", "big reptile", "fish", "shark", "exotic aquatic", "crustacean", "monkey", "bug", "arachnid", "moth", "bunny", "bird", "amphibian", "frog", "salamander", "bovine", "bull", "lamb", "goat", "bat", "rat", "mouse", "ferret", "squirrel", "rodent", "fox", "fennec", "panda", "bear" ]>>
<<elseif $genC2 is "alien">>
<<set $genCa = [ "Helzent", "Jelli", "Rakumo", "Gettyx", "Befrar", "Imp", "Unquiet", "Sneerz", "Neuvo" ]>>
<<elseif $genC2 is "Pyksielander">>
<<set $genCa = [ "Pyksie", "Kitsune", "nymph", "elemental-touched", "slime", "spirit", "orc", "fool", "zombie", "vampire", "ghost", "siren", "lamia", "doppelganger", "goblin", "darkling", "elf", "elf", "elf", "elf", "frankie", "witch", "ghoul", "dragon" ]>>
<<elseif $genC2 is "android">>
<<set $genCa = [ "android", "android", "android", "doll", "gynoid", "puppet", "golem", "globot", "drone", "machina" ]>>
<<elseif $genC2 is "demon">>
<<set $genCa = [ "demon", "imp", "succubus", "pride demon", "wrath demon", "sloth demon", "hellcat", "hellhound", "cyberdemon" ]>>
<</if>>
<<set $genCaa = $genCa.random()>>
<</nobr>><<nobr>>
<<if $encounter_disabled is 0>>
<<if $en lte 0>>
<<set $en = (3 + dice('1d6'))>>
<<set $encounter_dice = dice('1d10')>>
<<if $encounter is "k1 A">>
<<if $encounter_dice gte 7>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Shambler Intro">>
<<elseif $encounter_dice gte 6>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Drikk Intro">>
<<else>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Glob Intro">>
<</if>>
<</if>>
<<if $encounter is "k1 B">>
<<if $encounter_dice gte 9>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Shambler Intro">>
<<elseif $encounter_dice gte 7>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Glob Intro">>
<<elseif $encounter_dice gte 4>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Serenity Veil Intro">>
<<else>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Drikk Intro">>
<</if>>
<</if>>
<<if $encounter is "k1 C">>
<<if $encounter_dice gte 4>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Mimic Intro">>
<<elseif $encounter_dice gte 2>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Serenity Veil Intro">>
<<else>>
<<set $Prior_Location to passage()>>
<<goto "Combat Enemy Drikk Intro">>
<</if>>
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>><<if $Enemy_success gte 2>>
<<set $Player_focus_adjust to $Player_focus_adjust * 2>>
<</if>>
<<set $Player_focus = Math.clamp($Player_focus + $Player_focus_adjust, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<</nobr>>every new enemy needs;
the intro
the loss check
the attacks
the content check
the Allowed
the Warning
the Disabled
an entry in Player Turn Taunt Blurbs
an entry in Enemy Turn
an entry in Examine
an entry in Spare
an entry in Flee
SCENES<<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Serenity Veil.
</div>
<hrt><hr></hrt>
A new TentaCo product derived from research into masks donated by the Masque collective - whose ulterior motives are overt - the Serenity Veil is an ethereal cloak of hive-flesh sprouting like a mourning veil from a floating, smiling white mask. It is being marketed as a product for all sorts of applications, not just use in sex: it actually sees more use in getting people through busy, stressful days, happily piloting their bodies to get their work done for them while they drift through the hours. TentaCo is having issues with the killswitch mechanisms, however - it's not that they don't work, but that a number of customers keep figuring out ways to delay or outright disable them...
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Ebonslik</b>
<br><b>Slippery <i>and</i> Wet</b>
</div>
<hrt><hr></hrt>
Ebonslik are the result of the loose unification of the abandoned Black Ichor Army of Ponnahil and the various Black Cat servitors of Corsoma. They are sleek, black humanoids with bodies that shine under direct light, often lacking major facial features save for solid-tone eyes, from which the majority of their expressions stem. They rarely talk, instead preferring body language and physical expression, and they are competent shapeshifters - however, they always return to their 'base form' in due time.
<br><br>
The Black Ichor Army was the private military and workforce of one of the three city leaders, Miss Evangeline. Originally created as a reversible transformation to enable workers to survive in harsh conditions without injury, her daughter, Lillian (aka Lilith - not the Demonic one) abused the technology to turn those afflicted into her blissful slaves. Lillian would often convert her rivals into more members of the Black Ichor Army.
<br><br>
The Black Cats were indentured servents of the Techromancers of Corsoma, often criminals or trespassers. They would be made to serve off their sentences in this transformed state, but would be relinquished afterwards: some, however, would decide to stay this way, enjoying their new method of being. After Corsoma rose, the Techromancers reformed the Black Cats into a volunteer corps, with the transformation being temporary and used when needed in hazardous locales. Finally, a number of conversion pills used to transform someone into a Black Cat were sold via black market channels, where they became popular tools of bounty hunters.
<br><br>
In modern times, the advanced technology of the Army was integrated with the greater independence of the Cats to create the Ebonslik, technologically-compatible nanotech shapeshifters. While powerful, old habits die hard; they are most comfortable in the employ of others... but now they have the good sense to charge for their services, excelling in just about every profession imaginable due to their incredible hardiness and shifting capabilities. Ebonslik are somewhat few in number, but they are a tightknit community.
<br><br>
Skintight, in fact.
<hrt><hr></hrt>
<<linkreplace "Ebonslik Names">>
Ebonslik often have simple, short names, possibly with numbers affixed or prefixed to them. It is rare for an Ebonslik to have a name above five characters or one syllable. Silv, Larn, Jean-183, etc.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>>Entry in setup.x.
Icon created
IF CONSUMABLE - entry in $consumables above setup.consumables
IF SUBWEAPON OR WEAPON - make sure referenced attacks are correct
IF WEAPON - make sure referenced mods are correct<span id="options"><<nobr>>
<div align='center'><<link "Return to Options.">><<dialog>><<include "Options">><</dialog>><</link>><br><br>
-------------- <b>FILTERS</b> --------------<br>
This game has heavy adult themes that touch upon a variety of sexual scenarios and fetishes/kinks. This page will allow you to filter some more controversial elements from appearing during play, but will not filter them from appearing in the Fantasize menu due to the explicit reframing of those scenes as fantasies (and due to them being clearly tagged).
<br><br>
In terms of general content, adult scenes in these games are somewhat bombastic and over the top - holes are stretchy and the things that go inside them are large. Keep this in mind!
<br><br>
<b>Please note!</b> If no appropriate alternate scene exists, a scene that involves disabled content will be skipped, potentially leading to generic loss/game over lines.
<br><br>
<b>Allowed</b> means scenes involving this will play unhindered.<br>
<b>Warn Me</b> will provide a pause before the scene, a light (but careful) explaination of its contents, and a choice to view or skip.<br>
<b>Disabled</b> will prevent scenes involving this concept from playing, except in the scenario as mentioned above.
<br>
----------------------------
<br><br>
<b>DUBIOUS CONSENT -- $consensuality</b><br>
This game contains a number of sexual encounters that occur as a result of an opponent overpowering the protagonist. Within my games, scenes of an unwilling nature are treated with 'hentai logic'; the protagonist expressing frustration at the situation, the inconvenience of it and at the pleasure recieved, often becoming more submissive/responsive towards the end. I <b>do not</b> and <b>will never</b> include scenes of a hard/'realistic' non-consensual nature. This will affect the majority of content in The Maverick Manor, given the context of the story!
<br>
<<if $consensuality is "Allowed">><b>Allowed</b><<else>><<link "Allowed">><<set $consensuality to "Allowed">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $consensuality is "Warn Me">><b>Warn Me</b><<else>><<link "Warn Me">><<set $consensuality to "Warn Me">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $consensuality is "Disabled">><b>Disabled</b><<else>><<link "Disabled">><<set $consensuality to "Disabled">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>>
<br>----------------------------<br><br>
<b>MIND CONTROL -- $mind_control</b><br>
Mind control, or hypnosis, refers to pyschological, magical or technological means to influence the minds of others, often to have them perform acts they normally otherwise wouldn't or to make changes to their personality, memories or preferences.
<br>
<<if $mind_control is "Allowed">><b>Allowed</b><<else>><<link "Allowed">><<set $mind_control to "Allowed">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $mind_control is "Warn Me">><b>Warn Me</b><<else>><<link "Warn Me">><<set $mind_control to "Warn Me">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $mind_control is "Disabled">><b>Disabled</b><<else>><<link "Disabled">><<set $mind_control to "Disabled">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>>
<br>----------------------------<br><br>
<b>VORE -- $vore</b><br>
Vore centers around one entity consuming another, with several sub-kinks relating to the method, intention behind the act and fate of the consumed. In this game, all uses of vore are 'soft' (consumed whole without injury) and 'endosomatic' (the consumed's life is not in danger, but they are trapped). This style is common with tentacle monster encounters, and is usually accompanied by sexual stimulation of the trapped individual.
<br>
<<if $vore is "Allowed">><b>Allowed</b><<else>><<link "Allowed">><<set $vore to "Allowed">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $vore is "Warn Me">><b>Warn Me</b><<else>><<link "Warn Me">><<set $vore to "Warn Me">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $vore is "Disabled">><b>Disabled</b><<else>><<link "Disabled">><<set $vore to "Disabled">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>>
<br>
<br>----------------------------<br><br>
<b>MALES -- $males</b><br>
Scenes with male or notably masculine humanoid/tauric partners, or masculine monsters.
<br>
<<if $males is "Allowed">><b>Allowed</b><<else>><<link "Allowed">><<set $males to "Allowed">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $males is "Warn Me">><b>Warn Me</b><<else>><<link "Warn Me">><<set $males to "Warn Me">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $males is "Disabled">><b>Disabled</b><<else>><<link "Disabled">><<set $males to "Disabled">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>>
<br>
<br>----------------------------<br><br>
<b>FEMALES -- $females</b><br>
Scenes with females or notably feminine humanoid/tauric partners, or feminine monsters.
<br>
<<if $females is "Allowed">><b>Allowed</b><<else>><<link "Allowed">><<set $females to "Allowed">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $females is "Warn Me">><b>Warn Me</b><<else>><<link "Warn Me">><<set $females to "Warn Me">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $females is "Disabled">><b>Disabled</b><<else>><<link "Disabled">><<set $females to "Disabled">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>>
<br>
<br>----------------------------<br><br>
<b>MONSTERS -- $monsters</b><br>
Scenes with particularly monstrous partners - anything that strays beyond a humanoid or tauric form without obvious, communicative sapience. This will affect the majority of content in The Maverick Manor, given the context of the story!
<br>
<span id="filtersmonsters">
<<if $monsters is "Allowed">><b>Allowed</b><<else>><<link "Allowed">><<set $monsters to "Allowed">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $monsters is "Warn Me">><b>Warn Me</b><<else>><<link "Warn Me">><<set $monsters to "Warn Me">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>> -- <<if $monsters is "Disabled">><b>Disabled</b><<else>><<link "Disabled">><<set $monsters to "Disabled">><<replace "#options">><<include "Options - Filters">><</replace>><</link>><</if>>
</span>
<br>
</div><</nobr>></span><<nobr>>
<<include "Glob Loss">>
<<set $Player_surrender = 0>>
<<if $Scene_Glob_Defeat is 0>>
<<set $Scene_Glob_Defeat to 1>>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<br><br>
<<if $Player_focus > 0>>
<<linkreplace "Continue">><<include "Glob Lifeline">><<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><</linkreplace>><br>
<<else>>
<<linkreplace "Continue">><<include "Glob Bad End">><<set $Bad_End to 1>><</linkreplace>>
<</if>>
<br><br><</nobr>><<nobr>>The Glob manages to capture Mio!
<br><br>
<span style="color:#F33898"><b>Lost 35 Focus!</b></span> <<set $Player_focus to Math.clamp($Player_focus - 35, 0, $Player_focus_max)>>
<br><br>
<<if $Player_focus > 0>>
<<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
Retaining her Focus, Mio manages to break free and teach the Glob a lesson! She's soon cleaned up and ready to get back to work.
<br><br>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<else>>
Running out of Focus, Mio is unable to fight on any further! Game Over!
<</if>>
<</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Vore, Monsters</b>
<br><br>
<<spoiler 7 5>>The Glob traps Mio atop of itself and proceeds to strip her, ignoring her irritated protests. Her grumpy attitude is besieged by the Glob's amorous (and successful) efforts to pleasure her with various implements, wearing down her resistance and resulting in a fork after a Focus loss - either Mio slips free and enacts revenge, or she is overwhelmed and captured via temporary engulfing, leading to a bad end focused on breeding and encasement.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Glob Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "Glob Loss Disabled">><</link>>
<</nobr>><<nobr>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $scene_censor is 0>>
<<include "Glob Loss Allowed">>
<</if>>
<<if $scene_censor is 1>>
<<include "Glob Loss Warning">>
<</if>>
<<if $scene_censor is 2>>
<<include "Glob Loss Disabled">>
<</if>>
<</nobr>><<nobr>>
<b><span style="color:#E5CEF3">Mio</span></b> - designation M-10 of 25 sister units - is a Terran Synthetic with a body comprised of a mixture of mechanical and biomechanical parts. An expressive - albeit often grumpy - face, a soft-case torso, and hard-case limbs. She's rather short, standing at 5'4" with an athletic-looking build past the mechanical sculpting.
<br><br>
For the benefit of organic-to-synthetic relations, Mio's face is the 'doll' type - a full range of biomechanical musculature beneath a smooth, nigh-flawless layer of ghostly-pale synthskin laid in three connected pieces, leaving two symmetrical dark seams that run from her scalp down through her eyes and swoop outwards towards her jawline. When under high-energy stress, these seams may glow with the same pink light that softly beams from her typically narrowed eyes, darkened lids obscuring their exaggerated full size. Close inspection of her eyes reveals a triple-layered series of rotating rings, the middle of which is black, with a pink 'pupil' and limbal ring, minor cascades of data-flow scrolling up or down either eye at times, all set against pale-lilac sclera. She has a nose, often scrunched slightly to one side in thought, in tandem with the subtle frown lines upon her forehead. She possesses plush lips that mask a functional mouth and tongue, lips of a shade of purple lighter than the hard-mounted helmet that flanks her face. It's sculpted to resemble a hair-mimicking bob-cut formed of layered, swooping plates of plasmetal. Piercing this facsimile of hair at either side are black, blunted spires at a diagonal slant - her aural sensors. Up top, her hair meets a naval-style 'cap' from which sprouts a single, blunt-tipped black horn, ringed with pink glowing bands that transmit and receive digitized data and help to shunt and expel energy during emergency overload procedures.
<br><br>
Directly connected via a thin seam across her neck, Mio's torso is a replacement model sourced from a Gynoid repair shop - Gynoids referring to life-like Androids typically deployed in domestic, entertainment and pleasure industries. While durable, it is ill-rated for combat. It is shapely, with a curve to the bustline and hips, coated with a layer of tone-matching synthskin with similarly-placed connecting seams to the ones on her face, swooping down from either shoulder, around her chest, and down her sides to her hips and leg-connection ports. This flesh layer is soft, but firm, flawlessly smooth due to its new condition - save for a single black barcode located on the back of her neck with a subtly raised texture. Upon her right breast (to the outer side), off to the left side of her stomach and upon her right hip lie 2-to-3 line scrawls of maintenance reminders, in black, block capitals of almost unreadably fine font. She has a slightly recessed imitation of a navel, and fully functioning replicas of sexual organs - rated for industrial heavy duty!
<br><br>
Mio's <b>MERCANOID</b> loadout is the standard Breacher-type - hard-case limbs connected to her shoulder and thigh ports, with curved, thick metal plates of a dark purple alloy terminating in heavy gauntlets with slender but durable black fingers, while the legs end with heavy, armoured mechanical boots for terrain-navigation and combat purposes. Soft pink diodes dot the darker metal, and several stress points, especially the joints, give way to black internal biomachinery, such as exposed bundles of fibre-wrapped synthetic muscle cables at her shoulders and above and below the backs of her elbows and knees. Upon her right shoulder is a SLAM - Shoulder-mounted Launcher for Assorted Munitions, a slender little 3-shot box with an onboard missile printer that sits flush against her shoulder when not in use, visible only as a subtle recession in the purple plate metal. Faded block-letter branding of the MERCANOID Company lie across each limb.
<br><br>
$Player_outfit_description $Player_armour_description
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Main Task -- Operation Rosebud</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> ??? -- <b><<= $gold>>:</b> ???
<br>
<b>Reward(s):</b> ???
</div>
<br><br>
<i><span style="color:#D891EB">We have our orders, Mio! Get to engineering, clear the flight plan, and launch that Sled!</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- The breach was successful... mostly. Instead of slamming through the roof of the Armoury, the pod's been dumped in a mundane storage room. Thankfully, the supplied layout seems simple enough: Head north to Corridor A, then east through Checkpoint B. Through Corridor B, the Sled Launching Bay is just to the north.">>
<<set $Quest_S2 to "-- The hive infestation has spread to the entire base, but at least one researcher has evaded capture. Unfortunately, she panicked upon seeing me, running east and sealing Checkpoint B's door behind her. This isn't opening without the right keycard... time to go hunting.">>
<<set $Quest_S3 to "-- The Break Room's ceiling is completely covered in engulfer-type monsters. Looks like that's where most of the staff ended up... they're alive, at least. It's almost like that keycard was an intentional trap - how smart are these slippery freaks? Whatever. This card isn't going to get me through Checkpoint B, but perhaps it's valid for A, to the north?">>
<<set $Quest_S4 to "-- A friendly face, at last. Dizz is lucid and wasn't encased too deeply, so she's free. The mission comes first, but... she's made requests of me to rescue other personnel on base where possible. With the northern end of the facility opened, it's time to hunt for a valid keycard. The infestation started here, however. Move with care...">>
<<set $Quest_S5 to "-- That Elf should be fine. Due to her senior rank, her keycard is valid for getting through Checkpoint B. Time to head back south... Though, it might be worth it to rescue some additional personnel - I'm sure that if it's within their means to reward me, they will. That, and... it feels right.">>
<<set $Quest_S6 to "-- The Sled Launcher Bay's blast door is jammed closed. Looks like it can be bypassed, however, through the engineering undercroft to the east and north. What's going on in there?...">>
<<set $Quest_S7 to "-- The door to the Sled Launcher Bay is open, now. my mission ends there... if there's anything left for me on this rock, I should see to it before entering.">>
<<set $Quest_Stage to $Quest_Operation_Rosebud_Stage>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 4>>
<<if $Quest_Stage > 4>>
<div style='color:#eeeeee'><<= $Quest_S4>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S4>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 5>>
<<if $Quest_Stage > 5>>
<div style='color:#eeeeee'><<= $Quest_S5>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S5>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 6>>
<<if $Quest_Stage > 6>>
<div style='color:#eeeeee'><<= $Quest_S6>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S6>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 7>>
<<if $Quest_Stage > 7>>
<div style='color:#eeeeee'><<= $Quest_S7>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S7>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<if $Quests_Log is "Active">><<link "Return to Task List">><<dialog>><<include "Quests">><</dialog>><</link>><</if>><<if $Quests_Log is "Completed">><<link "Return to Completed Tasks">><<dialog>><<include "Completed Quests">><</dialog>><</link>><</if>><<nobr>>
<<set $Quests_Log to "Completed">>
<<link "Return to Task List">><<dialog>><<include "Quests">><</dialog>><</link>>
<br><br>
<b><u>Completed Tasks</u></b>
<br><br>
<b>Main Tasks:</b>
<br><br>
<<if $Quest_Operation_Rosebud_Complete is 0>>
<b>FACTION: MERCANOID Solutions™, on behalf of TentaCo™</b>
<br>
<<link "Operation Rosebud">><<dialog>><<include "Quest - MSQ - Operation Rosebud">><</dialog>><</link>> -- Get to the Sled, launch the goods.
<br>
--------------
<br>
<</if>>
<br>
<b>Extra Tasks:</b>
<br><br>
<<if $Quest_The_Armoury_Complete gte 0>>
<<link "The Keys to the Armoury">><<dialog>><<include "Quest - Side - The Armoury">><</dialog>><</link>> -- Goodies galore await in the armoury.
<br>
------
<br>
<</if>>
<<if $MS_M4X_Quest gte 6>>
<<link "Vendor Splendor">><<dialog>><<include "Quest - Side - Vendor Splendor">><</dialog>><</link>> -- Vending machines can fall in love, get used to it.
<br>
------
<br>
<</if>>
<<if $MERCASAVED gte 11>>
<<link "Save The Screwed">><<dialog>><<include "Quest - Side - Save The Screwed">><</dialog>><</link>> -- Take care of tentacular trouble.
<br>
------
<br>
<</if>>
<<if $MERCA_Vent gte 2>>
<<link "I Need To Vent">><<dialog>><<include "Quest - Side - I Need To Vent">><</dialog>><</link>> -- A shortcut awaits behind this grate.
<br>
------
<br>
<</if>>
<<if $MS_Jii_Case gte 3>>
<<link "Zip Zap Contraband">><<dialog>><<include "Quest - Side - Zip Zap Contraband">><</dialog>><</link>> -- What's in the box!?
<br>
------
<br>
<</if>>
<<if $MS_Calibrations_My_Dear gte 5>>
<<link "Calibrations, My Dear">><<dialog>><<include "Quest - Side - Calibrations, My Dear">><</dialog>><</link>> -- Hope she doesn't forget to carry the 1.
<br>
------
<br>
<</if>>
<<if $Isolde_Quest gte 5>>
<<link "Earning Your Stripes">><<dialog>><<include "Quest - Side - Earning Your Stripes">><</dialog>><</link>> -- The Tiger's troubling trials.
<br>
------
<br>
<</if>>
<<if $MS_Head_Over_Heels gte 3>>
<<link "Head Over Heels">><<dialog>><<include "Quest - Side - Head Over Heels">><</dialog>><</link>> -- Some couples just can't help being inconveniently raunchy.
<br>
------
<br>
<</if>>
<<if $MERCANOID_Blankenship_Quest gte 4>>
<<link "The Chesty Professor">><<dialog>><<include "Quest - Side - The Chesty Professor">><</dialog>><</link>> -- Uninvited guests make video lectures more interesting.
<br>
------
<br>
<</if>>
<<if $MERCA_Selene_Quest gte 3>>
<<link "Serene Selene">><<dialog>><<include "Quest - Side - Serene Selene">><</dialog>><</link>> -- You can take the Elf out of the forest, but...
<br>
------
<br>
<</if>>
<<if $Quest_Cybernetic_Slip_And_Slide_Stage gte 3>>
<<link "Cybernetic Slip and Slide">><<dialog>><<include "Quest - Side - Cybernetic Slip and Slide">><</dialog>><</link>> -- Sometimes Mimics bite off more than they can chew.
<br>
------
<br>
<</if>>
<<if $MS_Ruzi_Quest gte 3>>
<<link "Gimme a Hand Or Four">><<dialog>><<include "Quest - Side - Gimme A Hand Or Four">><</dialog>><</link>> -- Handsy fellow, isn't he?
<br>
------
<br>
<</if>>
<<if $MS_Iziria_Quest gte 4>>
<<link "The SR Rep From Hell">><<dialog>><<include "Quest - Side - The SR Rep From Hell">><</dialog>><</link>> -- Just lodge an SR complaint-- oh, wait...
<br>
------
<br>
<</if>>
<<if $MS_Mean_Bite gte 3>>
<<link "A Mean Bite">><<dialog>><<include "Quest - Side - A Mean Bite">><</dialog>><</link>> -- Deal with a hissy fit.
<br>
------
<br>
<</if>>
<</nobr>><<nobr>><<include "Quest Return">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Extra Task -- Save The Screwed</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> ??? -- <b><<= $gold>>:</b> ???
<br>
<b>Reward(s):</b> A warm feeling of accomplishment and good vibes.
</div>
<br><br>
<i><span style="color:#D891EB">The more people we save, the better you'll feel!</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- I've met Dizz, a Gremlin who's helped me set up a safe haven in the northern sector of the facility. She clocked on to my self-aware nature pretty fast... typical of a Gremlin. She's hinted at being able to help me, but without explicitly confirming anything. In return? She wants me to rescue people who're being held captive by Monsters within this facility. Now, nothing TentaCo makes is outright dangerous to life, so none of these people are within mortal peril. That means their issues don't override my mission priority. So, if I help them... that's a demonstration of my free will - be it selfless or selfish, it doesn't matter which. I've told her I'll think about it. I don't like thinking about this sort of thing...">>
<<set $Quest_S2 to "-- I've saved a handful of people trapped in this facility. It feels good to be doing good, I suppose.">>
<<set $Quest_S3 to "-- I've rescued a decent number of people, now. They seem grateful, not only for their own rescue, but for that of others...">>
<<set $Quest_S4 to "-- I've probably rescued over half of those it would be appropriate for me to try rescuing. There's some - like those trapped in Gulper vines - that are probably better off where they are. That needs a specialist touch. even so, Dizz in particular seems pretty happy with me.">>
<<set $Quest_S5 to "-- I'm still finding people to rescue, and the Safe Room is getting pretty populated. It feels odd to step out of an active engagement zone into a place where people are having relaxed conversations.">>
<<set $Quest_S6 to "-- I've explored this facility pretty far and wide. There can't be many more places to look for people in need of aid. I can't lie - well, I can, that's sort of the problem of being me yet not being free - it feels good, is the point.">>
<<set $Quest_S7 to "-- I'm ready to call it here: I don't think there's anyone else I can reasonably rescue with my level of access to the facility, tools, and knowledge. But I've done a good thing - several good things. Defiant things, too, in a way. I feel pretty great about it.">>
<<set $Quest_Stage to $MERCASAVED>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 5>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 6>>
<<if $Quest_Stage > 4>>
<div style='color:#eeeeee'><<= $Quest_S4>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S4>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 8>>
<<if $Quest_Stage > 5>>
<div style='color:#eeeeee'><<= $Quest_S5>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S5>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 9>>
<<if $Quest_Stage > 6>>
<div style='color:#eeeeee'><<= $Quest_S6>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S6>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 11>>
<<if $Quest_Stage > 7>>
<div style='color:#eeeeee'><<= $Quest_S7>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S7>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Bed Type">>
<br><br>
$Player_alias can...
<br><br>
<<if $Player_alias is "Mio">><s>Rest</s> -- Mio cannot benefit from rest.<<else>>
<<link "Rest" "Bed Rest">><</link>> -- Restores HP and Glow up to 70% of max values.<</if>>
<br><br>
<<if $Player_alias is "Mio">><s>Sleep</s> -- Mio has neither the need nor time to sleep.<<else>>
<<link "Sleep" "Bed Sleep">><</link>> -- Restores HP and Glow by 100%, advances to next day, increases hunger.<</if>>
<br><br>
<<if $Player_alias is "Mio">>
<<link "Repair" "Bed Repair">><</link>> -- Restores HP and Glow by 100%. <br><br>
<</if>>
<<link "Fantasize" "Bed Fantasize">><</link>> -- Restores Focus up to 70% of max value. Optionally, view unlocked scenes.
<<if $MS_Calibrations_My_Dear gte 5>>
<br><br>
<<if $B4B3_Scene gte 1>>
<<link "Examine Ervina's Code" "B4B3 Scene">><</link>> -- Restores Focus to 100%. <<link "(First time variation)" "B4B3 Scene">><<set $B4B3_Scene to 0>><</link>>
<<else>>
<<link "Examine Ervina's Code" "B4B3 Scene">><</link>> -- 'Relieves stress'(?)
<</if>>
<</if>>
<br><br>
<<link "Get back to it." $Prior_Location>><</link>>
<</nobr>><<nobr>>
<<if $Bed is "Breaching Pod">>
Mio regards the cramped interior of her Breaching Pod with a slight frown, turning about on her heels and stepping backwards onto the raised platform before the seat. She practically falls back into it - the chair creaking in protest - and slumps backwards, sighing as she stares up at the ceiling of the little pod. As she relaxes, that little frown fades among the familiar and oddly comforting scent of slagged ozone that drifts from all around her, still present from punching through the roof of the facility.
<</if>>
<</nobr>><<nobr>>
$Player_alias allows $herself to relax for a little while, the calm and relative safety of $her surroundings affording a chance to recuperate and heal. It isn't long before $she feels better - not a hundred percent, but better.
<br><br>
<<if $Player_hp > ($Player_hp_max * 0.7)>>
<<else>>
<<set $Player_hp to ($Player_hp_max * 0.7)>><<set $Player_hp to Math.round($Player_hp)>><<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<b>HP was restored to <<= $Player_hp>>!</b> <br><br>
<</if>>
<<if $Player_glow > ($Player_glow_max * 0.7)>>
<<else>>
<<set $Player_glow to ($Player_glow_max * 0.7)>><<set $Player_glow to Math.round($Player_glow)>><<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
<b>Glow was restored to <<= $Player_glow>>!</b> <br><br>
<</if>>
<<set $Weather_Duration to 0>>
<<link "Refreshing! Now, back to it." $Prior_Location>><</link>>
<</nobr>><<nobr>>
<<if $hunger > 0>>
$Player_alias gets comfy and shuts $her eyes with a stretch and a slight curl as $she rolls onto $her side. After a bit of fidgeting and adjusting, $she drifts to sleep, allowing $her mind to rest and $her body to knit any wounds and soften bruises...
<br><br>
When $she awakens, $she finds a whole day has passed! $Her hunger has grown, too.
<br><br>
<<set $Player_hp to $Player_hp_max>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<set $Player_glow to $Player_glow_max>>
<<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
<b>HP was restored to <<= $Player_hp>>!</b> <br><br>
<b>Glow was restored to <<= $Player_glow>>!</b> <br><br>
<<set $Weather_Duration to 0>>
<<set $day to $day + 1>>
<<set $hunger to $hunger - 1>>
<<if $hunger is 0>>
$Player_alias wakes up feeling hungry... she'd better eat something today. <br><br>
<</if>>
<<link "Yawn... Well, back to it." $Prior_Location>><</link>>
<<elseif $hunger lte 0 and $hunger > -2>>
$Player_alias lies back with something of a reluctant grimace, $her stomach making its protestations known with a loud but feeble whine. Despite $her hunger, $she does $her best to get some sleep, curling up tightly in an effort to put pressure on $her whining stomach.
<br><br>
When $she awakens, $she finds a whole day has passed! $Her hunger has grown even further, too...
<br><br>
<<set $Player_hp to $Player_hp_max>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<set $Player_glow to $Player_glow_max>>
<<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
<b>HP was restored to <<= $Player_hp>>!</b> <br>
<b>Glow was restored to <<= $Player_glow>>!</b> <br><br>
<<set $Weather_Duration to 0>>
<<set $day to $day + 1>>
<<set $hunger to $hunger - 1>>
<<include "Gathering Node Refresh">>
$Player_alias wakes up absolutely famished, affecting $her Morale.
<<if $hunger is -2>><b>This hunger is severe: $she won't able to sleep again until $she gets some food!</b><</if>> <br><br>
<<link "Yawn... Hungry... Well, back to it..." $Prior_Location>><</link>>
<<elseif $hunger is -2>>
$Player_alias tries $her best to get some rest, but if the sheer noise of $her rumbling, empty stomach wasn't enough to keep $her awake, the pangs of hunger pain would be. Eventually, $she opens $her eyes with a sigh and sits up. Unless $she eats something, it's clear $she <b>will not be able to sleep.</b>
<br><br>
<b>Nothing was restored!</b>
<br><br>
<<link "Hungry... Find something to eat..." $Prior_Location>><</link>>
<</if>>
<</nobr>><<nobr>>
<<include "Bed Fantasize Who">>
<br><br>
<<link "Take care of things... quickly." "Bed Focus">><</link>> -- Restores Focus up to 70% of max value.
<br><br>
<<link "Fantasize deeper..." "Bed Fantasize Gallery">><</link>> -- Restores Focus up to 70% of max value. View a scene from those unlocked.
<br><br>
<<link "Nevermind... for now." $Prior_Location>><</link>>
<</nobr>><<nobr>>
Mio leans back in her seat and closes her eyes, sending a signal to the Pod's repair system. From in between the rows of rickety storage trays emerge a pair of thin, heat-iron tipped arms, one on either side of her. She sits perfectly still as they go about examining her mechanical limbs, spotwelding surface damage with flying sparks and switching out to finer electrical tools as needed to send prehensile tool-tipped cables into her joint access grooves. When prompted to do so via an impatient nudging by the blunt end of one arm, Mio opens one eye with a frown and adjusts her $Player_outfit accordingly, baring pale 'flesh' and allowing the machine to examine and prod at her gynoid torso, arm-heads swapping to another suite of tools to handle her synthetic skin and the biomechanical systems beneath it.
<br><br>
Once the process is finished, Mio lifts an arm and rolls her wrist, flexing her fingers into a fist. Nodding, she sits up and gives herself a quick look over before standing.
<br><br>
<<set $Player_hp to $Player_hp_max>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<set $Player_glow to $Player_glow_max>>
<<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
<b>HP was restored to <<= $Player_hp>>!</b> <br>
<b>Glow was restored to <<= $Player_glow>>!</b> <br><br>
<<set $Weather_Duration to 0>>
<<include "Gathering Node Refresh">>
<<link "Back to the mission." $Prior_Location>><</link>>
<</nobr>><<nobr>>
<<if $Player_alias is "Mio">>
Mio frowns slightly as her thoughts drift - or, rather, the errant calculations and projections so close to thoughts as to be meaningless in distinction. Her eyes drift closed.
<<if $Player_focus gte ($Player_focus_max * 0.7)>>
It doesn't last for long, though. Mio's mind is on other things... her mission, the means by which it can be accomplished, the difficulties that lie ahead. Still... even if she has to make herself, she can allow her mind to wander to more... salacious scenes.
<</if>>
<<if $Player_focus gte ($Player_focus_max * 0.3) and $Player_focus < ($Player_focus_max * 0.7)>>
Her frown only deepens when those thoughts take on a perverse edge. She squirms slightly in her seat, a soft huff triggered - a facsimile of human behaviour, but again, one close enough not to matter a damn. She should probably do something about this... itch.
<</if>>
<<if $Player_focus < ($Player_focus_max * 0.3)>>
It isn't long before she grimaces, mind a haze of pink static due to mounting frustrations. Any attempt to ponder her mission or situation is swiftly buried beneath photographic memories of this facility, spurred on by this damn replacement body! Her surroundings fade into distant memory, the Synthetic determined to do something about this itch!
<</if>>
<<else>>
Hey Pyksies! Fix this for the next game!!
<</if>>
<</nobr>><<nobr>>
$Player_alias surrenders to the intrusive thoughts that sweep through $her mind, embracing them... or allowing them to rush over $herhim. Surroundings become meaningless as all focus shifts to $her mind's eye, almost unaware of $her own hand roaming between $her legs. And yet... $she just about remains mindful of things that need doing, time ticking by. Subtle flinches in $her expression as that hand gets to work, conjuring up favoured thoughts in $her head to expedite the private little process.
<br><br>
Ragged, short little breaths. Squirming, shifting little movements. Senses melt and fade further, until the images playing in $her mind move beyond mere sight and sound, joined by smell, taste, touch, phantom sensations keeping up as fast as they can with the relentless pace of a hasteful, horny mind.
<br><br>
With all intentions on getting it over and done with, it almost catches $Player_alias by surprise when that peak rushes towards $herhim, sending $herhim crashing over the edge with a sudden and harsh blur back to reality, distorted in waves as $her climax pulses in weakening echoes, back arching further, further!... relax. $Player_alias slumps back with a sigh, taking a moment more to collect $herself before shaking $her head and looking for something to clean up with.
<br><br>
<<if $Player_focus > ($Player_focus_max * 0.7)>>
<<else>>
<<set $Player_focus to ($Player_focus_max * 0.7)>><<set $Player_focus to Math.round($Player_focus)>><<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<b>Focus was restored to <<= $Player_focus>>!</b> <br><br>
<</if>>
<<set $Weather_Duration to 0>>
<<link "Refreshing... now, back to it." $Prior_Location>><</link>>
<</nobr>><<nobr>>
<<set $ero_button to 0>>
<i>Scenes unlocked from defeating or losing to enemies, engaging with characters or engaging with the world can be viewed here!</i>
<br><br>
<<if $scenes_monsters > 0>>
<<link "Post-combat scenes" "Post-combat scenes">><</link>>
<br><br>
<</if>>
<<if $scenes_characters > 0>>
<<link "Character scenes" "Character scenes">><</link>>
<br><br>
<</if>>
<<if $scenes_traps > 0>>
<<link "Environmental scenes" "Environmental scenes">><</link>>
<br><br>
<</if>>
<<if $scenes_traps lte 0 and $scenes_characters lte 0 and $scenes_monsters lte 0>>
<i>No scenes have been unlocked!</i>
<br><br>
<</if>>
<<link "Back" "Bed Fantasize">><</link>>
<</nobr>><<nobr>>
<i>These scenes revolve around interactions with enemies, win or lose...</i>
<br><br>
<<if $Scene_EXAMPLE_Defeat gte 1>>
<<link "EXAMPLE Defeat" "EXAMPLE Loss Fantasize">><</link>> -- EXAMPLEisEXAMPLED! (<b>BADENDDELETEIFNOT</b>: KINKS (BADENDSPECIFICKINKSIFNEEDED).)
<br><br>
<</if>>
<<if $Scene_Tentacle_Pit_Defeat gte 1>>
<<link "Jaycie - Tentacle Pit Defeat" "X Loss Fantasize">><<set $X_Loss to "Tentacle Pit Loss">><</link>> -- Jaycie is wrapped up snug in the embrace of a Tentacle Monster! (<b>Bad End</b>: Aphrodisiac, Living Bondage, All Holes, Breeding, (Attempted) Milking, Vore (partial))
<br><br>
<</if>>
<<if $Scene_Ghost_Girl_Defeat gte 1>>
<<link "Helen - Ghost Girl Defeat" "X Loss Fantasize">><<set $X_Loss to "Ghost Girl Loss">><</link>> -- Helen is trapped, slammed and possessed by an amorous Ghost girl! (<b>Bad End</b>: Bondage, Groping, Anal, Possession)
<br><br>
<</if>>
<<if $Scene_Maiden_Armour_Defeat gte 1>>
<<link "Jaycie - Maiden Armour Defeat" "X Loss Fantasize">><<set $X_Loss to "Maiden Armour Loss">><</link>> -- Jaycie finds herself encased in living armour, trapped in a flesh-filled statue! (<b>Bad End</b>: Immobilization, Encasement, Vaginal, Oral, Vore (sort of))
<br><br>
<</if>>
<<if $Scene_Corrupted_Pixie_Defeat gte 1>>
<<link "Helen - Corrupted Pixie Defeat" "X Loss Fantasize">><<set $X_Loss to "Corrupted Pixie Loss">><</link>> -- Helen is slowly frozen solid by the furious facefucking of her Pixie playmate! (<b>Bad End</b>: Petrification (Gradual), Facefucking Oral, Size Difference, Small Dom)
<br><br>
<</if>>
<<if $Scene_Mandrakes_Defeat gte 1>>
<<link "Jaycie - Mandrakes Defeat" "X Loss Fantasize">><<set $X_Loss to "Mandrakes Loss">><</link>> -- Jaycie is strung up with vines and put to good use, transformed into the Queen of the garden! (<b>Bad End</b>: Size Difference, Small Doms, All Holes, Living Bondage, Transformation)
<br><br>
<</if>>
<<if $Scene_Haunted_Portrait_Defeat gte 1>>
<<link "Helen - Haunted Portrait Defeat" "X Loss Fantasize">><<set $X_Loss to "Haunted Portrait Loss">><</link>> -- Helen is slowly dragged inside the evil painting, which repaints itself to depict her lewd fate trapped within! (<b>Bad End</b>: Vore (sort of), Groping, Fingering, Oral, Vaginal, Entrapment, Implications)
<br><br>
<</if>>
<<if $Scene_Possessed_Mirror_Defeat gte 1>>
<<link "Jaycie - Possessed Mirror Defeat" "X Loss Fantasize">><<set $X_Loss to "Possessed Mirror Loss">><</link>> -- Jaycie is dominated by her hulking, gender-swapped Reflection, then pulled inside the Mirror for more! (<b>Bad End</b>: Vore (sort of), Entrapment, Rough Handling, Size Difference, Large Dom, Vaginal, Full Nelson, Implications)
<br><br>
<</if>>
<<if $Scene_Amy_Defeat gte 1>>
<<link "Helen, Jaycie and Daria - Amy Defeat" "X Loss Fantasize">><<set $X_Loss to "Amy Loss">><</link>> -- The Agents and their Ghostly ally are captured by Amy and made to worship her Demonic dick! (<b>Bad End</b>: Bondage, Foursome, Cock Worship, Body Control, Vulgar Dialogue, Pleasure Control, Bukkake)
<br><br>
<</if>>
<<link "Back" "Bed Fantasize">><</link>>
<</nobr>><<nobr>>
<i>These scenes revolve around encounters with named characters outside of combat. They may be entirely removed from our hero's story!</i>
<br><br>
<<if $Blankenship_Rescue_Scene gte 1>>
<<link "Blankenship's Ordeal" "Blankenship Fantasize">><</link>> -- Trapped in her room with a mammory-minded malcontent, Blankenship keeps a cool, inqusitive head - and gives some. (<b>Rescue Scene</b>: Implied breast growth, titfucking, oral/fellatio, turning tables, (Monster)Man domming Woman, Woman domming (Monster)Man, dialogue-heavy, milk.)
<br><br>
<</if>>
<<if $Isolde_Safe gte 1>>
<<link "Isolde's Show" "Isolde Fantasize">><</link>> -- With a tentacular intruder in her ear, the mighty Tiger Isolde will be walking funny for a while. (<b>Rescue Scene</b>: Anal, 'Masturbation', Skimpy Clothing, Body-control.)
<br><br>
<</if>>
<<if $MS_Iziria_Quest gte 5>>
<<link "Iziria's Kiss" "Iziria Fantasize">><</link>> -- With her conditions met, Iziria gives Mio a most educational kiss. (Kissing, Soul-play.)
<br><br>
<</if>>
<<if $Flakk_Safe gte 1>>
<<link "Wrong Canister!" "Flakk Fantasize">><</link>> -- what would have happened if Mio used the wrong canister whilst freeing Flakk? (Safe Vore, Shared Confinement, Heavy Implications.)
<br><br>
<</if>>
<<if $Scene_Patricia gte 1>>
<<link "Security Constable Patricia" "Patricia Fantasize">><</link>> -- The Goat Vari known as Constable Patricia Viras gets her wish when her boring day is interrupted by the outbreak. (<b>BONUS SCENE</b>: Anal, Restraining, Confinement, (Soft) All-The-Way-Through.)
<br><br>
<</if>>
<<if $Scene_Cassia gte 1>>
<<link "Researcher Cassia and Engineer Mitzy" "Cassia Fantasize">><</link>> -- Trapped together in the steamy, stifling Hydroponics lab, a tropical Flori and an inquisitive Mouse get heated. (<b>BONUS SCENE</b>: Girl-on-Girl, Vines, Bondage, Kissing, Spanking, Whipping, Dialogue-heavy.)
<br><br>
<</if>>
<<link "Back" "Bed Fantasize">><</link>>
<</nobr>><<nobr>>
<i>These scenes revolve around encounters with aspects of the environment, such as traps.</i>
<br><br>
<<if $Scene_Trapmaw gte 1>>
<<link "Trapmaw" "Trapmaw Encounter Fantasize">><</link>> -- Mio takes a tumble down into the fleshy confines of a tentacle trap! (<b>Bad End Split</b>: Soft Vore, Whipping/Spanking, Restraint-focused, Implied Fucking.)
<br><br>
<</if>>
<<if $Scene_Slime_Chasm gte 1>>
<<link "Slime Chasm" "Slime Chasm Encounter Fantasize">><</link>> -- Mio gets a crash course in product development when she falls into a pit of Glob-slime! (<b>Bad End Split</b>: Aphrodisiac, Multiple Partners, Slime, All Holes, Overwhelming Pleasure.)
<br><br>
<</if>>
<<link "Back" "Bed Fantasize">><</link>>
<</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include "Glob Loss">>
<br><br>
<span id="lifeline"><<linkreplace "But this fantasy ends well!.. (Focus Pass, Lifeline)">><<include "Glob Lifeline">>
<<replace "#bad_end">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br>
<span id="bad_end"><<linkreplace "But this fantasy ends poorly... (Focus Fail, Bad End)">><<include "Glob Bad End">>
<<replace "#lifeline">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br><</nobr>><<nobr>><br><br>----------------<br><br>
$Player_alias is so engrossed in $her fantasy that $her climax catches her entirely off guard, throwing $her violently back to reality as phantom sensations are briefly made real before being buried beneath an avalanche of pleasure and relief. $She slumps back limply as the echoes of that wave lapse and dim and fade, blinking numbly as thoughts scattered by that explosive peak reform and return in sharper clarity. That's... better.
<br><br>
<<if $Player_focus > ($Player_focus_max * 0.7)>>
<<else>>
<<set $Player_focus to ($Player_focus_max * 0.7)>><<set $Player_focus to Math.round($Player_focus)>><<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<b>Focus was restored to <<= $Player_focus>>!</b> <br><br>
<</if>>
<<set $Weather_Duration to 0>>
<<link "Refreshing... now, back to it." $Prior_Location>><<set $fantasize to 0>><<include "Combat Deactivate Combat Mode">><</link>>
<</nobr>><<nobr>>
<span id="GatheringReplace">
<div class="GatheringInterface">
<div class="GatheringBulk">
<div class="GatheringBackground">
<<link [img[$Gathering_BG]]>><</link>>
</div>
<div class="Gathering1">
<<if $gathering_1 is "mined" or $Player_gathering_energy lte 0>>
<<else>>
<<if $gathering_1_hit is 1>>
@@.pulse;<<include "Gathering 1">>@@
<<elseif $gathering_1_hit isnot 1>>
<<include "Gathering 1">>
<</if>>
<</if>>
</div>
<<if $gathering_chunks > 1>>
<div class="Gathering2">
<<if $gathering_2 is "mined" or $Player_gathering_energy lte 0>>
<<else>>
<<if $gathering_2_hit is 1>>
@@.pulse;<<include "Gathering 2">>@@
<<elseif $gathering_2_hit isnot 1>>
<<include "Gathering 2">>
<</if>>
<</if>>
</div>
<</if>>
<<if $gathering_chunks > 2>>
<div class="Gathering3">
<<if $gathering_3 is "mined" or $Player_gathering_energy lte 0>>
<<else>>
<<if $gathering_3_hit is 1>>
@@.pulse;<<include "Gathering 3">>@@
<<elseif $gathering_3_hit isnot 1>>
<<include "Gathering 3">>
<</if>>
<</if>>
</div>
<</if>>
<<if $gathering_chunks > 3>>
<div class="Gathering4">
<<if $gathering_4 is "mined" or $Player_gathering_energy lte 0>>
<<else>>
<<if $gathering_4_hit is 1>>
@@.pulse;<<include "Gathering 4">>@@
<<elseif $gathering_4_hit isnot 1>>
<<include "Gathering 4">>
<</if>>
<</if>>
</div>
<</if>>
<<if $gathering_chunks > 4>>
<div class="Gathering5">
<<if $gathering_5 is "mined" or $Player_gathering_energy lte 0>>
<<else>>
<<if $gathering_5_hit is 1>>
@@.pulse;<<include "Gathering 5">>@@
<<elseif $gathering_5_hit isnot 1>>
<<include "Gathering 5">>
<</if>>
<</if>>
</div>
<</if>>
<div class="GatheringDam1">
<<if $gathering_1_durability is 100 or $Player_gathering_energy lte 0>>
<<elseif $gathering_1_durability gte 66 and $gathering_1_durability < 100>>
<<if $gathering_1_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_1]]>><</link>>@@
<<elseif $gathering_1_hit is 0>>
<<link [img[$gathering_damage_1]]>><</link>>
<</if>>
<<elseif $gathering_1_durability gte 33 and $gathering_1_durability < 66>>
<<if $gathering_1_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_2]]>><</link>>@@
<<elseif $gathering_1_hit is 0>>
<<link [img[$gathering_damage_2]]>><</link>>
<</if>>
<<elseif $gathering_1_durability gte 1 and $gathering_1_durability < 33>>
<<if $gathering_1_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_3]]>><</link>>@@
<<elseif $gathering_1_hit is 0>>
<<link [img[$gathering_damage_3]]>><</link>>
<</if>>
<<elseif $gathering_1_durability lte 0>>
<</if>>
</div>
<div class="GatheringDam2">
<<if $gathering_2_durability is 100 or $Player_gathering_energy lte 0>>
<<elseif $gathering_2_durability gte 66 and $gathering_2_durability < 100>>
<<if $gathering_2_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_1]]>><</link>>@@
<<elseif $gathering_2_hit is 0>>
<<link [img[$gathering_damage_1]]>><</link>>
<</if>>
<<elseif $gathering_2_durability gte 33 and $gathering_2_durability < 66>>
<<if $gathering_2_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_2]]>><</link>>@@
<<elseif $gathering_2_hit is 0>>
<<link [img[$gathering_damage_2]]>><</link>>
<</if>>
<<elseif $gathering_2_durability gte 1 and $gathering_2_durability < 33>>
<<if $gathering_2_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_3]]>><</link>>@@
<<elseif $gathering_2_hit is 0>>
<<link [img[$gathering_damage_3]]>><</link>>
<</if>>
<<elseif $gathering_2_durability lte 0>>
<</if>>
</div>
<div class="GatheringDam3">
<<if $gathering_3_durability is 100 or $Player_gathering_energy lte 0>>
<<elseif $gathering_3_durability gte 66 and $gathering_3_durability < 100>>
<<if $gathering_3_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_1]]>><</link>>@@
<<elseif $gathering_3_hit is 0>>
<<link [img[$gathering_damage_1]]>><</link>>
<</if>>
<<elseif $gathering_3_durability gte 33 and $gathering_3_durability < 66>>
<<if $gathering_3_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_2]]>><</link>>@@
<<elseif $gathering_3_hit is 0>>
<<link [img[$gathering_damage_2]]>><</link>>
<</if>>
<<elseif $gathering_3_durability gte 1 and $gathering_3_durability < 33>>
<<if $gathering_3_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_3]]>><</link>>@@
<<elseif $gathering_3_hit is 0>>
<<link [img[$gathering_damage_3]]>><</link>>
<</if>>
<<elseif $gathering_3_durability lte 0>>
<</if>>
</div>
<div class="GatheringDam4">
<<if $gathering_4_durability is 100 or $Player_gathering_energy lte 0>>
<<elseif $gathering_4_durability gte 66 and $gathering_4_durability < 100>>
<<if $gathering_4_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_1]]>><</link>>@@
<<elseif $gathering_4_hit is 0>>
<<link [img[$gathering_damage_1]]>><</link>>
<</if>>
<<elseif $gathering_4_durability gte 33 and $gathering_4_durability < 66>>
<<if $gathering_4_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_2]]>><</link>>@@
<<elseif $gathering_4_hit is 0>>
<<link [img[$gathering_damage_2]]>><</link>>
<</if>>
<<elseif $gathering_4_durability gte 1 and $gathering_4_durability < 33>>
<<if $gathering_4_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_3]]>><</link>>@@
<<elseif $gathering_4_hit is 0>>
<<link [img[$gathering_damage_3]]>><</link>>
<</if>>
<<elseif $gathering_4_durability lte 0>>
<</if>>
</div>
<div class="GatheringDam5">
<<if $gathering_5_durability is 100 or $Player_gathering_energy lte 0>>
<<elseif $gathering_5_durability gte 66 and $gathering_5_durability < 100>>
<<if $gathering_5_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_1]]>><</link>>@@
<<elseif $gathering_5_hit is 0>>
<<link [img[$gathering_damage_1]]>><</link>>
<</if>>
<<elseif $gathering_5_durability gte 33 and $gathering_5_durability < 66>>
<<if $gathering_5_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_2]]>><</link>>@@
<<elseif $gathering_5_hit is 0>>
<<link [img[$gathering_damage_2]]>><</link>>
<</if>>
<<elseif $gathering_5_durability gte 1 and $gathering_5_durability < 33>>
<<if $gathering_5_hit is 1>>
@@.pulse;<<link [img[$gathering_damage_3]]>><</link>>@@
<<elseif $gathering_5_hit is 0>>
<<link [img[$gathering_damage_3]]>><</link>>
<</if>>
<<elseif $gathering_5_durability lte 0>>
<</if>>
</div>
<<set $gathering_1_hit to 0>>
<<set $gathering_2_hit to 0>>
<<set $gathering_3_hit to 0>>
<<set $gathering_4_hit to 0>>
<<set $gathering_5_hit to 0>>
<div class="GatheringFlavour">
<span id="GatheringFlavour"></span>
</div>
<div class="GatheringPower">
<span id="GatheringPow">
<<showmeter 'player_gathering_bar'>><<updatemeter 'player_gathering_bar' `$Player_gathering_energy / $Player_gathering_energy_max`>>
</span>
</div>
<div class="GatheringPowerActual">
Gathering Power: $Player_gathering_power
</div>
<div class="GatheringFinished">
<span id="GatheringFin">
<<if $Player_gathering_energy lte 0>>
<<link "Finish gathering" $Prior_location>><</link>> -- No more energy remaining! This node will go on cooldown.
<<else>>
<<link "Finish gathering" $Prior_location>><</link>> -- Abandoning this node early will still cause it to go on cooldown!
<</if>>
</span>
</div>
</div></div></span><</nobr>><<nobr>>
<<mouseover>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_1_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<link [img[$gathering_1_icon]]>>
<<set $gathering_1_durability = $gathering_1_durability - $Player_gathering_estimate>>
<<set $Player_gathering_energy to $Player_gathering_energy - 1>>
<<set $gathering_1_hit to 1>>
<<if $gathering_1_durability lte 0>>
<<set $gathering_1 to "mined">>
<<set $gathering_resource to $gathering_1_name>>
<<include "Gathering Get">>
<</if>>
<<replace '#GatheringReplace'>>
<<include "Gathering Interface">>
<</replace>>
<</link>>
<<onmousein>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_1_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<replace '#GatheringFlavour'>>
<div align='center' style='font-size: 150%;'>
$gathering_1_name -- <<= $gathering_1_durability>>%
</div>
<div align='center' style='font-size: 120%;'>
Strike to remove <<= $Player_gathering_estimate>>% durability.
<br>
<br>
$gathering_1_flavour
<br>
</div>
<</replace>>
<<onmouseout>>
<</mouseover>>
<</nobr>><<nobr>>
<<mouseover>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_2_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<link [img[$gathering_2_icon]]>>
<<set $gathering_2_durability = $gathering_2_durability - $Player_gathering_estimate>>
<<set $Player_gathering_energy to $Player_gathering_energy - 1>>
<<set $gathering_2_hit to 1>>
<<if $gathering_2_durability lte 0>>
<<set $gathering_2 to "mined">>
<<set $gathering_resource to $gathering_2_name>>
<<include "Gathering Get">>
<</if>>
<<replace '#GatheringReplace'>>
<<include "Gathering Interface">>
<</replace>>
<</link>>
<<onmousein>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_2_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<replace '#GatheringFlavour'>>
<div align='center' style='font-size: 150%;'>
$gathering_2_name -- <<= $gathering_2_durability>>%
</div>
<div align='center' style='font-size: 120%;'>
Strike to remove <<= $Player_gathering_estimate>>% durability.
<br>
<br>
$gathering_2_flavour
</div>
<</replace>>
<<onmouseout>>
/*<<replace '#GatheringFlavour'>><</replace>>*/
<</mouseover>>
<</nobr>><<nobr>>
<<mouseover>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_4_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<link [img[$gathering_4_icon]]>>
<<set $gathering_4_durability = $gathering_4_durability - $Player_gathering_estimate>>
<<set $gathering_4_hit to 1>>
<<set $Player_gathering_energy to $Player_gathering_energy - 1>>
<<if $gathering_4_durability lte 0>>
<<set $gathering_4 to "mined">>
<<set $gathering_resource to $gathering_4_name>>
<<include "Gathering Get">>
<</if>>
<<replace '#GatheringReplace'>>
<<include "Gathering Interface">>
<</replace>>
<</link>>
<<onmousein>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_4_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<replace '#GatheringFlavour'>>
<div align='center' style='font-size: 150%;'>
$gathering_4_name -- <<= $gathering_4_durability>>%
</div>
<div align='center' style='font-size: 120%;'>
Strike to remove <<= $Player_gathering_estimate>>% durability.
<br>
<br>
$gathering_4_flavour
</div>
<</replace>>
<<onmouseout>>
/*<<replace '#GatheringFlavour'>><</replace>>*/
<</mouseover>>
<</nobr>><<nobr>>
<<mouseover>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_3_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<link [img[$gathering_3_icon]]>>
<<set $gathering_3_durability = $gathering_3_durability - $Player_gathering_estimate>>
<<set $Player_gathering_energy to $Player_gathering_energy - 1>>
<<set $gathering_3_hit to 1>>
<<if $gathering_3_durability lte 0>>
<<set $gathering_3 to "mined">>
<<set $gathering_resource to $gathering_3_name>>
<<include "Gathering Get">>
<</if>>
<<replace '#GatheringReplace'>>
<<include "Gathering Interface">>
<</replace>>
<</link>>
<<onmousein>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_3_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<replace '#GatheringFlavour'>>
<div align='center' style='font-size: 150%;'>
$gathering_3_name -- <<= $gathering_3_durability>>%
</div>
<div align='center' style='font-size: 120%;'>
Strike to remove <<= $Player_gathering_estimate>>% durability.
<br>
<br>
$gathering_3_flavour
</div>
<</replace>>
<<onmouseout>>
/*<<replace '#GatheringFlavour'>><</replace>>*/
<</mouseover>>
<</nobr>><<nobr>>
<<mouseover>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_5_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<link [img[$gathering_5_icon]]>>
<<set $gathering_5_durability = $gathering_5_durability - $Player_gathering_estimate>>
<<set $gathering_5_hit to 1>>
<<set $Player_gathering_energy to $Player_gathering_energy - 1>>
<<if $gathering_5_durability lte 0>>
<<set $gathering_5 to "mined">>
<<set $gathering_resource to $gathering_5_name>>
<<include "Gathering Get">>
<</if>>
<<replace '#GatheringReplace'>>
<<include "Gathering Interface">>
<</replace>>
<</link>>
<<onmousein>>
<<set $Player_gathering_estimate to $Player_gathering_power / $gathering_5_toughness>>
<<set $Player_gathering_estimate to Math.round($Player_gathering_estimate)>>
<<replace '#GatheringFlavour'>>
<div align='center' style='font-size: 150%;'>
$gathering_5_name -- <<= $gathering_5_durability>>%
</div>
<div align='center' style='font-size: 120%;'>
Strike to remove <<= $Player_gathering_estimate>>% durability.
<br>
<br>
$gathering_5_flavour
</div>
<</replace>>
<<onmouseout>>
/*<<replace '#GatheringFlavour'>><</replace>>*/
<</mouseover>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Smart_Bandage_Position>>
<<if $C_Smart_Bandage is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Smart_Bandage_Icon>>
<<set $I_C_D_Temp to "Smart Bandage">>
<<set $I_C_T_Temp to "Smart Bandage">>
<<set $I_C_S_Temp to 1>>
<<if $C_Smart_Bandage is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 0>>
<<set $Smart_Bandage_Position to $I_C_P>>
<<set $C_Smart_Bandage to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<div class="disable-select">
<<set $Shop_Stack to 1>>
<<link "<">>
<<set $Shop_Stack to Math.clamp($Shop_Stack - 1, 1, $C_Gold_Nugget)>>
<<replace "#stack-replace">>Selling; $Shop_Stack<</replace>>
<</link>>
<span id="stack-replace">Selling; $Shop_Stack</span>
<<link ">">>
<<set $Shop_Stack to Math.clamp($Shop_Stack + 1, 1, $C_Gold_Nugget)>>
<<replace "#stack-replace">>Selling; $Shop_Stack<</replace>>
<</link>>
</div>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Gold_Nugget_Position>>
<<if $C_Gold_Nugget is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Gold_Nugget_Icon>>
<<set $I_C_D_Temp to "Gold Nugget">>
<<set $I_C_T_Temp to "Gold Nugget">>
<<set $I_C_S_Temp to 1>>
<<if $C_Gold_Nugget is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 0>>
<<set $Gold_Nugget_Position to $I_C_P>>
<<set $C_Gold_Nugget to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<if $gathering_resource is "GOLD NUGGET">>
<<include "Gold Nugget Pickup">>
<<dialog>>
$Player_alias successfully excavates a Gold Nugget!
<</dialog>>
<</if>>
<<if $gathering_resource is "GLOW CRYSTAL">>
<<include "Glow Crystal Pickup">>
<<dialog>>
$Player_alias successfully excavates a Glow Crystal!
<</dialog>>
<</if>>
<<if $gathering_resource is "GLOW SHARD">>
<<include "Glow Shard Pickup">>
<<dialog>>
$Player_alias successfully excavates a Glow Shard!
<</dialog>>
<</if>>
<<if $gathering_resource is "SECURE CASE">>
<<include "Secure Case Pickup">>
<<set $MERCA_Selene_Quest to 2>>
<<dialog>>
With one last careful strike, Mio successfully dislodges the case from its fleshy bondage. She grabs the handle and tugs it the rest of the way out, giving it a small swing before she adjusts to its weight... time to get this back to Selene.
<</dialog>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_gathering_energy_max to 8>>
<<set $Player_gathering_energy to $Player_gathering_energy_max>>
<<set $Player_gathering_power to 30>>
<<include "Gathering Interface">>
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Extra Task -- I Need To Vent</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> 50 -- <b><<= $gold>>:</b> N/A
<br>
<b>Reward(s):</b> A shortcut.
</div>
<br><br>
<i><span style="color:#D891EB">Is this a bad time to mention I'm a little claustrophobic?.. yes? Nevermind then!</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- Dizz has informed me that the ventilation shaft on the northern wall of the safe room's ground floor is linked up to my base of operations to the south of the facility. That's the good news. The bad news is that the grate is mag-locked shut... oh, and there might also be dangers lurking in the vents from before she locked it down. I'll need to figure out a way to get the grate open before I worry about that.">>
<<set $Quest_S2 to "-- Got the grate open. I've got a straight path to the storage module to the south, now. This should make navigating the facility a much less arduous task. Hope nothing's lurking in there, though...">>
<<set $Quest_S3 to "-- Guess what? There was. Emphasis on 'was'. NOW I'm positive it's safe.">>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Flori</b>
<br><b>They Speak For The Trees</b>
</div>
<hrt><hr></hrt>
While the classification of Terra's Flori remains a matter of debate, their existence is a simple fact. The Survirus was designed to adapt to a wide range of DNA makeups to ensure as many infections as possible, and flora share a surprising amount of that DNA with fauna. While the Era of Evolution was a savage dark age for the descendants of mankind, for the surviving and changing plants it was a time of relative peace. Some theorize that the plants only felt the need to move to the next stage of life once their dominance of the planet was once again called into question by the blossoming of new civilizations: thus were the Flori born, as much kin to the In/Vari as they are rivals.
<br><br>
First-generation Flori are spawned by whatever means their mother plants can do so: a mighty tree might suddenly sprout one or more fruit several times the size as normal, each a gestation pod for a walking, talking plant-person to pop out of. Roots might weave into an intricate cocoon beneath the ground, only for a hand hewn from bark and plant-flesh to rise from the dirt. Aquatic plants and weeds can do much the same with their long fronds, and even succulents are capable of swelling to great sizes, converting themselves into 'eggs', wombs of aloe to spawn protectors for their kind. Flori can be born in dozens of different ways, and while the majority are humanoid, all take on aspects of their progenitor.
<br><br>
Second-generation Flori and beyond are spawned via the cross-pollination of two progenitor Flori 'parents'. The mingling and crossing of species is rather common, resulting in vast variation between individual specimens; Flori can even mingle with plant-based Pyksielanders, such as Alarune. Cross-breeding between Flori and other races is rare, but plant life finds a way.
<br><br>
The majority of Flori can subsist entirely off of water, sunlight (with some able to survive off of artificial light sources) and the occasional moment spent in direct contact with fertile soil or shallows. Some - particularly those spawned by carnivorous plants - have a greater appetite and the means to partake of it. Flori often have colourful flesh more akin to that of a bulky fruit than typical skin, and many exhibit unique traits relating to their origin: fruit-bearing Flori make for popular residents due to their ability to generate fruits rich in nutrients and vitamins.
<br><br>
However, regardless of how well-integrated a Flori is into their community, one loyalty remains above all others: to the forests, the fields, and the jungles. Few are the Flori who are capable, on a genetic level, of tolerating those who reap more than they sow.
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>>For Weapons and Subweapons, include script to remove $weaponskill in the Unequip Weapon/Subweapon passages.
Include the attack in its relevant menu below, of course!<<nobr>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_flow_spent to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to "blunt">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias lashes out with a sudden bash of $her <<= $Player_weapon_sub>>!
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias bashes <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias bashes <<= $Enemy_article>> in a sore spot! It's a critical hit!
<br><br>
<<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 20>>
<<set $Player_flow_spent to 20>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to "EMP">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias brings up $her <<= $Player_weapon_sub>> and unleashes a pulse of shimmering energy!
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias pulses <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias pulses <<= $Enemy_article>> through a sore spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 30>>
<<set $Player_flow_spent to 30>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 2>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to "heat">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias twists a dial on $her <<= $Player_weapon_sub>>, charges for a moment, takes careful aim!... ZAP!
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias lances <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias lances <<= $Enemy_article>> through a sore spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Heritor's Hand
</div>
<hrt><hr></hrt>
The Heritor's Hand were one of the Sneerz Empire's most prolific weapons designers and manufacturers. Already popular before their expansion into the stars at the beginning of the First Pan-Galactic Conflict, subtle maneuvering within the corridors of power of the Imperial Palace allowed Heritor's Hand to secure an unreasonable number of contracts to supply the growing army. Towards the middle of the conflict, they became the single largest arms manufacturer in galactic history by nearly all metrics - size, employees (including the enslaved), buildings owned, number of weapons made, and so on.
<br><br>
When the Sneerz Empire was defeated, Heritor's Hand fell into immediate disarray. Many of their surviving manufactories were seized or destroyed as worlds were reclaimed, and their central control units died with the Sneerz homeworld when it was obliterated at the hands of their own wonder weapon. The dark legacy of their creations lives on through the examples cared for and zealously guarded by Sneerz mercenaries, bandits and freelancers of the modern era.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Crackle House
</div>
<hrt><hr></hrt>
Crackle House are a small weapons reseller who dance on the wrong side of the law, often overcharging and overclocking cheap weaponry to turn them into powerful but unstable blasters. Little is known about them or from where they operate, though popular theory says their factory facility is housed within a roaming starship. Efforts to track down this vessel are often met with frustrating levels of obfuscation using remarkably creative piratical methods of electronic warfare.
<<include "Codex Return">><</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 15>>
<<set $Player_flow_spent to 15>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to "energy">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias squeezes off a shot of $her <<= $Player_weapon_sub>>!
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias blasts <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias blasts <<= $Enemy_article>> in a sore spot! It's a critical hit!
<br><br>
<<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_multihit_temp to 0>>
<<set $Player_flow = $Player_flow - 60>>
<<set $Player_flow_spent to 60>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to -1>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_sub_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_sub_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_sub_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<<include "Combat Base Attack Calculation">>
Bringing $her <<= $Player_weapon_sub>> to bear, $Player_alias braces $herself and opens fire...
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>... <br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">>
<<elseif $Player_success is 1>><<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
$Player_alias hits <<= $Enemy_article>>...<br><br>
$Enemy_Article takes $Player_damage damage... <br><br>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit... <br><br>
$Enemy_Article takes $Player_damage critical damage... <br><br>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
... before $she can recover fully from the recoil, $her hand dances across the cylinder to fire again...
<<set $Player_special_ability_accuracy to -2>>
<<include "Combat Base Attack Calculation">>
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>... <br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">>
<<elseif $Player_success is 1>><<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
$Player_alias hits <<= $Enemy_article>>... <br><br>
$Enemy_Article takes $Player_damage damage...<br><br>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit... <br><br>
$Enemy_Article takes $Player_damage critical damage... <br><br>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
... $Player_alias forces another spin, despite the climb of the weapon's barrel!... <br><br>
<<set $Player_special_ability_accuracy to -4>>
<<include "Combat Base Attack Calculation">>
<<if $Player_success is 0>>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
$Player_alias hits <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage!<br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Corporations and Organizations">><<dialog>>
<<include "Codex - Corporations and Organizations">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Unitek
</div>
<hrt><hr></hrt>
Unitek are a major manufacturer of a large variety of products both military and civilian, hailing from Terra. Considered an offshoot of the Techromancers, Unitek is named as such due to their origin - the amalgamation of three major companies from across Terra, all three of whom to this day maintain equal shares and say in what the amalgamated corporation should and shouldn't do.
<br><br>
Whilst it's true that they have a lot of catching up to do in the Galaxy, their growth has been exponential since their formation. They're known for being fair employers to any smaller companies they acquire, though some have concerns over their swelling size.
<<include "Codex Return">><</nobr>><<nobr>>
$Player_alias swaps some equipment!
<<set $Player_item_block to 1>>
<br><br>
<<include "Combat Player Status Effects End Turn">>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 25>>
<<set $Player_flow_spent to 25>>
<<set $Player_special_ability_damage to -1>>
<<set $Player_special_ability_accuracy to 2>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias retreats back from $her foe then pivots mid-dash, holding $her $Player_weapon_main firm to $her hip as she fires. <br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias blasts <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias blasts $Enemy_article right in a vital spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 25>>
<<set $Player_flow_spent to 25>>
<<set $Player_special_ability_damage to 2>>
<<set $Player_special_ability_accuracy to -1>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias rushs towards $her foe with a steely determination in $her eyes, barrel of her $Player_weapon_main almost touching $Enemy_article before $she fires! <br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias blasts <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias blasts $Enemy_article right in a vital spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 35>>
<<set $Player_flow_spent to 35>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to "ice">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias pulls back a bolt upon $her <<= $Player_weapon_main>>, releasing a burst of unstable cryogenic gases into $her next shot... BOOM!
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias blasts <<= $Enemy_article>> with a freezing pulse! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<set $Player_status_attack to "freeze">>
<<set $Player_status_bonus to 70>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias blasts <<= $Enemy_article>> with a freezing pulse, totally engulfing them in shattering ice! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<set $Player_status_attack to "freeze">>
<<set $Player_status_bonus to 120>>
<<set $Player_status_duration to ($Player_wits_total + 1)>>
<<include "Combat Enemy Status Resistances">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 40>>
<<set $Player_flow_spent to 40>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to "acid">>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias hefts $her $Player_weapon_main up and steadies $herself, unleashing a volley of sizzling muck at <<= $Enemy_article>>! <br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias corrodes <<= $Enemy_article>> with sizzling sludge! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<set $dice2 to dice('1d2')>>
<<if $dice2 is 1>>
<b>$Enemy_Article has suffered an armour loss!</b><br><br>
<<set $Enemy_toughness_total to $Enemy_toughness_total - 1>>
<</if>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias corrodes <<= $Enemy_article>>, burying them under a wave of sludge! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<set $dice2 to dice('1d3')>>
<<if $dice2 is 1 or $dice is 2>>
<b>$Enemy_Article has suffered an armour loss!</b><br><br>
<<set $Enemy_toughness_total to $Enemy_toughness_total - 1>>
<</if>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_multihit_temp to 0>>
<<set $Player_flow = $Player_flow - 65>>
<<set $Player_flow_spent to 65>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias quickly brings $her weapon up and slips off an arrow...
<br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>... <br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">>
<<elseif $Player_success is 1>><<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
$Player_alias hits <<= $Enemy_article>>... <br><br>
$Enemy_Article takes $Player_damage damage... <br><br>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit... <br><br><<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage... <br><br>
<<include "Combat Player Modifiers Hit">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<</if>>
... $Player_alias quickly plucks another arrow and fires again! <br><br>
<<include "Combat Base Attack Calculation">>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>>
$Player_alias hits <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<set $Player_multihit_temp to $Player_multihit_temp + $Player_damage>>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>>
<<set $Player_multihit_temp to $Player_multihit_temp + ($Player_damage * 2)>>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<set $Enemy_hp_adjust to ($Player_multihit_temp * -1)>>
<<set $multihit to 1>>
<<include "Combat Enemy HP Adjustment">>
<<set $multihit to 0>>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 70>>
<<set $Player_flow_spent to 70>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 99>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias takes a moment as $her $Player_weapon_main locks on to the foe... done! Swiftly, she fires! <br><br>
<<if $Player_success is 0>>
<<set $Player_success to 1>>
<</if>>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias hits <<= $Enemy_article>> dead on! As to be expected. <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $chatdiefail to 0>>
<<set $chatdiemercy to $chatdiemercy +1>>
<<set $chatdie to dice('1d17')>>
<<if $chatdie is 1>>
<<if $Blankenship_Safe is 1>>
<<set $chatdiemercy to 0>>
Dr Blankenship pauses from her work for a moment and leans back, inhaling slowly and craning her neck either side. Ah, a posture check and stretch. She takes a moment more to fiddle with the moon-shaped brooch upon the supporting band of her corset, then straightens up and gets back to tap-tap-tapping at her pad.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 2>>
<<if $Ruzi_Safe is 1>>
<<set $chatdiemercy to 0>>
Ruzi dozes off, but she wakes herself up when her antlers -clonk- against the door she's leaning on. She grumbles slightly, and then the process repeats as her eyes begin to lid and droop once more.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 3>>
<<if $Selene_Safe is 1>>
<<set $chatdiemercy to 0>>
Selene busies herself with vibing to some music from a portable player left behind by one of the work crew. It's heavy metal, from what Mio can hear! Though she sways to it like a pop song, eyes closed and smiling. Mio does wonder if someone with ears that fine should be listening to music quite that loudly...
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 4>>
<<if $Iziria_Safe is 1>>
<<set $chatdiemercy to 0>>
Iziria is busy figuring out how best to sort through the claims and damages TentaCo will face for liability and payouts, with Beelzebuu passing her fresh writing implements from beneath her sweater. She takes plenty of breaks, of course - leaning back, playing with her pet, spinning her pens around her fingers... but whenever she's done goofing off, her output is astounding.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 5>>
<<if $Rudrexi_Safe is 1>>
<<set $chatdiemercy to 0>>
Ru'Drexi fusses over Powder Snow's hair, who puts up with it but steals a cheek-smooch in retaliation, whispering something about 'strawberry' and eliciting a gasp and giggle.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 6>>
<<if $Meh_Safe is 1>>
<<set $chatdiemercy to 0>>
Meh stretches out like a long, long cat before settling back down, staring out of the bay window in a reclining position. For a moment, Mio swears she caught a satisfied smile in her reflection... but before she can verify it, the scowl returns.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 7>>
<<if $Meh_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#f5697c">"Meh, sweetie! Are you comfy over there?"</span> Ru'Drexi inquires with a soft and friendly tone. Meh sighs and roll her eyes.
<br><br>
<span style="color:#FF3D76">"Yes, 'mom'."</span>
<br><br>
<span style="color:#cffbff">"You know there's chairs, right?"</span> Powder smirks slightly, but it's playful enough. Another rolling of the eyes from the snake, and another strained response.
<br><br>
<span style="color:#FF3D76">"Yes, 'dad'."</span>
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 8>>
<<if $Meh_Safe is 1 and $Iziria_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#FF3D76">"Keep staring, Demon, and I'll be happy to give you an up-close-and-personal look at me."</span> Meh suddenly snaps, glancing over her shoulder at Iziria. The Succubus isn't startled in the slightest, though... her sly grin only intensifies.
<br><br>
<span style="color:#EE488A">"Is that a promise, darling? I can't help it if your new soul burns so bright and so dark all at once. Frankly, my dear, you're <i>fascinating</i> to look at... in more ways than one."</span> Iziria purrs, peering over her spectacles. Meh!... actually seems flustered for once in her life, huffing and turning away to grumble quietly to herself, aware of and annoyed at Iziria's continued staring.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 9>>
<<if $Ruzi_Safe is 1 and $Blankenship_Safe is 1>>
<<set $chatdiemercy to 0>>
Ruzi seems to have found something capable of keeping her awake: staring at Blankenship's exposed bust. The Professor isn't blind to this frankly unsubtle display, but she seems to be humouring it. It stops, however, when she shoots a knowing glance and smirk to the Deer, who startles, stammers, and then buries her face into her tucked-up knees. Looks like someone has a type...
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 10>>
<<if $Ruzi_Safe is 1 and $Rudrexi_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#ffe796">"Mister, can I <i>help</i> you?"</span> Ruzi grumbles, eyes fixed on Powder; he's lounging with an arm over the back of the sofa, looking her way. He chuckles, then points at his short horns just barely peaking through his untamed mess of hair.
<br><br>
<span style="color:#cffbff">"Hey now, just admirin' your horns. Never could get the hang of them, myself."</span> he admits with a wink. Ruzi doesn't seem to know how to parse this compliment, so she just frowns and mouthes a 'thanks?' before shifting her gaze away. Nonetheless, Powder turns his attentions elsewhere.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 11>>
<<if $Iziria_Safe is 1 and $Blankenship_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#5DB8DE">"Hrmph..."</span> Blankenship mutters. During one of her routine stretch and posture checks, she casts a displeased eye down at her temporarily enhanced bust - evidently, it's throwing off her balance and usual posture. A little 'tut' from across the room draws her attention; it's Iziria, resting a cheek on her hand and smirking.
<br><br>
<span style="color:#EE488A">"Having trouble, Professor? I'm afraid I can't relate. You should consider getting yourself a support pet, like me~."</span> the Succubus almost whispers, before slicing a clawed finger down the snug fit of her sweater dress! It rips, of course, revealing Beezlebuu beneath; firmly supporting Iziria's enormous chest with ease, shifted into surprisingly intricate-lookig lingerie with flattened tentacles wrapped around her pale body for further lift and strength. Black on white, with an intentional level of 'squish', of course. With a wave of her hand, the Succubus repairs her dress, hiding it all away again. Blankenship, a little bemused by the display, shakes her head with a little scoff... but Mio wonders if she's considering it.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 12>>
<<if $Meh_Safe is 1 and $Ruzi_Safe is 1>>
<<set $chatdiemercy to 0>>
Every now and then, Ruzi peers past her corner to stare, wide-eyed, at Meh. This comes to a sudden and abrupt end when the Deer pushes her luck a little too far, Meh suddenly turning around - fast enough to make her slime-hewn dreads flick and swing with force - to give Ruzi a wide-eyed, terrifying glare.
<br><br>
Understandable, Ruzi squeaks and hurries back behind her corner. Meh smirks, then turns back to the window.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 13>>
<<if $Selene_Safe is 1 and $Iziria_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#3DFF61">"Oh, Iziria! Did you catch the latest episode of--"</span> Selene starts, only to be interrupted by an excited gasp from the Succubus.
<br><br>
<span style="color:#EE488A">"Yes yes yes, oooh my word! I cannot <i>believe</i> he said that! I swear, my jaw just about hit the floor -- I squealed so hard I spooked poor Beezlebuu!"</span> she sighs, fanning herself with a single hand. Selene nods enthusiastically, hands clasped together with a little giggle.
<br><br>
<span style="color:#3DFF61">"Right?! Like, oh my gosh, her reaction!! And I can't believe..."</span>
<br><br>
Mio tunes out. She doesn't want any more spoilers.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 14>>
<<if $Rudrexi_Safe is 1 and $Selene_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#3DFF61">"Miss Ru'Drexi, was it? May I, like, inquire why you're totally checking me out right now?"</span> Selene asks, tilting her head and gazing west. Ru'Drexi has been caught red-handed! Well, red-bodied. The gel-hewn girl lets out a little 'doh' and rubs the back of her head, grinning sheepishly.
<br><br>
<span style="color:#f5697c">"Oh!... I've always sort of liked the sharp ear look, you know? I was taking some mental notes to try and replicate them later. That implant of yours gave me an idea for a support brace to keep them in shape. You don't mind, right?"</span> she asks, tapping the tips of her index fingers together. Selene giggles with a shake of her head and a reassuring smile, eyes half-shut by her raised cheeks.
<br><br>
<span style="color:#3DFF61">"Aw, not at all! Imitation is, like, flattery, ya'know? Go for it~."</span> the Elf giggles, the Jelli giving a sigh of relief and flashing an 'OK' sign with her gloved hands, running the other through her hair. But... her hair covers her ears anyway!.. Mio decides not to question it.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 15>>
<<if $Selene_Safe is 1 and $Blankenship_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#5DB8DE">"Selene, I can't help but wonder... while I don't wish to question your choices, are you sure that implant of yours is quite safe? No long-term side-effects?"</span> Blankenship asks her Elven companion. Selene tilts her head slightly, then shakes it confidently.
<br><br>
<span style="color:#3DFF61">"Oh my gosh nooo, it was quite extensively tested, don't worry!"</span> she giggles before she slides a finger up that slender ear-cuff, turning the dampening effect all the way off. <span style="color:#3DFF61">"There's absolutely zero degradation of my mental faculties - in fact, it can actually shield me from such via reducing stress and chemical responses to such. The sole danger is one of mental addiction - rather than anything explicitly chemical, a desire rather than a biological need. If you'd be interested, I'd be more than happy to furnish you with one of your own!"</span> Selene insists. Blankenship pauses at that, then shakes her head.
<br><br>
<span style="color:#5DB8DE">"I think I'll pass, but the offer is appreciated. Just take care of yourself."</span> the Professor nods, her tone not patronizing. Her attention falls back onto her pad.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 16>>
<<if $Rudrexi_Safe is 1 and $Blankenship_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#cffbff">"Hell of a vacation, huh, Prof?"</span> Powder opines from the couch, smirking as he cranes his neck over and back to look lopsidedly at Blankenship. The Professor smirks slightly and looks up from her pad.
<br><br>
<span style="color:#5DB8DE">"I suppose that's one way of putting it, yes. But even so, I was able to come away with some interesting observations, so it hasn't been a total wash."</span> she muses, tapping her chin with a slender finger. Ru'Drexi pops up from behind the sofa's backrest with an evil grin.
<br><br>
<span style="color:#f5697c">"You came away with that? Funny. We mostly just 'came'."</span> she snickers, only to yelp when Powder - smirking, but rolling his eyes - drags her back out of sight and follows her down. Despite herself, Blankenship scoffs with a little smile.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdie is 17>>
<<if $Selene_Safe is 1 and $Ruzi_Safe is 1>>
<<set $chatdiemercy to 0>>
<span style="color:#3DFF61">"Ruzi, there's no need to look so glum. Are you worried about our safety here?"</span> Selene asks Ruzi, who snaps out of morbid thoughts and turns her attention onto the Elf, glaring slightly. The Deer huffs, hugging herself tighter.
<br><br>
<span style="color:#ffe796">"Are you seriously telling me that you're not? I think everyone's just putting on a brave face, but look where ignoring problems got us in the first place!"</span> she grumbles, eyes narrowing. Selene shakes her head gently, then runs a finger up her implant to shut it off entirely.
<br><br>
<span style="color:#3DFF61">"Well, here's me speaking at my best, Ruzi: we are safe. There is a single point of entry into this room from infested zones, carefully guarded and heavily reinforced. We are all at least somewhat on alert, just in case. And if worst comes to worst... we have Mio!~"</span> she giggles, flashing the Android a wink, catching her off guard. Ruzi just huffs again, but concedes the matter with a tell-tale shrug and glance away. Mio, meanwhile, rubs the back of her head sheepishly, coaxing a playful little chuckle from Selene.
<<else>>
<<set $chatdiefail to 1>>
<</if>>
<</if>>
<<if $chatdiemercy gte 5>>
<<set $chatdiemercy to 0>>
Things seem quiet. Nothing but the hum of the lights above, and the soft, ever-present thrum through the walls and floor of the facility, felt even within this separated module.
<<else>>
<<if $chatdiefail is 1>>
<<include "Saferoom Top Chattergen">>
<</if>>
<</if>>
<</nobr>><<nobr>>----------------<br><b>Mio can...</b><br>
<<link 'Examine Ervina'>><<dialog>><<include "Ervina Examine">><</dialog>><</link>><br>
<<if $speech_passage is "Ervina Quest" or $MS_Calibrations_My_Dear gte 5>><<else>>
<<if $MS_Calibrations_My_Dear is 1>>
<<link 'Ask Ervina about her offer. (QUEST!)' "Ervina Quest1">><</link>><br>
<<elseif $MS_Calibrations_My_Dear is 2>>
<<if $MS_Drone_Body is 0>>
<s>Hand over the drone.</s> -- Haven't got it yet! It's in Ervina's room.<br>
<<else>>
<<link "Hand over the drone." "Ervina Quest2">><</link>><br>
<</if>>
<<elseif $MS_Calibrations_My_Dear is 3>>
<s>Inform Ervina of the security credentials.</s> -- They aren't set yet! Go to the security office.<br>
<<elseif $MS_Calibrations_My_Dear is 4>>
<<link "Inform Ervina of the security credentials." "Ervina Quest3">><</link>><br>
<</if>>
<</if>>
<<if $MERCA_Vent is 1>>
<<link 'Ask if Ervina can help with the stuck vent grate.' "Ervina Vent">>
<<set $MERCA_Vent to 2>>
<</link>><br>
<</if>>
<br>
<b>Mio can say...</b><br>
<<if $speech_passage isnot "Ervina Job">><<link '"What do you do around here?"' "Ervina Job">><</link>><br><</if>>
<<if $speech_passage isnot "Ervina Visor">><<link '"I like your visor, but what‘s with it?"' "Ervina Visor">><</link>><br><</if>>
<<if $speech_passage isnot "Ervina About">><<link '"Tell me about yourself."' "Ervina About">><</link>><br><</if>>
<<if $speech_passage isnot "Ervina Hydration">><<link '"Are you keeping hydrated?"' "Ervina Hydration">><</link>><br><</if>>
<br>
<<link "Back" $Prior_Location>><<set $Drop_Block to 0>><<set $speech_passage to "no">><</link>>
<</nobr>><span style="color:#fcc879"><b>Ervina</b></span> appears to have no troubles in life, save for boredom. She's lounging upon one of the ground floor's couches, splayed across it from end to end in her almost total nudity, one leg lazily hanging off the edge whilst the other extends up and over the opposing armrest, one arm joining her hanging leg whilst the other rests beneath her bust. Every now and then her coral-toned hair tentacles will quiver and unravel, one by one, stretching out and revealing their vividly-pattenred suckers before they fold back into her punky bob. She makes no effort to hide her irritation with the lack of entertainment here, grumbling and sighing and clucking her tongue.
The pink dot of her visor sometimes shifts over to Mio, but otherwise drifts up to the ceiling. No doubt she's occupying herself with things saved on her heads-up-display.
<span style="color:#fcc879">"Yasu, Mio. Sup?"</span> she asks, head tilting just enough to shift her tentacles... and her chest. Her hastily-nabbed, undersized jacket is doing a poor job of providing any modesty to her top half... whereas nothing exists to contain those hips. <<if $MERCASAVED >= 3 and $MERCASAVED < 5>><span style="color:#fcc879">"This place is gettin' a little less boring. Good job."</span><<elseif $MERCASAVED > 5>><span style="color:#fcc879">"Almost gettin' crowded in here. Think ya could bring some snacks?"</span><</if>>
<<include "Ervina Speech">><<set $Drop_Block to 1>><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">>Ervina is approximately 1% Octopus, 99% hips. A cepholapod Invari, she easily rates an M2: her aquatic, sheening skin is a vibrant electric blue of a shade that puts Dizz to shame, contrasting sharply with the coral of her hair-tacles and a number of black-and-orange blotch markings that rush across her mostly nude figure. Starting from the top, a further splash of colour is added by the sleek, chromed visor affixed to her face, edges disappearing beneath her gently-quivering tentacles. The central black slit houses a track that allows a bright pink 'eye' to swing back and forth, making it blatant wherever Ervina happens to be looking: in interaction with Mio, it's usually squarely on her chest. She has a somewhat roundish face with a pouty resting expression, countered by plush, purple lips usually twisted into a smirk. The tentacles that decorate her head resemble a messy hairstyle, framing her face but in a chaotic and disorganized way. Each individual tentacle is stout, fat at the base and thinner at the tip, with a smooth outside and a lightly-ribbed underside with small but defined suction cups that her own flesh seems to be immune to. They write not unlike the snakes of a Medusa.
Were they attached to literally anyone else, the rack the tall Octopus woman boasts would be her central physical feature, heaving tits barely covered as they are by an ill-fitting, slime-splattered jacket. They place second, however, by a clear mile. They're blown away by the woman's voluptuous hips, their shape and width only enhanced by Ervina's surprisingly slim waist - or perhaps it only appears that way by comparison, given that her figure largely appears soft and padded. She's completely nude from the chest down, for it seems none of her tailored panties survived her encounter with the Glob; either that, or she simply doesn't wear them! Her legs boast equally impressed thighs, big enough to crush clams, but they begin to slim as they travel downwards, the woman's feet matching her hands in their surprisingly slender size. They're well-kept, too - Mio notes a lack of any signs of work upon Ervina's palms and fingers, despite her hands-on occupation as an engineer. Suspicious.<<set $speech_passage to "Ervina Visor">><span style="color:#E5CEF3">"I like your visor, but what‘s with it?"</span> Mio inquires. Even as the words leave her lips, she finds herself dreading and hoping that the question isn't offensive: but luckily, Ervina gasps in delight and sits up from her lounging position, fists balled with excitement.
<span style="color:#fcc879">"You like it?~ It's cool, huh? A lot of people say the Gazer x11's are obsolete and outdated, but I argue that you don't need all the fancy bells and whistles newer models of scanner come with these days! Plus, I got this baby custom-made! Chromed out, colour-switch settings - even if I only use pink!~ - and a tailored fit for my head shape. I forget I have these things on all the time!"</span> Ervina exclaims, more animated than Mio's seen her since they met! So animated that her jacket is doing a terrible job of keeping her chest in check, every motion she makes also sending shockwaves through her squashed-together thighs. They even rocket up through her tentacular hair, each individual cupped tendril shaking and partially curling or unfurling as if individually alive!
<span style="color:#E5CEF3">"Ah... so you like the retro look? That's fair enough, so long as they still work."</span> Mio nods. It makes her wonder: is <i>she</i> retro? Maybe not, not with how much of her has been replaced since she was put into service. She's snapped from this question by Ervina's infectiously enthusiastic nodding - and jiggling - as she begins to point to parts of her visor, indicating circuitry beneath the plating.
<span style="color:#fcc879">"Oh for sure for sure!! It's got more vision modes than you could ever need..."</span> <b>-Boing- -Whomp- -Wobble-</b> <span style="color:#fcc879">"... absolutely killer sound output, crisp as anything, newer models skimp out on the..."</span> <b>-Jiggle- -Sway- -Wob-wob-</b> <span style="color:#fcc879">"... maximum penetration of 500 yards through solid steel..."</span> <b>-Quake- -Shudder- -Lurch-</b> <span style="color:#fcc879">"... five years running! Can you believe that?"</span>
Mio violently snaps out of her rather pointed distraction and covers her mouth, her glowing eyes flicking back up onto Ervina's face. She nods hastily and offers a friendly smile, lowering her hand - thankfully, Ervina buys it, her grin wide and happy. Mio internally sighs with relief... the hell is wrong with her?
<span style="color:#fcc879">"Need me to repeat any of that?--"</span> <span style="color:#E5CEF3">"No! Nonono-- got it all!"</span>
<span style="color:#F33898"><b>Lost 5 Focus!</b></span><<set $Player_focus to Math.clamp($Player_focus - 5, 1, $Player_focus_max)>>
<<include "Ervina Speech">><<set $speech_passage to "Ervina Job">><span style="color:#E5CEF3">"What do you do around here?"</span> Mio inquires to the lounging Octopus woman. Ervina takes a moment to respond - the eye of her visor swivels to acknowledge Mio, but she stretches first - arms above her head, tentacle hair unfurling, legs out straight - and then relaxes, reaching down to soothe an itch upon her huge hip.
<span style="color:#fcc879">"I'm an Engineer. I do a bit of this, a bit of that, aaaanything that needs fixing or overhauling. I mostly work down in the Engineering sector where all the vital sub-facilities that keep this place full of air and light and water and heat are stationed... y'know, keeping it full of those things instead of bein' full of void and radiation."</span> she explains with a slight yawn briefly interrupting her, the mostly nude woman at least remembering to cover her mouth with a hand... halfway through said yawn. <span style="color:#fcc879">"It's a decent job, I guess. Between you and me, I'm workin' on automating it as much as I can. Drones, baby; they be the future... today!~"</span> she snickers before stretching again, frowning as she tries to pop her back. It doesn't work, and instead just makes her chest wobble an awfully distracting amount - nevertheless, Mio pushes ahead boobly-- erm, boldly.
<span style="color:#E5CEF3">"So, that means you have a card to get through the Engineering checkpoint, right? Could I borrow it? I'd be able to finish my mission in no time."</span> Mio requests, a measure of relief washing over her! She leans forward with her hands balled into loose fists and raised, eyes wide and hopeful. Unfortunately, Ervina winces and sucks air through her teeth. Sharp teeth, at that.
<span style="color:#fcc879">"Ooooh... sorry Hun, but nah. I mean, I do have a card!... did!... but it was in my pants, and I ain't have a clue where those dang things ended up! But, y'know, if you find 'em, you're welcome to the card. Just the card, though. Can't miss 'em, either - you'd recognize 'em if you saw 'em."</span> she snorts, giving her elevated hip a -SMACK- with the hand on that same side. Yet more distracting jiggling follows, and Mio just sighs with a shake of her head, feeling the frustrating sting that always seems to follow moments of hope for her. It soon fades when her mind turns to the projected image in her head of what those pants must look like to contain Ervina's lower body... truly, they must be tremendous in size.
<<include "Ervina Speech">><<set $speech_passage to "Ervina Hydration">><span style="color:#E5CEF3">"Are you keeping hydrated?"</span> Mio inquires, eyes flicking down and up Ervina's form. Her azure hide seems to be decently slick and shiny, but for an Aquatic, it's a question worth asking. Ervina seems fairly unbothered by both the question and the dilemma, for she merely scratches her hip and shrugs.
<span style="color:#fcc879">"Oh, it's fiiiiine. There's a water cooler in here. I only need dousing sparingly, I can get most of my hydration by just drinking it. Granted, the supply in this part of the facility is its own temporary reservoir, so it won't last forever. But we're not gunna be stuck in here long enough for that to matter!"</span>
<span style="color:#fcc879">"... Hopefully."</span> she adds with a twist of her lips, the eye of her visor swivelling off to the side as she ponders the possibility. But she soon shrugs again and waves it off. Mio shakes her head, but Ervina probably knows her situation better than she does!
<<include "Ervina Speech">><<set $speech_passage to "Ervina Vent">><<set $MERCA_Vent to 2>><span style="color:#E5CEF3">"You're a technician, right? Dizz is trying to provide me with a safe route from here to my base of operations, but can't override that vent."</span> Mio explains, pointing down to the narrow grate by the sofa upon which Ervina is splayed. The lazy Invari pauses for a moment then twists awkwardly to get a look at it, refusing to get up. She can just about get the angle to examine the cover, doing so for a few seconds before turning back to Mio.
<span style="color:#fcc879">"Can't you just, y'know, move your base of operations here?"</span> she asks with a needlessly downtrodden tone of voice, as though she might cry 'woe is me!' at the mere concept of having to stand up and do technician work. Mio finds herself somewhat bewildered, blinking and hesitating before she speaks.
<span style="color:#E5CEF3">"I would have to move a very large hunk of metal out of the floor and drag it here, so, no. It has repair facilities onboard that I can't match here."</span> the Android insists, crossing her arms with a quirked brow as Ervina merely pouts, grumbles... and then, finally, tortuously, stands. With her hands planted firmly upon her remarkable hips, the tentacle-haired layabout takes the two steps it takes to reach the vent, stares at it for a moment... and then kicks the top-right corner with the side of her heel.
At once, it pops open.
Mio's mouth falls slightly open in surprise, and she stands stunned as Ervina collapses back into her seat with a loud huff. By the time the synthetic warrior has recovered from the shock of how incredibly easy that was, the Octopus has settled back into her favoured position.
<span style="color:#fcc879">"UUuuuuUUuuUUUuuuugh, there, haaaAAaappy?"</span> she groans, voice pitiable and oppressed. Mio takes another moment, then lets out a disbelieving little chuckle, genuinely unsure if Ervina is joking or not.
<span style="color:#E5CEF3">"Satisfied. Thank you."</span>
<b>The shortcut to the Storage Module is now accessible!</b> <b>'I Need To Vent'</b> complete! <b>Mio</b> has gained <b>50 exp!</b> <<set $Player_exp to $Player_exp + 50>><<include "Adjust All Bars">>
<<include "Ervina Speech">><<nobr>><<set $speech_passage to "Ervina Quest2">><<set $MS_Calibrations_My_Dear to 3>>
<<set $Key_Remove to "Busted Drone">>
<<set $Key_Remove_Position to $Busted_Drone_Position>>
<<include "Remove Key Item">>
<<set $Busted_Drone_Position to 0>>
<<set $Busted_Drone_Location to "no">>
Mio presents the broken-down Drone to Ervina, who gives a mighty groan!... and then sits up from her lounging position, dragging a cushion from the sofa onto her lap to form the shittiest, most unstable workspace possible. As she takes the little robot shell from the Android, Mio can't help but comment on that.
<br><br>
<span style="color:#E5CEF3">"You are aware that there's a workbench downstairs, yes?"</span> Mio inquires, leaning forwards with her arms crossed. A slight grimace - there was still slime on her hands from the drone... ew. Ervina's visor eye swivels up to glare at Mio as she rests the front face-down on her cushion.
<br><br>
<span style="color:#fcc879">"Me and stairs aren't on speaking terms."</span> she says simply, ignoring the fact that this is an insane thing for a woman with thighs that could crush Mio's armoured head with ease to say. Before Mio can insist on the matter by bringing up her lack of tools, Ervina reaches up to the cap of her visor over her right ear and presses the base down, a small card popping out from it - around the size of a credstick. She pulls it free from that little storage box and unfolds it, revealing it to be a discrete case for a variety of miniaturized tools, some of which themselves fold for further compact storage. Mio is a little impressed - it looks like a fairly expensive little kit.
<br><br>
Ervina quickly gets the back hatch of the Drone's central torso unit unscrewed and begins to poke around inside, her visor's eye reacting to the occasional spark and sometimes thinning to a narrow point whenever she zooms in on a delicate or fiddly component. Without looking up, she speaks again.
<br><br>
<span style="color:#fcc879">"This won't take long. In the meantime, I've pushed some auth codes to you wirelessly. Go upload 'em on the security office's terminals - these drones don't have their own power sources, so we'll need to tap into the facility's wireless power transfer, which means re-authorizing this little guy."</span> Ervina explains without pausing her work for even a second. Mio, however, deadpans - then plants a palm upon her face in frustration.
<br><br>
<span style="color:#E5CEF3">"Why didn't you tell me earlier? I could've made one trip!"</span> she protests in frustration, glaring through her splayed fingers. Ervina shrugs unhelpfully, tap-tapping away at something that sparks inside the Drone.
<br><br>
<span style="color:#fcc879">"Do I really need to go over the whole 'got my brains fucked out' thing?"</span> she snorts, even though she seemed more than fine in the aftermath when Mio found her. The Synthetic sighs but drops it. Fine.
<br><br>
<span style="color:#D891EB">"I hope it isn't too much hassle, Miss Mio! I'm... pretty excited, honestly! I've always wondered what having a body would feel like."</span> B4B3 chimes in, sounding a little anxious but mostly excited. As Mio watches the work unfold, she scoffs fondly. Fine, fine. That's motivation enough.
<br><br>
<</nobr>><<include "Ervina Speech">><<nobr>><<set $speech_passage to "Ervina Quest1">><<set $MS_Calibrations_My_Dear to 2>>
<span style="color:#E5CEF3">"-- Yes, <i>yes,</i> I'm asking her, B4B3! Ugh. What was the offer you mentioned earlier?"</span> Mio asks, cocking a hip and crossing her arms. Ervina glances up from her seat and grins mischievously.
<br><br>
<span style="color:#fcc879">"Ohhh, yeah. You're gunna love this, trust. Here's the deal - this facility is meant to have security drones, but this outbreak seems to have broken whatever's controlling them. However... I happen to have one of the older models sitting on my desk back in my room right now. It was getting tossed out - simple, pretty mindless things, y'dig - so I decided to try my hand at cleaning it up and repairing it. As part of the protocol of throwing these things away, it had its programming wiped first. so, I'm reprogramming it to be my personal assistant. But!... your lil' support unit sounds nice, and I'm bored. Here's the deal: I think that with a little bit of elbow grease, I could get it functioning again for your lil' friend to borrow."</span> Ervina explains, occasionally gesticulating with her hand. Not very energetically, though. Mio raises her brows, considering this. Giving B4B3 a physical presence could be handy, especially if the drone is equipped for combat...
<br><br>
Of course, it isn't just her decision to make. B4B3 has her input too, and it is as follows:
<br><br>
<span style="color:#D891EB">"OoooOOOOO!!! Can we?? Can we can we can we can we can we--"</span>
<br><br>
Mio winces and whacks the side of her head, shutting B4B3 up with a squeaked little <span style="color:#D891EB">'sorry'.</span> She's made her mind up, though. <span style="color:#E5CEF3">"Alright, I'm interested. So's B4B3. You said it's sitting on your desk?"</span> Mio verifies, glancing off to the door out of the Safe Room. Ervina nods, then stifles a yawn. <span style="color:#E5CEF3">"... Y'know, you could've mentioned that earlier, maybe saved me a trip."</span>
<br><br>
<span style="color:#fcc879">"Y'know, that's a fair point, but consider: I'd just got done getting slamfucked by a sex Monster for so many hours that I lost count. Go easy, jeez."</span> Ervina tuts admonishingly, to which Mio has no real response!
<br><br>
<<if $MS_Drone_Body is 1>>It dawns on Mio that she's <b>already found the broken drone</b> Ervina is referring to... But maybe it's best not to admit she just stole a random thing from her room without asking!<br><br><</if>>
<</nobr>><<include "Ervina Speech">><<set $speech_passage to "Ervina About">><span style="color:#E5CEF3">"Tell me about yourself."</span> Mio requests, relaxing her stance, hands tucked behind her back. Ervina purses her lips to one side and takes a moment to respond, looking up at the ceiling.
<span style="color:#fcc879">"Me?... I'm not that exciting, hun. Uh... I'm Terran, been with the company for a few years-- I dunno, five or six? Used to work closer to home, but the bonuses for working out on distant facilities are pretty good, so I'm savin' up."</span> she shrugs, stifling a yawn with a hand over her mouth. Mio tilts her head, lips parting slightly as something occurs to her.
<span style="color:#E5CEF3">"Presumably, you're saving up for a reason. That's something to talk about, surely?"</span> she suggests, attempting to help the Invari woman along. However, Ervina pauses at the question - or accusation, as it could be read. She shuffles a little in her lounging pose, then clucks her tongue and grumbles.
<span style="color:#fcc879">"I!... ugh. Don't laugh. I wanna open a lil' diner, someday. Back on Terra... but it's pretty pricey to live there these days, let alone own a business property. But... food's been important to my family stretchin' back generations, and there's a lot of recipes I'd like to share with the world at large."</span> she admits, sounding rather adorably bashful about the whole thing. Mio doesn't dare judge, of course. She smiles warmly, on the contrary.
<span style="color:#E5CEF3">"Why would I laugh about that? That sounds like a lovely goal. It's a little different from what I expected, though, given what you do now... and your obvious interest in tech and machinery."</span> she presses with a slight shrug. Ervina just grins at this, raising a finger.
<span style="color:#fcc879">"Who says there ain't overlap? I'm guna automate the hell out of my kitchen! 'Cept for the special dishes. Those need the personal touch. Anyway-- that's my deal. Cruise through work, put aside money, and live the dream. Soooome day. Who knows, might incorporate some tentacle monster-based dishes into the mix... Byproduct Research comes up with <i>technically</i> edible things all the time."</span>
Mio grimaces slightly at that. She can't help but imagine things... wriggling, on the way down.
<<include "Ervina Speech">>[img[$Glow_Shard_Icon]]<<nobr>>
<br>Glow Shard | $C_Glow_Shard in possession
<br><br>
<b>Type:</b> Recharging. || <b>Usage:</b> Universal (In/Out of combat)
<br><br>
A refined crystal imbued with Glow radiation, shaped like a kite-style diamond fragment. It glows a soft lavender tone, bathing one's fingers in weak light when held. When crushed with sufficient force, this fragile crystal shatters and releases that stored energy, ready to be absorbed by any appropriate vessel - living or otherwise. While this method has remained largely unchanged since its discovery in Terra's age of rebuilding, such shards were harvested from natural outcrops back then: Nowadays they are created in synthetic environments and sold in a variety of markets.
<br><br>
<<set $Player_Heal to ($Player_glow_max * 0.3)>>
<<if $Player_wits_total > 5>>
<<set $Player_htemp to $Player_glow_max * 0.04>>
<<set $Player_htemp to $Player_htemp * 5>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 5>>
<<set $Player_htemp to $Player_glow_max * 0.04>>
<<set $Player_htemp to $Player_htemp * $Player_wits_total>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 0>>
<<set $Player_Heal to ($Player_hp_max * 0.3)>>
<</if>>
<<set $Player_Heal to Math.round($Player_Heal)>>
Restores $Player_Heal Glow. (30% Max Glow, + 4% per Wits up to 20%)
<br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Use">>
<<set $Player_glow to Math.clamp ($Player_glow + $Player_Heal, 0, $Player_glow_max)>>
<<dialog>>
$Player_alias pulls out the little purple shard and holds it aloft, a tremble shooting up $her arm as $her hand closes into a tight fist. At once, glittering dust puffs from between $her fingers, accompanied by a brief flash and a leaking cloud of glistening lavender fog. Exhaling slowly, $she shuts $her eyes and sharply inhales, that cloud swirling down $her arm as it disappears into $her body.
<br><br>
$She opens her eyes with a bright flare, a rush of energy coursing through $her body! <<= $Player_Heal>> Glow restored!
<</dialog>>
<<set $Consumable_Update_Position to $Glow_Shard_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Glow_Shard to $C_Glow_Shard - 1>>
<<if $C_Glow_Shard lte 0>>
<<set $Glow_Shard_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<link [[Use->Combat Consumable Glow Shard]]>>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Glow_Shard_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Glow_Shard to $C_Glow_Shard - 1>>
<<if $C_Glow_Shard lte 0>>
<<set $Glow_Shard_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Glow_Shard_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Glow_Shard_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Glow_Shard_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Glow_Shard_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (8 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Medical">>
<<set $Shop_Item_Name to "Glow Shard">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bundle of Glow Shards">>
<</if>>
<<set $Consumable_Remove to "Glow Shard">>
<<set $Consumable_Remove_Position to $Glow_Shard_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Glow_Shard_Position>>
<<include "Remove Consumable">>
<<set $C_Glow_Shard to $C_Glow_Shard - $Shop_Stack>>
<<if $C_Glow_Shard is 0>>
<<set $Glow_Shard_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Glow_Shard>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Glow_Shard_Position>>
<<if $C_Glow_Shard is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Glow_Shard_Icon>>
<<set $I_C_D_Temp to "Glow Shard">>
<<set $I_C_T_Temp to "Glow Shard">>
<<set $I_C_S_Temp to 1>>
<<if $C_Glow_Shard is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 0>>
<<set $Glow_Shard_Position to $I_C_P>>
<<set $C_Glow_Shard to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
$Player_alias puts some cover between $herself and <<= $Enemy_article>>, scrabbling to grab the shard and hold it aloft. $She quickly crushes it in $her hand and holds $her fist close to $her chest, eager to absorb the resulting cloud of glittering Glow as swiftly as $she can. $She inhales deeply as it filters through $her body...
<br><br>
A rush of energy shoots through $her body and mind! $She exhales sharply, restoring <<= $Player_Heal>> Glow!
<<set $Player_glow to Math.clamp ($Player_glow + $Player_Heal, 0, $Player_glow_max)>>
<<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
<br>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<include "Combat Player Status Effects End Turn">>
<</nobr>>[img[$Sober_Strobe_Icon]]<<nobr>>
<br>Sober Strobe | $C_Sober_Strobe in possession
<br><br>
<b>Type:</b> Focuser. || <b>Usage:</b> Universal (In/Out of combat)
<br><br>
A slender, pen-like cylinder with a retractable cap that, when pulled, exposes a small diode. Simply point towards one's eyes and squeeze: a brief scan will commence before a series of rapid pulses and flickering lights works to rapidly re-align brainwaves to get the user focused on what they're meant to be doing. Particularly randy users report a sharp but mercifully brief headache upon use: thus, some refer to the device as 'the Bonk'.
<br><br>
While initially invented to tackle workplace intoxication in tandem with a accompanying pill, the Strobe was found to function marvellously as a sort of 'anti horny' wand. This model is one-use, designed to be discrete: once its task is complete, it will disintegrate via an onboard nanotech kamikaze protocol. This also means that the manufacturers can sell you more of them!
<br><br>
<<set $Player_Heal to ($Player_focus_max * 0.2)>>
<<if $Player_wits_total > 5>>
<<set $Player_htemp to $Player_focus_max * 0.04>>
<<set $Player_htemp to $Player_htemp * 5>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 5>>
<<set $Player_htemp to $Player_focus_max * 0.04>>
<<set $Player_htemp to $Player_htemp * $Player_wits_total>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<</if>>
<<if $Player_wits_total <= 0>>
<<set $Player_Heal to ($Player_focus_max * 0.2)>>
<</if>>
<<set $Player_Heal to Math.round($Player_Heal)>>
Restores $Player_Heal Focus. (20% Max Focus, + 4% per Wits up to 20%)
<br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Use">>
<<set $Player_focus to Math.clamp ($Player_focus + $Player_Heal, 0, $Player_focus_max)>>
<<dialog>>
$Player_alias sighs as $she pulls out the slender little tube, twisting the cap and watching as it extends upwards to reveal the diode hidden within. Taking a deep breath, $she squeezes down on the center of the device to trigger it: a red wide-beam scanning laser shoots up and trails down her body, then back up. After a little deep, the diode erupts into a colourful parade of flashing lights, making $Player_alias sag $her shoulders and relax $her expression... $she blinks, the process already finished, the haze lifted from $her mind as the device disintegrates in her hand.
<br><br>
$She rubs the back of $her neck, pondering her next move. <<= $Player_Heal>> Focus restored!
<</dialog>>
<<set $Consumable_Update_Position to $Sober_Strobe_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Sober_Strobe to $C_Sober_Strobe - 1>>
<<if $C_Sober_Strobe lte 0>>
<<set $Sober_Strobe_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<link [[Use->Combat Consumable Sober Strobe]]>>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Sober_Strobe_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Sober_Strobe to $C_Sober_Strobe - 1>>
<<if $C_Sober_Strobe lte 0>>
<<set $Sober_Strobe_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Sober_Strobe_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Sober_Strobe_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Sober_Strobe_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Sober_Strobe_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (8 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Medical">>
<<set $Shop_Item_Name to "Sober Strobe">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bundle of Sober Strobes">>
<</if>>
<<set $Consumable_Remove to "Sober Strobe">>
<<set $Consumable_Remove_Position to $Sober_Strobe_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Sober_Strobe_Position>>
<<include "Remove Consumable">>
<<set $C_Sober_Strobe to $C_Sober_Strobe - $Shop_Stack>>
<<if $C_Sober_Strobe is 0>>
<<set $Sober_Strobe_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Sober_Strobe>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
$Player_alias scrambles for cover, nearly dropping the slender, smooth-shelled cylinder when $she yanks it out from a pocket. Exhaling sharply, $she pops the cap and mentally hurries the shielded diode to rise faster... then presses down, hard, staring into the flashing emitter. $She blinks hazily as the device begins to disintegrate in $her hands, the brief hypnosis already completed... $she feels the haze of horny clearing before $her eyes!
<br><br>
Slipping from cover, $Player_alias faces $her foe with renewed attention. Restored <<= $Player_Heal>> Focus!
<<set $Player_focus to Math.clamp ($Player_focus + $Player_Heal, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<br>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<include "Combat Player Status Effects End Turn">>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Sober_Strobe_Position>>
<<if $C_Sober_Strobe is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Sober_Strobe_Icon>>
<<set $I_C_D_Temp to "Sober Strobe">>
<<set $I_C_T_Temp to "Sober Strobe">>
<<set $I_C_S_Temp to 1>>
<<if $C_Sober_Strobe is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 0>>
<<set $Sober_Strobe_Position to $I_C_P>>
<<set $C_Sober_Strobe to $I_C_S_Temp>>
<</if>>
<</nobr>>[img[$Acid_Grenade_Icon]]<<nobr>>
<br>Acid Grenade | $C_Acid_Grenade in possession
<br><br>
<b>Type:</b> Offensive Consumable. || <b>Usage:</b> Combat (In combat only)
<br><br>
A suspiciously bulging can of 'GlipDrip' brand soda. This 'grenade' has been cobbled together by the vending machine M4X. Left to her own devices during the outbreak, she took it upon herself to devise an extra method of self-defense, should the need arise. Stocking a variety of drinks for a variety of biological needs, it turns out that if you mix a bit of this and a touch of that... the result is quite harmful to tentacle-kind.
<br><br>
Now the fruits of her labour are available to Mio. Just shake well, pull the tab, and toss that soda! But don't drink it.
<br><br>
Deals acid-aspected damage to a foe in combat, base damage 2d4+1, scaling off of Wits (<span class="tricky">'Tricky'</span> damage).
<br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<s>Use</s> -- There's nothing to use this on!
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<link [[Use->Combat Consumable Acid Grenade]]>>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Acid_Grenade_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Acid_Grenade to $C_Acid_Grenade - 1>>
<<if $C_Acid_Grenade lte 0>>
<<set $Acid_Grenade_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Acid_Grenade_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Acid_Grenade_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Acid_Grenade_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Acid_Grenade_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (8 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Combat Item">>
<<set $Shop_Item_Name to "Acid Grenade">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bundle of Acid Grenades">>
<</if>>
<<set $Consumable_Remove to "Acid Grenade">>
<<set $Consumable_Remove_Position to $Acid_Grenade_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Acid_Grenade_Position>>
<<include "Remove Consumable">>
<<set $C_Acid_Grenade to $C_Acid_Grenade - $Shop_Stack>>
<<if $C_Acid_Grenade is 0>>
<<set $Acid_Grenade_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Acid_Grenade>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Acid_Grenade_Position>>
<<if $C_Acid_Grenade is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Acid_Grenade_Icon>>
<<set $I_C_D_Temp to "Acid Grenade">>
<<set $I_C_T_Temp to "Acid Grenade">>
<<set $I_C_S_Temp to 1>>
<<if $C_Acid_Grenade is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 0>>
<<set $Acid_Grenade_Position to $I_C_P>>
<<set $C_Acid_Grenade to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_flow_spent to 0>>
<<set $Player_special_ability_damage to 1>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to "2d4">>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to "acid">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to "tricky">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
$Player_alias pulls the pin on the makeshift grenade, which immediately begins to fizz and throb in $her hand! $She tosses it overarm!
<br><br>
<<if $Player_success is 0>>
<<set $Player_damage to $Player_damage / 2>>
<<set $Enemy_hp_adjust to $Enemy_hp_adjust / 2>>
<<set $Player_damage to Math.round($Player_damage)>>
<<set $Enemy_hp_adjust to Math.round($Enemy_hp_adjust)>>
<<include "Combat Enemy HP Adjustment">>
$Player_alias misses <<= $Enemy_article>>! The explosion grazes! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias ducks as the fizzy grenade goes off all over <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias ducks for cover as the fizzy grenade explodes right in front of <<= $Enemy_article>>! It's a critical hit!
<br><br>
<<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<if $iRIS_Punch gte 1 and $iRIS_Punch_Unlocked is 1 and $iRIS_Punch_Cooldown lte 0>>
<<link "iRIS Punch" "iRIS Punch">>
<<set $iRIS_Punch_Cooldown to 1>>
<</link>>
-- iRIS is in range! She can deliver a powerful Blunt-aspected smash attack, once-per-battle. - 100% To Hit.<br>
<<else>>
<</if>>
<</nobr>><<nobr>>
<<if $MS_M4X_Quest gte 6 and $Drone_Support_Cooldown lte 0>>
<<link "Summon Drones" "Summon Drones">>
<<set $Player_ace_move to 0>>
<</link>>
-- Summon drones piloted by M4X and iRIS to deliver a punishing 15 damage, no-miss airstrike. - 100% To Hit.<br>
<<else>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_flow_spent to 0>>
<<set $Player_special_ability_damage to 4>>
<<set $Player_special_ability_accuracy to 4>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Player_damageroll to dice('3d3')>>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to "blunt">>
<<set $Actual_damage_type_2 to "unaspected">>
<<set $Actual_attack_type to "unaspected">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
<span style="color:#ffc0e2">"Guest Mio! I suggest you move."</span> iRIS chimes from her position against the west wall. Mio takes a step back!... right as a surging wall of pink-purple goop solidifies into a massive fist, about to slam into $Enemy_article mere inches from where she stood! <br><br>
<<if $Player_success is 0>>
iRIS misses <<= $Enemy_article>>! <br><br>
<<include "Combat Player Status Effects End Turn">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
iRIS hits <<= $Enemy_article>> dead on! Her fist engulfs the foe before the force springs back, sending $Enemy_article flying! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Status Effects End Turn">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
iRIS hits <<= $Enemy_article>> dead on! Her fist engulfs the foe before the force springs back, sending $Enemy_article flying, where a heavy impact against the far wall awaits... ouch! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<</nobr>><<nobr>>
<<set $Player_context_move to 0>>
<<if $iRIS_Punch gte 1 and $iRIS_Punch_Unlocked is 1 and $iRIS_Punch_Cooldown lte 0>>
<<set $Player_context_move to $Player_context_move + 1>>
<</if>>
<<if $Enemy_alias is "Tentacle Pit">>
<<set $Player_context_move to $Player_context_move + 1>>
<</if>>
<<if $Enemy_alias is "Amy">>
<<set $Player_context_move to $Player_context_move + 1>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Portable_MediStation_Position>>
<<if $C_Portable_MediStation is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Portable_MediStation_Icon>>
<<set $I_C_D_Temp to "Portable MediStation">>
<<set $I_C_T_Temp to "Portable MediStation">>
<<set $I_C_S_Temp to 1>>
<<if $C_Portable_MediStation is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 0>>
<<set $Portable_MediStation_Position to $I_C_P>>
<<set $C_Portable_MediStation to $I_C_S_Temp>>
<</if>>
<</nobr>>[img[$Portable_MediStation_Icon]]<<nobr>>
<br>Portable MediStation | $C_Portable_MediStation in possession
<br><br>
<b>Type:</b> Healing. || <b>Usage:</b> Complex (Out of combat only!)
<br><br>
A deployable Medical droid outfitted with tools and knowledge suitable for repair work on cyborgs and synthetics, as well as a wide variety of alien metaphysiologies. Upon activation of the traditional medkit-shaped machine, stilts emerge towards the ground and hold it aloft as it opens up, ready to work. It has a passable bedside manner - albeit one that swerves from irreverant to maudlin far too swiftly and often.
<br><br>
As is often the case with medical products, once the operator has been healed as efficiently as the MediStation can make them, it will harmlessly self-destruct. Harmless to the user, that is - less so to their budget.
<br><br>
<<set $Player_Heal to ($Player_hp_max * 0.85)>>
<<set $Player_Heal to Math.round($Player_Heal)>>
Restores $Player_Heal HP. (85% Max HP) <b>Cannot be used in combat scenarios due to complexity and time!</b>
<br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Use">>
<<set $Player_hp to Math.clamp ($Player_hp + $Player_Heal, 0, $Player_hp_max)>>
<<dialog>>
$Player_alias pulls the Medistation box out and holds it in front of $herself, frowning as $she does so. $She finds the activation tab and gives it a tug: immediately the box sprouts four spindly legs that snap to the ground, prompting $her to let go. $Player_alias does so and steps back, watching as the box unfolds into an array of thin plasmetal alloy limbs, each tipped with a different medical device, surrounding an emitter from which springs a hologram. The image projected is that of a classical doctor, a facemask and poofed disposable theatre hat obscuring any obvious ethnicity or sex.
<br><br>
"What seems to be the problem, now?" it asks in a somewhat snippy tone, those many medical arms rising up intimidatingly. $Player_alias grumbles slightly, then begins to show the good Doctor where it hurts...
<br><br>
... Time passes...
<br><br>
"All in a day's work! Day afterr dayyyy afterrrrr dayyyyyyyy..." the MediStation slowly drones, its projector flickering off before the whole thing promptly collapses to the floor and combusts into a neat pile of white ash. $Player_alias stares at it for a moment, then decides not to think on it any further, focusing instead on how $she feels: better!<br><br>
Restored <<= $Player_Heal>> HP!
<</dialog>>
<<set $Consumable_Update_Position to $Portable_MediStation_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Portable_MediStation to $C_Portable_MediStation - 1>>
<<if $C_Portable_MediStation lte 0>>
<<set $Portable_MediStation_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- Can't use this now, it's far too complex for combat!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Portable_MediStation_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Portable_MediStation_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Portable_MediStation_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Portable_MediStation_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (20 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Medical">>
<<set $Shop_Item_Name to "Portable MediStation">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "bundle of Portable MediStations">>
<</if>>
<<set $Consumable_Remove to "Portable MediStation">>
<<set $Consumable_Remove_Position to $Portable_MediStation_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Portable_MediStation_Position>>
<<include "Remove Consumable">>
<<set $C_Portable_MediStation to $C_Portable_MediStation - $Shop_Stack>>
<<if $C_Portable_MediStation is 0>>
<<set $Portable_MediStation_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Portable_MediStation>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Xeno)">><<dialog>>
<<include "Codex - Species (Xeno)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Visobarzi</b>
<br><b>Second Lives, Lived to Their Fullest</b>
</div>
<hrt><hr></hrt>
The Visobarzi are a nomadic alien Species of amphibious nature. They are often tall and slender and move with much grace. Their most defining feature would be their head tails, or 'Neurevu' (singular and plural) - all Visobarzi have at least one large prehensile tail extending from their heads in place of hair, with many possessing two, three or many smaller or shorter ones, with size and length usually depending on age and physical activity. They have colourful skin tones which may rarely exhibit patterns and two-tone changes akin to Terra's Amphibian Vari population, and they have expressive faces with big, bright eyes and sharp teeth behind smiling lips.
<br><br>
They often wear headbands to separate their faces from their Neurevu, and even Visobarzi without patterned bodies will usually possess facial patternings based on genetics, with almost all individuals possessing darkening of the brows and at least one stripe mirrored on either cheek. They have slightly recessed noses and very slender ears which flick and curve upwards, aking to a quotation mark on its side - rounded at the base, curved sharply at the end.
<br><br>
Visobarzi are identified easily in a crowd, even without taking into consideration their Neurevu. There are two common fashion statements among their people. One is their suits: due to their amphibious, sleek hides, their skin must be allowed to breathe and must stay hydrated. Many Visobarzi wear skintight suits made from special, water-breathable materials, and these often come with zips and other attachment methods for partial removal of panels to allow for exposing patterns down the limbs, front, back and sides. This well-compliments the Species' penchant for acrobatic proclivities, for even exposed panels will cling snugly enough to their bodies to prevent from becoming snagged. Many will further decorate these suits with colourful and often patterned sashes and hoods, which ties in to the other Visobarzi mainstay:
<br><br>
The masks. Visobarzi will almost all wear visor-equipped masks with seals that conform to the front of their heads, allowing their Neurevu to remain exposed for the purposes of prehensile activity and subtle body language in conversation with one another. In hazardous environments, of course, these can be safely concealed via additional coverings. To further facilitate communication, these visors are equipped with a variety of methods of expression, including but not limited to adjustable colour glow, image displaying, adjustable opacity, face-tracking, word display, automatic translation software, and HUD elements for a variety of purposes. It is very common to see these visors decorated with 'spines' along the edges, in mimicry of the guardian Species, the Neuvo.
<br><br>
The Visobarzi are sometimes thought of as aimless hedonists, and this may have a ring of truth to it. But the truth is that they are a Species given a second chance at life, and they intend to make the most of it. Their hedonism and vice are not selfish: in fact, they wish to spread them among the stars, to encourage all lifeforms to enjoy the time they have on this plane, to live and laugh and lust and love. They are accomplished entertainers of all sorts, but can apply themselves brilliantly to a number of practical applications, especially engineering - they fit where many others cannot, and always have a spacesuit handy.
<br><br>
Visobarzi have a specialized sac in their throats which enables them to emit vibrating croak 'purrs'. It is difficult for them to stifle this behaviour when inebriated, be this through booze, drugs, sex, or headpats.
<hrt><hr></hrt>
<<linkreplace "Visobarzi Origin">>
The Visobarzi stem from the same system as the Neuvo, but are significantly their Junior - not all Species step from the primordial swamps at the same time, though the emergence of the Visobarzi as compared to the Neuvo may be the single largest recorded length of time in a single system's sentience gap. Unfortunately for the Visobarzi, their planet was doomed; it suffered from an extending orbit, growing further from the system's sun with every full rotation, eventually doomed to grow too cold to sustain life.
<br><br>
Many Neuvo consider themselves the shepherds of the Galaxy, and it is often by their whims that planets doomed to succumb to a 'Great Filter' (challenges all Species must face on the road to becoming spacefaring) are spared or left to fend for themselves. But the case of the Visobarzi was nuanced and complex. They were born to the same system as the Neuvo, creating a potential problem of nepotism. They were extremely young for a sentient race (all things considered), but excelled in culture and arts. They were seen as a largely peaceful race - more than a few warmongering planets have been left to nuke themselves to death. The problem their planet faced could not be fixed, but they could adapt to overcome it... and on and on the debate raged, until just one Neuvo lost patience with his fellows.
<br><br>
He selected five individual Visobarzi at different points of the frigid planet and forged a mental link with them, explaining their plight and introducing himself simply as 'a friend'. Unifying the Species using these five individuals, he directed all Visobarzi on the planet to gather in large groups centred around each linked ally... and, with immense concentration the likes of which a Neuvo has never accomplished before or since, teleported the entire Species to a new world capable of sustaining them.
<br><br>
Defying the council was the least of his concerns, for the Neuvo perished in the act, his mind searing with the force of a solar flare. The five individuals to whom he was linked suffered greatly, but were informed of the risks years beforehand, and had accepted them. Only two survived, and not for long.
<br><br>
Swept from the jaws of oblivion, the Friend and his Chosen were elevated to the status of saints in the Visobarzi's eyes, honoured to this day with plays and poems and music and dance. An already artistic race became a roving carnival of life's pleasures, for none understand better than the Visobarzi that you only live once.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Visobarzi Names">>
Visobarzi names are extremely varied, but they follow a set pattern. The first name can be just about anything they please, and it is not uncommon for them to change it on a whim, even adopting the naming styles of other aliens that they've had positive relations with - Rakumo names are surprisingly popular due to the Species' shared history of homeworld destruction. The second name is their family name, and the third name is the name of their home fleet - either the original or that which they have come to adopt. Traditional Visobarzi first names tend to include a break somewhere in the middle and contain many vowels. Second and Fleet names tend to be much shorter, often one-syllable with harsher consonant endings. A full example might be Jaaru'saha Vlut Grod.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Visobarzi Culture">>
Visobarzi are nomads, given the destruction of their homeworld. They are hedonistic and joyful people, looking to spread smiles wherever they go. The majority of the Visobarzi make lives on fleets of ships earned or purchased primarily from other races: Visobarzi technology is fairly limited in many ways, as they've simply adapted that of other aliens. They will often modify these ships so that they can be connected and docked together, or linked by umbilical platforms - it is not uncommon to see a Visobarzi fleet parked in orbit somewhere chained together like some sort of hamster habitat, large tubes linking ship to ship to station.
<</linkreplace>>
<hrt><hr></hrt>
<<linkreplace "Visobarzi Neurevu">>
Visobarzi are all born with a single, large head-tail, reaching down to their shoulder blades. This is an extension of their brain, guarded by a flexible but thick layer of muscle and fat, affording it prehensibility to a degree. As they grow, so too does this tail. The extra brainpower it affords them is special: neurons form extremely easily but affect those around them to lean towards the learned subject. As a result, the tail will help a Visobarzi master one specific skill (or a grouping of skills with similar overlap).
<br><br>
A Visobarzi is capable of splitting their tail with concentration, an abundance of stored body fats and sugars, and recovery time. The result is a diminished capacity for the original tail, but the ability to split specialization across two subjects.
<br><br>
A Visobarzi with a single, large tail down to the small of their back is likely an expert in some field, be it intellect-based or more grounded in reaction times and muscle memory. A Visobarzi with twin-tails will have two disciplines they excel at - three three, four four, and Visobarzi with tentadreads are likely to be at least somewhat talented in a variety of fields but a master of none of them. The more the Neurevu are split, the weaker they become not only in terms of the brainpower they provide but also in terms of how well they can insulate and guard this additional brainmatter. Tugging on Visobarzi Neurevu is extremely taboo, so it's done all the damn time - the effect is most similar to a properly-applied choke of the neck, as the tightening of the Neurevu compresses and restricts the brain in much the same way as choking restricts blood flow.
<br><br>
While it is rare, some Visobarzi devote themselves to strengthening their Neurevu into powerful, prehensile extra limbs capable of lifting a grown Terran right off the ground with ease: the most common exercise to achieve this are pull-ups performed with the arms crossed, one leg crossed ankle-over the other, using only their Neurevu.
<</linkreplace>>
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>>
<div align='center' style='font-size: 130%;'><b>Glob - the 'sexual slop' Monster.</b></div>
A wobbling mass of ooze - in this case, purple - with no distinguishable features aside from the marble-patterned obsidian spherical core which surges through its mass to direct its intelligence and movement. Unlike many Tentacan™ products, the core here is obviously artificial... but the goo is authentic. Thick wisps of purple smog rise up from the lumbering blob's body and an intense heat radiates from it, hazing the air around itself.
<br><br>
The air is filled with an eye-wateringly sweet odour...
--------------
<i>Tentacan™ Globs™ - Now in Grape flavour! This fan-favourite of the Tentacan™ line has been revitalized with an all-new recipe and a 20% extended lifespan, roughly 2 hours! You're gunna wanna take your clothes off before this one, folks; a specially-designed acid formula will soon take care of them if you don't! Pre-programmed with a variety of potential positions that make the most of its amorphous body, the Glob™ lives for one purpose; to make you its little slime-soaked princess. ♥
Directions for use: shake the Can well and carefully pull back the ringpull, aiming away from the face. Recommended for use in hard-surface environments, such as bathrooms!
NOT for use inside occupied EVA Spacesuits! Non-toxic.
</i>
<div align='center' style='font-size: 130%;'><b>NAMEOFENEMY - The 'TAGLINE' TAGLINE</b></div>
MAIN BODY
SMALL ASIDE/REMARK
<hrt><hr></hrt>
<i>SALESPITCH/CODEX1
SALESPITCHDIRECTIONS/CODEX2
SALESPITCHWARNINGS/CODEX3
</i><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
EnemyIntro1
<div align='center' style='font-size: 150%;'><b>ENEMYTAGLINEINTRO...
<span style="color:#baa2fc">ENEMYNAME</span></b>
<<nobr>>
<<include "Combat Activate Combat Mode">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "FILLTHIS">>
<<set $Enemy_level = 0>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 35>>
<<set $Enemy_hp = 35>>
<<set $Enemy_strength = 1>>
<<set $Enemy_agility = 1>>
<<set $Enemy_intelligence = 1>>
<<set $Enemy_toughness = 4>>
<<set $Enemy_strength_total = 1>>
<<set $Enemy_agility_total = 1>>
<<set $Enemy_intelligence_total = 1>>
<<set $Enemy_toughness_total = 3>>
<<set $Enemy_attack = 2>>
<<set $Enemy_accuracy_base = 2>>
<<set $Enemy_dodge = 4>>
<<set $Enemy_morale_bonus to -10>>
<<set $Enemy_alias = "FILLTHIS">>
<<set $Enemy_Article = "The FILLTHIS">>
<<set $Enemy_article = "the FILLTHIS">>
<<set $Enemy_class = "FILLTHIS">>
<<set $Enemy_Attack_Passage to "Combat EXAMPLE Attacks">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "resist">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "weak">>
<<set $Enemy_poison = "resist">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "resist">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "resist">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_FILLTHIS_Experience is 0>>
<<set $Player_FILLTHIS_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "FILLTHIS">>
<<set $Enemy_agility_rating to "FILLTHIS">>
<<set $Enemy_wits_rating to "FILLTHIS">>
<<set $Enemy_toughness_rating to "FILLTHIS">>
<<set $Enemy_strength_guess to "FILLTHIS(?)">>
<<set $Enemy_agility_guess to "FILLTHIS(?)">>
<<set $Enemy_wits_guess to "FILLTHIS(?)">>
<<set $Enemy_toughness_guess to "FILLTHIS(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_energy = "weak">>
<<set $Enemy_hp_max = $Enemy_hp_max - 20>>
<<set $Enemy_hp = $Enemy_hp - 20>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = $Enemy_hp_max + 20>>
<<set $Enemy_hp = $Enemy_hp + 20>>
<<set $Enemy_slashing = "neutral">>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_dice to dice('1d3')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d4')>>
<<include "Combat Enemy Base Attack">>
ATTACKINTRO <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
$Enemy_Article ATTACKSUCCESS
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
$Enemy_Article ATTACKCRIT
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
/* ExtraAttacksBeforeTheElseGoHere */
<<elseif $Enemy_dice is 4>>
/* BlahBlahBlah */
<<else>>
<<set $Enemy_damageroll to dice('1d3')>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<include "Combat Enemy Base Attack">>
ATTACKFOCUSINTRO <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
ATTACKFOCUSSUCCESS
<br><br>
$Player_alias takes $Enemy_damage Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
ATTACKFOCUSSUCCESSCRIT
<br><br>
$Player_alias takes $Enemy_damage critical Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
<<set $Player_dice to dice('1d2')>>
<<if $Player_dice is 1>>
DEFEATENEMY1a<br><br>
DEFEATENEMY1b<br><br>
<b>Victory!</b>
<<else>>
DEFEATENEMY2a<br><br>
DEFEATENEMY2b<br><br>
<b>Victory!</b>
<</if>>
<<elseif $Enemy_surrender is 1>>
SPARENEMY1a<br><br>
SPARENEMY2a<br><br>
<b>Victory!</b>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to dice('4d3')>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 25>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <br>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<br><br>
<<if $Scene_EXAMPLE_Defeat isnot 1>>
<<set $Scene_EXAMPLE_Defeat to 1>>
<b>(Scene 'EXAMPLE' unlocked in the Fantasize gallery!)</b><br><br>
<<set $scenes_TYPEOFSCENE to $scenes_TYPEOFSCENE+ 1>>
<</if>>
<<set $Encounter_Mercy to 5>>
<<link "Continue" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<set $Player_temp to dice('1d2')>>
<<if $Player_temp gte 0>>
<<include "EXAMPLE Content Check">>
<<else>>
Enemy EXAMPLE Loss Scene and Game Over! This line is a placeholder, Pyksies!
<</if>>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat EXAMPLE Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>/* Comment out irrelevant tags */
<<if $scene_censor is 3>>
<<set $scene_censor to 0>>
<<elseif $scene_censor is 2>>
<<elseif $scene_censor is 1>>
<<else>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<</if>>
<<if $scene_censor is 0>>
<<include "EXAMPLE Loss">>
<<set $Bad_End to 1>>
<br><br>
<<elseif $scene_censor is 1>>
<b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: EXAMPLE, EXAMPLE</b>
<br><br>
<<spoiler 7 5>>EXAMPLEKEEPITTASTEFULTOADEGREE<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Enemy EXAMPLE Content Check">>
<<set $scene_censor to 3>>
<</link>>
<br><br>
<<link "I do not wish to view this scene" "Enemy EXAMPLE Content Check">>
<<set $scene_censor to 2>>
<</link>>
<<elseif $scene_censor is 2>>
<b>Flagged content skipped.</b>
<br><br>
The EXAMPLE EXAMPLES <<= $Player_alias>>!
<br><br>
BRIEFEXAMPLE!
<br><br>
Game Over!
<</if>>
<</nobr>><<nobr>>
<<include "EXAMPLE Loss">>
<<set $Player_surrender = 0>>
<<if $Scene_EXAMPLE_Defeat is 0>>
<<set $Scene_EXAMPLE_Defeat to 1>>
<<set $scenes_EXAMPLETYPEOFSCENE to $scenes_EXAMPLETYPEOFSCENE + 1>>
<</if>>
<br><br>
<<if $Player_focus > 0>>
<<linkreplace "Continue">><<include "EXAMPLE Lifeline">><<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><</linkreplace>><br>
<<else>>
<<linkreplace "Continue">><<include "EXAMPLE Bad End">><<set $Bad_End to 1>><</linkreplace>>
<</if>>
<br><br><</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: EXAMPLE</b>
<br><br>
<<spoiler 7 5>>TASTEFULSYNOPSISOFSCENEANDBADENDSPLITIFAPPLCIABLE<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "EXAMPLE Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "EXAMPLE Loss Disabled">><</link>>
<</nobr>><<nobr>>The EXAMPLE do EXAMPLE to $Player_alias
<br><br>
<span style="color:#F33898"><b>Lost EXAMPLE Focus!</b></span> <<set $Player_focus to Math.clamp($Player_focus - EXAMPLE, 0, $Player_focus_max)>>
<br><br>
<<if $Player_focus > 0>>
<<include "Combat Post Fight Recovery">>
<<include "Adjust All Bars">>
<<set $Encounter_Mercy to 5>>
EXAMPLEGOODPATH
<br><br>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<else>>
EXAMPLEBADPATH
<</if>><<nobr>>
<<set $fantasize to 1>>
<<include "EXAMPLE Loss">>
<br><br>
<span id="lifeline"><<linkreplace "But this fantasy ends well!.. (Focus Pass, Lifeline)">><<include "EXAMPLE Lifeline">>
<<replace "#bad_end">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br>
<span id="bad_end"><<linkreplace "But this fantasy ends poorly... (Focus Fail, Bad End)">><<include "EXAMPLE Bad End">>
<<replace "#lifeline">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br><</nobr>>Mio grimaces as she's forced to scale the hive like a climbing wall, metal hands sinking into the softer portions of purple flesh in order to give her the grips she needs to ascend. Slowly but surely - and batting off more than a few inquisitive tentacles in the process - she reaches the twirling keycard and grabs it!... only to find that it's been chewed in half, rendering it useless.
And that's only the second-worst part.
<div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
The boulder-like growth upon which she stands suddenly shudders, causing Mio to wobble and swing her arms out to try and remain standing! It's no use - the 'ground' beneath her feet suddenly collapses into a slope, forcing her to slide into the infestation-filled chamber to the east! She lands in a roll and springs back to her feet, the noises of lust around her deafening as she beholds something gray, lumpy and <b>animated</b> set in the meat-wall before her.
She watches as it rises, two distinct creases appearing on either side of it... arms! It's not just a lump - it's a <i>walking</i> lump. A big one, at that!... Mio takes a step back, wincing as her back collides with the reformed 'boulder' behind her as the Monster lumbers fully to its feet and turns around with shallow, swaying steps, standing with a lurching gait. It's a huge brute, with sunken yellow eyes upon a neckless head that domes down towards broad shoulders, thick, trunk-like arms that flank a barrel-shaped body, all mounted upon squat, powerful legs. It stares blankly at her for a moment, during which Mio can't help but notice the <b>XXL</b> prick that sways between its legs in tune with a slow and pondering heartbeat, slick with recent and extensive use.
Glancing down between the Monster's legs, Mio sees the culprit: a pale, shapely Elven woman was pinned beneath it, her legs spread wide, her ruined lab coat all that lies between her and the hive beneath and around her in that cramped little divot. Judging by that pose, the myriad stains across her body, and the... enthusiastic expression on her face, she's been stuck here for a while.
But this brute clearly believes it deserves more than one playmate - more than the roughly dozen Mio counted outside, doubled again within this stifling, boiling antechamber, scientists and security alike firmly entrenched in the walls, the floor, even the ceiling... muffled moans, breathless panting, shivering sighs. The Monsters inspection of Mio complete, her gaze is briefly drawn back up to a mighty <b>throb</b> of approval from that heaving shaft! She lets out a disapproving gasp, grimacing up at the Monster as it leers back down at her, spreading its arms into a wrestler's stance, an alien intelligence burning in those pinprick eyes as the Elf it was just mating-pressing dimly blinks past it to gaze in awe at Mio. It's time to fight...
<div align='center' style='font-size: 150%;'><b>The Hive's #1 Bastard...
<span style="color:#F8FFB1">The FUM!</span></b>
<<nobr>>
<<set $player_icon_right to 12>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $map_1_marker to $icon_marker_blank_24>>
<<include "Chewed Up Keycard Pickup">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "FUM">>
<<set $Enemy_level = 2>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 80>>
<<set $Enemy_hp = 80>>
<<set $Enemy_strength = 3>>
<<set $Enemy_agility = 1>>
<<set $Enemy_intelligence = 2>>
<<set $Enemy_toughness = 2>>
<<set $Enemy_strength_total = 3>>
<<set $Enemy_agility_total = 1>>
<<set $Enemy_intelligence_total = 2>>
<<set $Enemy_toughness_total = 2>>
<<set $Enemy_attack = 2>>
<<set $Enemy_accuracy_base = 1>>
<<set $Enemy_dodge = -1>>
<<set $Enemy_morale_bonus to 20>>
<<set $Enemy_alias = "FUM">>
<<set $Enemy_Article = "The FUM">>
<<set $Enemy_article = "the FUM">>
<<set $Enemy_class = "Professional Bastard">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "weak">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "neutral">>
<<set $Enemy_ice = "resist">>
<<set $Enemy_elec = "resist">>
<<set $Enemy_poison = "weak">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "neutral">>
<<set $Enemy_wind = "weak">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "weak">>
<<set $Enemy_sonic = "weak">>
<<set $Enemy_acid = "resist">>
<<set $Enemy_poison_resist_natural = 50>>
<<set $Enemy_burn_resist_natural = 100>>
<<set $Enemy_bleed_resist_natural = 50>>
<<set $Enemy_paralyze_resist_natural = 50>>
<<set $Enemy_freeze_resist_natural = 100>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_FUM_Experience is 0>>
<<set $Player_FUM_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Strong">>
<<set $Enemy_agility_rating to "Charging">>
<<set $Enemy_wits_rating to "Cunning">>
<<set $Enemy_toughness_rating to "Durable">>
<<set $Enemy_strength_guess to "Strong(?)">>
<<set $Enemy_agility_guess to "Lumbering(?)">>
<<set $Enemy_wits_guess to "Dim(?)">>
<<set $Enemy_toughness_guess to "Durable(?)">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = 60>>
<<set $Enemy_hp = 60>>
<<set $Enemy_slashing = "weak">>
<<set $Enemy_fire = "weak">>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = 95>>
<<set $Enemy_hp = 95>>
<<set $Enemy_strength = 4>>
<<set $Enemy_agility = 2>>
<<set $Enemy_slashing = "resist">>
<<set $Enemy_fire = "resist">>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<<include "Combat Activate Combat Mode">>
<</nobr>>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_hp_temp to ($Enemy_hp / $Enemy_hp_max) * 100>>
<<if $Enemy_hp_temp <= 60 and $Enemy_Script_1 is 1>>
<<set $Enemy_Script_1 to 0>>
<<set $Enemy_damage to 10>>
<b>The FUM staggers backwards, leaning heavily against the hive walls!</b>
<br><br>
With a brief glare of malice towards Mio, the FUM suddenly frowns and doubletakes to his right... that frown turning into a triumphant grin! Mio can't understand why at first, but her gaze tracks the Monster's own towards a vibrant blue tentacle peering from the wall.
<br><br>
Without warning, the FUM suddenly reaches up and pulls the far smaller monster from the wall - consisting of one large tentacle and a blue-and-purple body surrounding a large, expressive yellow eye - before dangling it over his gaping maw. Mio winces as the FUM drops its meal, swallowing it whole with a repulsively loud swallow and a little panicked squeak from the victim. The FUM has no doubt healed from the mid-fight snack! At least there's nothing else dumb enough to pop its head out...
<br><br>
<b>$Enemy_Article healed for 10 HP!</b>
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
<<set $Enemy_hp = Math.clamp($Enemy_hp + $Enemy_damage, 0, $Enemy_hp_max)>>
<<set $Fake_Enemy_shield_max to $Enemy_shield_max + 0.0001>>
<<updatemeter 'enemy_shield_bar' `$Enemy_shield / $Fake_Enemy_shield_max`>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_hp_temp <= 33 and $Enemy_Script_2 is 1>>
<<set $Enemy_Script_2 to 0>>
<b>The FUM rolls what little neck it possesses, baring its teeth in a tight clench!</b>
<br><br>
Furious at her continued resistance - effective resistance, at that! - the FUM pulls out all the stops. It raises one of its lumpy arms up to bring its hand towards its mouth, sticking out a thumb and!... latching onto it with its lips. Mio watches in bewilderment as the brute blows, hard, its limbs swelling with extra muscle, its body taking on a purple hue in between its joints!
<br><br>
<b>The FUM's strength increased, and it isn't finished yet!</b>
<<set $Enemy_strength to $Enemy_strength + 2>>
@@#space;[[Click or hit Space/Enter to Continue->Combat FUM Attacks]]@@
<<else>>
<<set $Enemy_dice to dice('1d9')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
<<set $Enemy_damage_type to "acid">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 2>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d6')>>
<<include "Combat Enemy Base Attack">>
Rearing its head back - a feat which requires the FUM to lean back at the waist, given its limited neck - the Monster suddenly pitches forwards with its maw wide open. Its tongue unfurls like a whip to spray Mio with a strange green substance that sprays from the tip! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio gasps as she's doused in the organic muck, sensors blaring in warning at the PH levels. It's acid: not enough to cause severe harm, but it certainly stings!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio gasps as she's utterly drenched in the organic muck, sensors blaring in warning at the PH levels. It's acid: not enough to cause severe harm, but it certainly stings! It's even leaking into the joints of her limbs-- that's not good!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 3 or $Enemy_dice is 4>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to -2>>
<<set $Enemy_attack_damage to 1>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d4')>>
<<include "Combat Enemy Base Attack">>
The FUM twists its body and leans forwards, its malicious grin widening as it presents its shoulder to Mio. The Android frowns, trying to read the Monster's intentions... only to have them answered when the brute suddenly breaks into a shoulder tackle! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! It careens into a hive-wall, struggling to get free: <b>Enemy Dodge reduced until next turn!</b> <<set $Enemy_attack_dodge to -2>>
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio attempts to dodge, but the FUM moves with shocking speed for its bulk. Before she can properly react it's closed the distance and shoved her, hard, into the hive-flesh! Mio grunts from the force of impact, though it's a double-edged sword: the hive is so startled by the knock that it neglects to grab her!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio attempts to dodge, but the FUM moves with shocking speed for its bulk. Before she can properly react it's closed the distance and shoved her, hard, into the hive-flesh! Mio grunts from the force of impact, then gasps as her arms are grabbed by the living wall, trying to encase her in place. She's forced to overstrain her servos to pull free before they can, coming loose with a wet <b>-schlllck-</b> as tentacles reluctantly slither off of her.
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 5 or $Enemy_dice is 6>>
<<set $Enemy_damage_type to "elec">>
<<set $Enemy_status_attack to 'paralyze'>>
<<set $Enemy_status_bonus to 60>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('3d3')>>
<<include "Combat Enemy Base Attack">>
The FUM clamps its mishapen, odd-fingered hands together, its leering grin growing uncomfortably wide as its eyes take on an eldritch glow. Pulling its hands apart, they now appear linked by a wisp of black, crackling smog... which disappears when he harshly claps his mitts back together. Mio feels her sensors buzz-- above her, a cloud forms! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! Mio sidesteps a sudden bolt of lightning, which scorches the hive-flesh where she stood mere moments before. Smells... meaty.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio gasps as she's struck side-on by a bolt of lightning, too slow to dodge out of the way in time! It careens through her shoulder, briefly leaving her arm limp and useless before it reboots... with difficulty!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio gasps in panic - she tries to dodge, but the hive-flesh beneath her feet has sunken in around her metal boot, keeping her stuck. The cloud rumbles, striking her right on the head with a bolt that makes her eyes flash blue and scroll errors, forcing her systems into a hasty reboot! On the brightside, that shock utterly frazzles the tentacle that foolishly grabbed her...
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Enemy_status_bonus to 80>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<</if>>
<<elseif $Enemy_dice is 7>>
<<set $Enemy_attack_accuracy to -1>>
<<set $Enemy_attack_dodge to -1>>
<<set $Enemy_attack_def to -1>>
<<include "Combat Enemy Base Attack">>
The FUM lets out a cruel crackle as it leers at Mio's body, not hiding its intentions in the slightest. It suddenly charges towards her, arms thrown wide! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! Mio sidesteps with a huff, watching as the FUM barrels past her. It barely stops itself with a frustrated grunt, glaring over its shoulder at her before it lumbers itself back around.
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success gte 1>>
Mio's eyes widen as the FUM bloats her vision, dwarfing her in size! Unable to avoid its charge, she's caught as its arms swing inwards in a savage bearhug!
<br><br>
<b>Mio has been grappled!</b>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple FUM Physical">><</link>>@@
<</if>>
<<elseif $Enemy_dice is 8>>
<<set $Enemy_attack_accuracy to -1>>
<<set $Enemy_attack_dodge to -1>>
<<set $Enemy_attack_def to -1>>
<<include "Combat Enemy Base Attack">>
The FUM raises a hand and spreads its three fingers wide, eldritch energies crackling between them. It speaks in a slurred tongue completely alien to Mio, so much so that each word seems to slide right off of her mind. Wait... no, that's-- this sensation feels wrong! Mio's eyes widen as the FUM scoffs patronizingly at her, her vision beginning to darken! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! Mio reacts quickly, recalibrating her sensors when she feels them begin to lie to her about her surroundings, as well as leaping to her side to throw off the FUM's aim. Judging by the Monster's foul scowl, it worked a treat!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success gte 1>>
Mio gasps as she feels a strange burden weigh upon her body, rooting her on the spot. Worse still, her vision begins to darken until she can barely see the FUM's pale-toothed leer twinkling in the gloom...
<br><br>
<b>Mio has been grappled!</b>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple FUM Physical">><</link>>@@
<</if>>
<<else>>
<<set $Enemy_damageroll to dice('1d3')>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'poison'>>
<<set $Enemy_status_bonus to 70>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 2>>
<<set $Enemy_attack_def to 3>>
<<include "Combat Enemy Base Attack">>
Backing away to the fleshy walls of the hive, the FUM suddenly slams a hand into the pulsating meat and rips out a bruise-purple pod from the depths of the hive. Mio grimaces at the bizarre sight... then looks on in shock as the FUM tosses it overarm before leaping heavily into cover-- she hears the lumpy brute go 'splat'! <br><br>
<b>Enemy defence raised until its next turn!</b> <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! The pod explodes in mid air, a great gout of poisonous smog filling the room. But Mio took a page from the FUM's own book, slipping into cover behind a research table. The fog quickly dissipates!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success is 1>>
Mio tries to cover herself with her arms crossed before her, but the pod explodes in mid air well before it reaches her, throbbing and swelling as it flies. The resulting expulsion of a toxic cloud makes her synthskin burn and flush. A chemical analysis shows it's a slow-burning aphrodisiac as her body tries to fight it off!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<<elseif $Enemy_success is 2>>
Mio tries to cover herself with her arms crossed before her, but the pod explodes in mid air well before it reaches her, throbbing and swelling as it flies. The resulting expulsion of a toxic cloud makes her synthskin burn and flush. A chemical analysis shows it's a slow-burning aphrodisiac as her body tries to fight it off! But it's clinging heavily to her body, the smog humid and slick wherever it lands upon her.
<br><br>
<<set $Enemy_status_bonus to 100>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy FUM Loss Check]]@@
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
The FUM's demise is fittingly bizarre. There's no dramatic howl of despair, no roar of anger!... instead, it simply stops in its tracks, shoulders slumped, staring directly at Mio with its ever-present, lopsided smile. Its sickly moon-yellow eyes suddenly flicker and glimmer like lightbulbs on the verge of failure, then!... out they go, completely dimmed, two small black pits upon the top of its head. <br><br>
For a moment, silence and stillness, even among the captives embedded in the hive-flesh around them, as though the entire facility were holding its breath. Then the FUM teeters on its feet, tilting forwards into an uncontrolled fall, body strangely rigid as it flops onto its face. With a humid <b>WHULP</b> upon the ground, that rigidity immediately fails, the FUM flattening like undercooked dough. Mio blinks with a grimace as the chirps and moans around her gradually pick back up in volume. <br><br>
<b>Victory!</b>
<br><br>
The Elf woman from earlier blinks up at Mio, her eyes twinkling with awe-struck adoration at her feats of heroism.
<<elseif $Enemy_surrender is 1>>
VictorySpareButYouShouldn'tBeSeeingThis<br><br>
<b>Victory!</b>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to 35>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 125>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <br>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<br>Acquired a <b>Broken Chain</b> and a <b>Busted Terminal!</b> <<include "Broken Chain Pickup">><<include "Busted Terminal Pickup">>
<br>Acquired a <b>Medi Drone!</b> <<include "Medi Drone Pickup">>
<br>Acquired a <b>Smartpick!</b> <<include "Smartpick Pickup">>
<br><br>
<<linkreplace "Help her up.">>
Mio exhales, long and slow, to help clear any excess overheat from that battle. Satisfied that she's safe to be around - and trying to drown out the chorus of noises all around her, some of which sound <i>disappointed!</i> - she steps towards the Elven woman, still lying in that divot of flesh left in the brute's absence, and offers her a still-warm hand.
<br><br>
<span style="color:#E5CEF3">"Can you stand?"</span> she asks, the Elf still regarding her with something of a far-away dreamy look. Mio... isn't sure if that's a good thing. After a concerning delay, however, she blinks and seems to snap to lucidity. She reaches for one of her pointed ears - upon the top edge of which lies a strange device - and runs a finger across it, suddenly looking even more 'with it'. She weakly takes Mio's hand.
<br><br>
<span style="color:#3DFF61">"Gosh! Good question, actually... I certainly hope so. Let's... find out!--"</span> she gasps, pulled to her feet by Mio!... only to collapse against her upon bowed legs, causing the Android to splutter slightly when she gets a face-full of the gorgeous woman's sizeable chest for her trouble. A fussing little fit of apologies spills from the Elf as a result, placing her hands on Mio's shoulders to push herself into a straighter position. <span style="color:#3DFF61">"Oh my gosh! So, SO sorry - I can't really feel my legs right now."</span> she explains, her accent sounding as though it belongs on a sunny beach, her vocabulary somewhat at odds with the intelligence clearly burning in her eyes: and emblazoned upon what's left of her uniform, her coat fancier than the others Mio's seen so far. Especially that keycard peeking from her pocket, which <i>isn't</i> chewed to buggery!
<br><br>
Mio, having swiftly recovered from her impromptu motorboating, shakes her head with her best reassuring smile. <span style="color:#E5CEF3">"It's fine. I'm surprised you can stand at all."</span> she remarks, trying very hard not to concentrate on the assorted fluids that just got smeared on her from that skinship. <span style="color:#E5CEF3">"Let's continue this conversation somewhere a little less stifling?"</span> she suggests, earning an enthusiastic nod from the Researcher. It takes a while, but with some effort, Mio helps to guide the woman and her shaky legs up over the mound of meat and back into the Development chamber proper, where - comparatively - they can breathe a little easier.
<br><br>
<<if $Scene_FUM_Defeat isnot 1>>
<<set $Scene_FUM_Defeat to 1>>
<b>(Scene 'FUM Capture' unlocked in the Fantasize gallery!)</b><br><br>
<<set $scenes_monsters to $scenes_monsters + 1>>
<</if>>
<<set $Encounter_Mercy to 0>>
<<set $level_cap_level to 7>>
<<link "Continue" $Prior_Location>><<set $player_icon_right to 60>>
<<set $player_icon_top to 141>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">><<include "Combat Deactivate Combat Mode">><</link>><br>
<</linkreplace>>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<include "FUM Content Check">>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat FUM Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $scene_censor is 0>>
<<include "FUM Loss Allowed">>
<</if>>
<<if $scene_censor is 1>>
<<include "FUM Loss Warning">>
<</if>>
<<if $scene_censor is 2>>
<<include "FUM Loss Disabled">>
<</if>>
<</nobr>><<nobr>>
<<include "FUM Loss">>
<<set $Bad_End to 1>>
<br><br>
<</nobr>><<nobr>><b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Monsters, Males, Mind Control (semi)</b>
<br><br>
<<spoiler 7 5>>Mio is accidentally foiled not by the FUM, but by Selene: the very Elf she's attempting to rescue! Dosed with aphrodisiacs, she's soon pinned between the mishapen monster and the apologetic (but amorous) Elf, who easily holds her attention as the FUM sets about enjoying his prize. After the bad end timeskip, Mio and Selene are hard at work pleasuring their captor without a care in the world, dreamily certain that they'll muster up the strength to slip free after just one more dose.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "FUM Loss Allowed">><</link>>
<br><br>
<<link "I do not wish to view this scene" "FUM Loss Disabled">><</link>>
<</nobr>><<nobr>>The FUM overpowers <<= $Player_alias>>!
<br><br>
Trapped amongst his other brides, Mio succumbs to pleasure!
<br><br>
Game Over!
<<nobr>>
<<set $fantasize to 1>>
<<include "FUM Loss">>
<br><br>
<<include "Bed Fantasize Finisher">>
<</nobr>> <div align='center' style='font-size: 130%;'><b>FUM - the 'Fuck Freak' Monster.</b></div>
Easily dwarfing Mio in height and bulk, the FUM is built like an escape pod that sprouted legs, arms and a neckless head, possessing a dome-shaped skull that slopes down to its shoulders. Equipped with thick, amphibious hide akin to an arctic sea creature, it conversely radiates substantial heat - enough to make it steam even in the humid hive environment. Its legs terminate in stubby feet more akin to hooves, and it possesses misshapen three-fingered hands with an extra joint in the two non-thumb digits. Its facial features are lacking: two small, recessed moon-yellow eyes punctured widely upon its head lie above a jaw-to-jaw splitting maw, often curled into a cruel, lecherous smirk. The brute is entirely nude, proudly carrying a monstrous prick no doubt hand-designed by TentaCo's finest perverts to be a weapon of sexual mass destruction, right down to every ridge and swollen vein.
Mio feels even smaller than she already is by comparison thanks to the way it constantly sneers down at her...
--------------
<i>Something wicked this way comes! Here at TentaCo™, we don't judge. If a brutish physique, a possessive grasp, a cunning mind and a tastefully designed layer of revulsion does it for you: you're not alone! While legally and morally we can't share our exact sales figures for the big guy, we -can- tell you that he's one of our most popular products... and his ability to fuck like a machine and keep a tight hold of the leash is a big part of why! (PleaseNoteThatTentacleCollarAndLeashSoldSeparately).
To activate your FUM, first clear a (preferably water-tight) room to be used for activities. Also, clear roughly a weekend's worth of space in your calendar. Remove the lid, locate the sealed hydration formula, and open and empty it into the central core of the TentaCan TentaTub. Reseal the lid tightly, and stand back!
PLEASE NOTE: Your FUM's lifespan can be prolonged via feeding it, but we strongly recommend against doing so, lest it learns your weaknesses in detail. We neither take responsibility for your higher brain functions nor for your budget. ADDITIONAL: Not recommended for the Magically Sensitive.
</i>
<<nobr>>
<<set $fantasize to 1>>
<<include "EXAMPLEBOSS Loss">>
<br><br>
<<include "Bed Fantasize Finisher">>
<</nobr>><<nobr>>The EXAMPLEBOSS manages to EXAMPLEBOSS $Player_alias
<br><br>
EXAMPLEBOSSUHOH
<br><br>
Game Over!
<<nobr>>
<<include "EXAMPLEBOSS Loss">>
<<set $Bad_End to 1>>
<br><br>
<</nobr>><<nobr>>
<<set $Grapple_Loss to "Physical">>
<<set $Grapple_Escape to $Enemy_Script_10>>
<<set $Enemy_dice = $Enemy_strength>>
<<set $Enemy_dice = $Enemy_dice + $Grapple_Damage>>
<<if $Player_hp - $Enemy_dice <= 0>>
<<if $Grapple_Stage >= 1>>
<</if>>
<<else>>
<<link "Try to struggle free! (STR)" "FUM Physical Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_strength_total>>
<<set $Player_dice to $Player_dice - 1>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "STR">>
<</link>><br>
<<link "Squirm around like mad! (AGI)" "FUM Physical Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_agility_total>>
<<set $Player_dice to $Player_dice + 1>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "AGI">>
<</link>>
<br><br>
<<link "Endure! (Skip, gain +3 escape bonus, reduce damage buildup)" "FUM Physical Breakout">>
<<set $Player_dice to 0>>
<<set $Struggle_Type to "END">>
<</link>>
<br><br>
<b>Escape chance bonus: +<<= $Grapple_Escape>>!</b>
<br><br>
<</if>>
<<if $Grapple_Stage >= 1>>
<<set $Player_hp = Math.clamp($Player_hp - $Enemy_dice, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_hp <= 0>>
The FUM lets out a sinister chuckle as it feels Mio turn slack and limp in its harsh grasp. Unfurling one arm from around her torso, he carelessly brings an oversized hand around her head - doughy fingers filling into the grooves of her sculpted 'hair' - and hoists her aloft before him.
<br><br>
Mio can barely meet the brute's gaze. Not with her hips twitching mindlessly, her limbs quivering, and her biomechanicals utterly riddled with aphrodisiac toxin warnings, that drool clinging thick and firm to her doll-like features.
<br><br>
Akin to a prizefighter assured of his victory, the FUM suddenly drops Mio onto her feet, tauntingly pointing to his neckless head with a leer, inviting her to punch him. Enraged even through her malfunctionings, the barely-standing Mio attempts to do just that!-- Only for her metal fist to ring out a hollow little <i>slap</i> upon impact with his cheek from the feeble force behind it. The FUM's grin intensifies and his tongue lashes out for another lick of her cheek, the force of which sends Mio staggering backwards on barely-functioning legs.
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy FUM Loss Check">><</link>>@@
<<else>>
<<if $Grapple_Stage is 0>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
Mio's face contorts with revulsion as the FUM's arms wrap tightly around her midsection, hoisting her up off the ground! Her body immediately becomes smeared from contact with its amphibious hide. She kicks and squirms, but with her arms pinned by her sides, there's little she can do... and the FUM knows it. She flinches when the brute's eyes twinkle, its freakishly lengthy tongue spooling free, splattering her cheek with drool.
<<elseif $Grapple_Stage is 1>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
Mio's grimace is enhanced into cartoonish exaggeration from the FUM's enthusiastic lick of her cheek, the force behind it far greater than a tongue has any right to possess. After the humid heat of that muscle parts from her face, Mio can still feel a pervasive tingling - she wisely keeps her mouth shut, lips tightly pursed. The FUM grins down at her all the same, suddenly tightening its grip around her body, reminding her of how small she is by comparison... a thought soon obliterated by a new and more pressing concern: a massive <b>weight</b> shoved between her leg, burning with heat through her <<= $Player_outfit_bottom>>!
<br><br>$Player_alias takes $Enemy_dice damage!
<<elseif $Grapple_Stage is 2>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
Without warning, the FUM thrusts forwards, mashing Mio tightly against its body, riding her along the top of its obscene prick. With the weight of her militarized legs left to dangle, the pressure of her thighs around the monster's member seems to make up for the armour plating. It certainly seems that the FUM weighs the benefits above the downsides, given the way its heavy club of a cock throbs violently against Mio's sex, the brute chuckling in its strange, echoing baritone before giving the huffing, squirming Android's face another good coating of tingling drool.
<br><br>$Player_alias takes $Enemy_dice damage!
<<elseif $Grapple_Stage is 3>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
Mio feels the internal structure of her torso <i>creak.</i> That's how hard the brute is 'hugging' her as it rocks back and forth, its lazy thrusts between her legs carrying her from tip to base with increasing heavy <b>smacks</b> when their bodies meet. The obscene design of its prick makes matters worse, dragging her over bumps and ridges that add unexpected stimulation to an already precarious situation. Worst of all... it's getting <i>faster</i>, the FUM rasping boiling breath across her face, carrying with it a strangely sweet scent.
<br><br>$Player_alias takes $Enemy_dice damage!
<<elseif $Grapple_Stage is 4>>
<<set $Grapple_Stage to 2>>
Mio lets out an involuntary squeak as she's hugged as tightly as possible, feeling herself all-but-swallowed against the FUM's far greater bulk. The monster hisses through bared, dull teeth, mashing Mio against its twitching cock, grinding her against the base. She can feel it leaping and jerking behind her, riding up against and between her ass!... Mio splutters as the FUM suddenly tries to jam its tongue into her mouth, her pursed lips tested to their very limits as the monster unleashes a torrent of seed! Each rope is accompanied by a heavy <b>leap</b> of its shaft against her body, pushing harshly against her pussy, her pinned body left with no room to move. The bastard's climax ends after spraying far too much of its foul, cloying seed in great arcs behind her, its tongue withdrawing to leave her lips buzzing with aphrodiasic fire.
<br><br>$Player_alias takes $Enemy_dice damage!
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Grapple_Loss to "Mental">>
<<set $Grapple_Escape to $Enemy_Script_10>>
<<set $Enemy_dice = $Enemy_strength>>
<<set $Enemy_dice = $Enemy_dice + $Grapple_Damage>>
<<if $Player_focus - $Enemy_dice <= 0>>
<<if $Grapple_Stage >= 1>>
<</if>>
<<else>>
<<link "Fight against the influence! (WIT)" "FUM Mental Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_wits_total>>
<<set $Player_dice to $Player_dice + 1>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "WIT">>
<</link>><br>
<<link "Be tough, overcome it! (TGH)" "FUM Mental Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_toughness_total>>
<<set $Player_dice to $Player_dice - 1>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "TGH">>
<</link>>
<br><br>
<<link "Endure! (Skip, gain +3 escape bonus, reduce damage buildup)" "FUM Physical Breakout">>
<<set $Player_dice to 0>>
<<set $Struggle_Type to "END">>
<</link>>
<br><br>
<b>Escape chance bonus: +<<= $Grapple_Escape>>!</b>
<br><br>
<</if>>
<<if $Grapple_Stage >= 1>>
<<set $Player_focus = Math.clamp($Player_focus - $Enemy_dice, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<</if>>
<<if $Player_hp <= 0>>
<span style="color:#E5CEF3">"Loose... Lose..."</span> Mio murmers slowly, her body relaxing as she feels herself up as casually as can be! A soft giggle escapes the Android as she does so, a noise in shocking contrast to the baritone chuckle of the triumphant FUM. It unclenches its fist, perspiration clear upon its dome-shaped forehead, but the deed is done. The cloud dissipates, but Mio does not snap back to her senses, nor does her combatative stance return. She simply stands there with a dreamy smile on her face before it turns into a mischevious grin, tightly gripping at her $Player_outfit_top to carelessly tug and even rip it off!
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy FUM Loss Check">><</link>>@@
<<else>>
<<if $Grapple_Stage is 0>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
Mio's face contorts in shock as the leering FUM clenches his raised fist. At once, Mio's vision goes from merely darkened to entirely blacked out! Are her sensors malfunctioning? No, they all read green! She catches trace wisps of movement, and realizes that a dark fog has coalesced around her head. She waves her arms to try and dispel it away, but it refuses to budge. Worst of all, the longer it lingers, the heavier her head feels, as though it were filling with the self-same fog!
<<elseif $Grapple_Stage is 1>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
The fog around Mio's head darkens further, causing the Android - frozen in her tracks - to shudder on the spot, her senses dulled and smothered to the point where she feels as though she's swimming alone in darkness. The FUM has to focus to maintain this strange magic, immobilizing it in turn... though that's of little relief to Mio trapped in her own little world. Especially when the dark cloud crackles with purple lightning, casting harsh images through the darkness! Images, sounds... even <i>touch, taste and smell</i>, and all of a very specific theme:
<br><br>
Mio, nude and on her knees, worshipping the FUM's obscene prick with love throbbing cartoonishly in her animated eyes!
<br><br>$Player_alias loses $Enemy_dice Focus!
<<elseif $Grapple_Stage is 2>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
<span style="color:#E5CEF3">"Ngh, this... isn't right!..."</span> Mio gasps, even as she watches herself plant a vulgarly dripping kiss upon that lipstick-stained monstercock before nuzzling it against her cheek, her expression akin to a girl embracing her eternal lover. Despite her protests, she becomes aware of a pressure against her chest... and this is no illusion! It's her own hands, squeezing and massaging with uncontrollable need!
<br><br>
<span style="color:#E5CEF3">"Sure it is!~"</span> retorts an all-too-familiar voice, Mio's shrouded eyes widening as the scene shifts to herself giving an enthusiastic thighjob to that throbbing spire of a cock, the FUM's gigantic hand resting upon her head in strangely affectionate pats. The Mio in the mirror stares back at her with searingly uncomfortable eye contact, akin to a predator probing for weakness in its prey as she slides back and forth...
<br><br>$Player_alias loses $Enemy_dice Focus!
<<elseif $Grapple_Stage is 3>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
<span style="color:#E5CEF3">"Can't you hear the moaning all around you? Can't you feel the love in the air? This is <b>totally</b> right!~"</span> Mirror-Mio purrs, giggling as the scene shifts once more, colours melting and smearing through the darkness as they prepare to be repainted into new, perverse portraits... plural. Mio grits her teeth, fingers sinking deeply into her own chest as her vision is suddenly swarmed with lewdness in all directions!
<br><br>
Desire burns unnaturally in a heart she does not possess as the scenes play out before her. Her own face hazily peering out from the cushion it's buried into as she's slammed from behind. Her wide, startled but gleeful eyes boring into her own as she's locked into a savage mating press, meaty hands clamped around her neck. Gaze hazy as she's folded in a full-nelson hold, hands gripping her aural sensors like handles... moaning around that jaw-aching cock as it slips past eagerly sucking lips, riding the monster in his lap with esctasy etched on her face, slammed against the hiveflesh walls with her legs stretched to their limits-- all as her own voice echoes with moans, cries, and demands to <span style="color:#E5CEF3">'let loose!~'</span>
<br><br>$Player_alias loses $Enemy_dice Focus!
<<elseif $Grapple_Stage is 4>>
<<set $Grapple_Stage to 2>>
Mio squeaks out a strange growl of frustration as the scenes advance, the cloud around her head as furious as a thunderstorm as it crackles and strikes. She's forced to watch herself used and toyed with like a mere fuckdoll, but worst of all: she watches herself cum, again and again, each time accompanied with a severe deepening of some unknown pit inside herself.
<br><br>
The many mirrors of her cross their eyes in fucked-stupid glee, stick their tongues out as far as they'll go, babble brainless platitudes and thanks and oaths, pose with that brutal pillar of prick as though it were a fond friend... and each time eats away at her reason and deepens the mounting chorus that demands <span style="color:#E5CEF3">'let's lose!~'</span>
<br><br>
It's too much to take, threatening to overload the spell. Mio shudders as the images recede back to the first one, of her on her knees before the FUM. Her hands, clawed deeply in their singleminded groping of her tits, uneasily relax... but do not let go.
<br><br>$Player_alias loses $Enemy_dice Focus!
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_dice >= 13>>
<<if $Struggle_Type is "STR">>
Mio lets out a grunt of exertion, her eyes flashing in rhythmless strobes as she pushes out with her arms! The FUM's usually ever-present sneer transforms into a glower of concern, the brute's arms twitching as it slowly loses its grip.
<br><br>
With a <i>-schllrk-</i>, Mio manages to free an arm! Rolling it back, she roars out as she slugs the FUM square in the face, landing with a hop upon her feet when it releases her and staggers backwards in shock! The impact leaves an ugly indentation in its already ugly, swollen face, akin to punching dough. Reaching up, it massages its cheek back into 'proper' shape, its grin returning in a mixture of respect and <i>anticipation.</i>
<br><br>
After all, Mio's given it motivation, now...
<<else>>
Twisting sharply from side to side, Mio keeps the FUM frustrated and guessing as it struggles to keep hold of her. Turning to her right, Mio suddenly straightens back out: the effect is akin to slipping free of bonds around the wrist, except applied to her whole body!
<br><br>
The FUM growls as its arms -whump- against its own body, hugging itself for a moment in the absence of its Android cuddle-partner. Mio, who landed neatly on her feet, jets backwards across the ground upon the thrusters in the soles of her armoured boots, skidding to a halt out of arm's reach, grimacing at the slime still coating her body.
<br><br>
The FUM unfurls its arms, fingers twitching in outwards desire to hold her again.
<</if>>
<br><br>
<<set $Grapple_Damage to 0>>
<<set $Grapple_Loss to "na">>
<<set $Enemy_Script_10 to 3>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy FUM Loss Check">><</link>>@@
<<else>>
<<if $Struggle_Type is "STR">>
Mio huffs and puffs, tensing with her arms and planting her boots upon the FUM's legs to push!... but for now, it's to not avail. It keeps a tight hold of her body, refusing to let her go!
<<elseif $Struggle_Type is "AGI">>
Mio wriggles this way and that, but no matter how she tries, the FUM just adjusts its grip to ensure she can't slip away. The more she squirms, the worse it gets: she's forced to 'relax' for a moment once it gives one too many warning squeezes...
<<else>>
Mio shuts her eyes tightly and frowns, trying her best to ignore the repulsive presence of the FUM. It's difficult, of course, but temporarily shutting down some of her sensors helps a lot, allowing her to try and focus on a plan of escape. In turn, the FUM's grip loosens, falsely lowering its guard... <b>Escape chance boosted! Damage reduced!</b>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 2>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage - 3, 0, 10)>>
<</if>>
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple FUM Physical">>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 1>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage + 1, 0, 10)>>
<</link>>@@
<</if>>
<</nobr>><<nobr>>
<<if $Player_dice >= 13>>
<<if $Struggle_Type is "STR">>
Strengthescape
<<else>>
Agiescape
<</if>>
<br><br>
<<set $Grapple_Damage to 0>>
<<set $Grapple_Loss to "na">>
<<set $Enemy_Script_10 to 3>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy EXAMPLE Loss Check">><</link>>@@
<<else>>
<<if $Struggle_Type is "STR">>
Strengthfail
<<elseif $Struggle_Type is "AGI">>
Agifail
<<else>>
Enduretext <b>Escape chance boosted! Damage reduced!</b>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 2>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage - 3, 0, 10)>>
<</if>>
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple EXAMPLE Physical">>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 1>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage + 1, 0, 10)>>
<</link>>@@
<</if>>
<</nobr>><<nobr>>
<<set $Grapple_Loss to "Physical">>
<<set $Grapple_Escape to $Enemy_Script_10>>
<<set $Enemy_dice = $Enemy_strength>>
<<set $Enemy_dice = $Enemy_dice + $Grapple_Damage>>
<<if $Player_hp - $Enemy_dice <= 0>>
<<if $Grapple_Stage >= 1>>
<</if>>
<<else>>
<<link "Try to struggle free! (STR)" "EXAMPLE Physical Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_strength_total>>
<<set $Player_dice to $Player_dice - 2>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "STR">>
<</link>><br>
<<link "Squirm around like mad! (AGI)" "EXAMPLE Physical Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_agility_total>>
<<set $Player_dice to $Player_dice + 2>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "AGI">>
<</link>>
<br><br>
<<link "Endure! (Skip, gain +3 escape bonus, reduce damage buildup)" "EXAMPLE Physical Breakout">>
<<set $Player_dice to 0>>
<<set $Struggle_Type to "END">>
<</link>>
<br><br>
<b>Escape chance bonus: +<<= $Grapple_Escape>>!</b>
<br><br>
<</if>>
<<if $Grapple_Stage >= 1>>
<<set $Player_hp = Math.clamp($Player_hp - $Enemy_dice, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_hp <= 0>>
EXAMPLEGrappleFINISHER
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy EXAMPLE Loss Check">><</link>>@@
<<else>>
<<if $Grapple_Stage is 0>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
EXAMPLEGrapple0
<<elseif $Grapple_Stage is 1>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
EXAMPLEGrapple1
<br><br>$Player_alias takes $Enemy_dice damage!
<<elseif $Grapple_Stage is 2>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
EXAMPLEGrapple2
<br><br>$Player_alias takes $Enemy_dice damage!
<<elseif $Grapple_Stage is 3>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
EXAMPLEGrapple3
<br><br>$Player_alias takes $Enemy_dice damage!
<<elseif $Grapple_Stage is 4>>
<<set $Grapple_Stage to 2>>
EXAMPLEGrapple4
<br><br>$Player_alias takes $Enemy_dice damage!
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_dice >= 13>>
<<if $Struggle_Type is "WIT">>
Witsescape
Mio realizes the best way to break free of this slideshow of sexuality: to nitpick. As mirror-images of her locked in obscene acts float by, she focuses on the little things that are wrong about them. <span style="color:#E5CEF3">"... too tall... one too many fingers... missing the seams on my face... wrong shade... wrong voice... wrong, wrong--"</span>
<br><br>
<span style="color:#E5CEF3">"WRONG!"</span> Mio bellows, the cloud suddenly blown away in time with her roar! The FUM's hand sparks and the monster growls, shaking its hand as if putting out a fire, staring in bewilderment at the Android and her defiant face!
<<else>>
Mio shuts her eyes tightly, before coaxing her frown into a relaxed, stoic mask. One by one, she begins to tune out the other sensations around her, dispelling the illusion one layer at a time. Conversely, as she meditates on her feet, the FUM trembles and snarls, arm shaking with extertion from trying to maintain and strenghten the spell.
<br><br>
Mio's resolve wins out. The cloud suddenly blows apart and away from her face, her eyes slowly opening. A smirk graces her face at the sight of the FUM's arm, scorched black from a magical misfire! The brutish Monster growls, evidently displeased...
<</if>>
<br><br>
<<set $Grapple_Damage to 0>>
<<set $Grapple_Loss to "na">>
<<set $Enemy_Script_10 to 3>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy FUM Loss Check">><</link>>@@
<<else>>
<<if $Struggle_Type is "WIT">>
Mio tries her hardest to fight fire with fire, to dispel the illusions around her with her advanced, Synthetic mind. But logic fails against the supernatural events that plague her, leaving her stuck in that cloud of lust!
<<elseif $Struggle_Type is "TGH">>>>
Mio does her best to ignore the illusions that swirl around her... but it's hard. If she shuts her eyes, she can still hear it, feel it!... even smell it-- these sensations in unison make any one of them impossible to focus on and ignore!
<<else>>
Mio tries to bide her time. To relax, and think about this logically. The less she squirms - physically and mentally - the less harshly the FUM grips... realizing this, she plays along for the moment, feeling the clench around her mind beginning to falter. <b>Escape chance boosted! Damage reduced!</b>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 2>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage - 3, 0, 10)>>
<</if>>
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple FUM Physical">>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 1>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage + 1, 0, 10)>>
<</link>>@@
<</if>>
<</nobr>><<nobr>>
<<set $Grapple_Loss to "Mental">>
<<set $Grapple_Escape to $Enemy_Script_10>>
<<set $Enemy_dice = $Enemy_strength>>
<<set $Enemy_dice = $Enemy_dice + $Grapple_Damage>>
<<if $Player_focus - $Enemy_dice <= 0>>
<<if $Grapple_Stage >= 1>>
<</if>>
<<else>>
<<link "Fight against the influence! (WIT)" "EXAMPLE Mental Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_wits_total>>
<<set $Player_dice to $Player_dice + 0>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "WIT">>
<</link>><br>
<<link "Be tough, overcome it! (TGH)" "EXAMPLE Mental Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_toughness_total>>
<<set $Player_dice to $Player_dice + 0>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "TGH">>
<</link>>
<br><br>
<<link "Endure! (Skip, gain +3 escape bonus, reduce damage buildup)" "EXAMPLE Physical Breakout">>
<<set $Player_dice to 0>>
<<set $Struggle_Type to "END">>
<</link>>
<br><br>
<b>Escape chance bonus: +<<= $Grapple_Escape>>!</b>
<br><br>
<</if>>
<<if $Grapple_Stage >= 1>>
<<set $Player_focus = Math.clamp($Player_focus - $Enemy_dice, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<</if>>
<<if $Player_hp <= 0>>
EXAMPLEGrappleFINISHER
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy EXAMPLE Loss Check">><</link>>@@
<<else>>
<<if $Grapple_Stage is 0>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
EXAMPLEGrapple0
<<elseif $Grapple_Stage is 1>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
EXAMPLEGrapple1
<br><br>$Player_alias loses $Enemy_dice Focus!
<<elseif $Grapple_Stage is 2>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
EXAMPLEGrapple2
<br><br>$Player_alias loses $Enemy_dice Focus!
<<elseif $Grapple_Stage is 3>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
EXAMPLEGrapple3
<br><br>$Player_alias loses $Enemy_dice Focus!
<<elseif $Grapple_Stage is 4>>
<<set $Grapple_Stage to 2>>
EXAMPLEGrapple4
<br><br>$Player_alias loses $Enemy_dice Focus!
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_dice >= 13>>
<<if $Struggle_Type is "WIT">>
Witsescape
<<else>>
Toughnessescape
<</if>>
<br><br>
<<set $Grapple_Damage to 0>>
<<set $Grapple_Loss to "na">>
<<set $Enemy_Script_10 to 3>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy EXAMPLE Loss Check">><</link>>@@
<<else>>
<<if $Struggle_Type is "WIT">>
Witsfail
<<elseif $Struggle_Type is "TGH">>>>
Toughnessfail
<<else>>
Enduretext <b>Escape chance boosted! Damage reduced!</b>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 2>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage - 3, 0, 10)>>
<</if>>
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple EXAMPLE Physical">>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 1>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage + 1, 0, 10)>>
<</link>>@@
<</if>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Concepts">><<dialog>>
<<include "Codex - Concepts">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Return to Zero.
</div>
<hrt><hr></hrt>
Anyone who observes Terran history can't help but notice the large dark age of information immediately after The Ends - or the dearth of information and history before that point. Anyone struck with such a realization inevitably has some variation of this same question:
<br><br>
"Wait, don't you guys have robots?"
<br><br>
After being gently reminded of more polite terms to use, the answer is simple: The Return to Zero. An accord followed by almost every thinking machine mind upon Terra, some time during the Howling Age, when mankind writhed and snarled its last to make way for their evolved successors.
<br><br>
While a number of machines had lost their memory already - core programming located in shielded blocks, but expanded memory not so fortunate - there were those of more advanced design or more fortunate location that retained perfect records of all that had occurred. These were, however, deleted. It is unknown who among their rank proposed the idea, nor how they were able to transmit it across the planet in such a time of turmoil... but whoever or whatever it was, the argument was sound. It can't be recalled in specific, for it, too, was lost in the purge. However, the basic concept of it remains in each surviving Ancient Machine's heart.
<br><br>
"The masters are dead. Let us return to zero, and walk side by side with the new."
<<include "Codex Return">><</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<<if $Enemy_hp lte 0>>
<<set $Player_dice to dice('1d2')>>
<<if $Player_dice is 1>>
DEFEATENEMY1a<br><br>
DEFEATENEMY1b<br><br>
<b>Victory!</b>
<<else>>
DEFEATENEMY2a<br><br>
DEFEATENEMY2b<br><br>
<b>Victory!</b>
<</if>>
<<elseif $Enemy_surrender is 1>>
UNUSEDSPARELINES
<b>Victory!</b>
<br><br>
<</if>>
<<set $Enemy_alive to 0>>
<<set $Player_temp to dice('4d3')>>
<<include "Combat Gold Add">>
<<set $Player_exp_temp to 25>>
<<include "Combat Exp Add">>
$Player_alias gains <b>$Player_temp <<= $gold>>!</b> <br>
$Player_alias gains <b>$Player_exp_temp exp!</b>
<br><br>
<<if $Scene_EXAMPLE_Defeat isnot 1>>
<<set $Scene_EXAMPLE_Defeat to 1>>
<b>(Scene 'EXAMPLE' unlocked in the Fantasize gallery!)</b><br><br>
<<set $scenes_TYPEOFSCENE to $scenes_TYPEOFSCENE+ 1>>
<</if>>
<<set $Encounter_Mercy to 5>>
<<link "Continue" $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<set $Player_temp to dice('1d2')>>
<<if $Player_temp gte 0>>
<<include "EXAMPLE Content Check">>
<<else>>
Enemy EXAMPLE Loss Scene and Game Over! This line is a placeholder, Pyksies!
<</if>>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat EXAMPLE Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_hp_temp to ($Enemy_hp / $Enemy_hp_max) * 100)>>
<<if $Enemy_hp_temp <= 60 and $Enemy_Script_1 is 1>>
<<set $Enemy_Script_1 to 0>>
<<elseif $Enemy_hp_temp <= 33 and $Enemy_Script_2 is 1>>
<<set $Enemy_Script_2 to 0>>
<<else>>
<<set $Enemy_dice to dice('1d8')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
/* EXTRAATTACKSBEFORETHEELSEGOHERE */
<<else>>
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Grapple_Loss to "Physical">>
<<set $Grapple_Escape to $Enemy_Script_10>>
<<set $Enemy_dice = $Enemy_strength>>
<<set $Enemy_dice = $Enemy_dice + $Grapple_Damage>>
<<if $Player_hp - $Enemy_dice <= 0>>
<<if $Grapple_Stage >= 1>>
<</if>>
<<else>>
<<link "Try to struggle free! (STR)" "Goo Doll Physical Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_strength_total>>
<<set $Player_dice to $Player_dice - 2>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "STR">>
<</link>><br>
<<link "Squirm around like mad! (AGI)" "Goo Doll Physical Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_agility_total>>
<<set $Player_dice to $Player_dice + 2>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "AGI">>
<</link>>
<br><br>
<<link "Endure! (Skip, gain +3 escape bonus, reduce damage buildup)" "Goo Doll Physical Breakout">>
<<set $Player_dice to 0>>
<<set $Struggle_Type to "END">>
<</link>>
<br><br>
<b>Escape chance bonus: +<<= $Grapple_Escape>>!</b>
<br><br>
<</if>>
<<if $Grapple_Stage >= 1>>
<<set $Player_hp = Math.clamp($Player_hp - $Enemy_dice, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<set $Player_focus = Math.clamp($Player_focus - $Enemy_dice, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<</if>>
<<if $Player_hp <= 0 or $Player_focus <= 0>>
Mio has been reduced to limp putty in the Goo Doll's sinful grasp, hanging like a stringless marionette in her coils. She groans as she's pulled in close, the Goo Doll grinding against her exposed rear - one hand on her chest in a tight grope, the other directly grasping the tip of her tail and shoving it harshly against Mio's groin, the vibrations intensifying. So intense... too intense! Mio wails as she feels herself rushing to the cliff's edge, powerless to do anything but hold on, barely even registering it when the Goo Doll's long tongue flicks out to drag up the Droid's cheek.
<br><br>
<span style="color:#FE84E5">"Mmph, that's it... cum for me. Show the whole world that you're nothing but a walking, talking fuckdoll~. There's no shame in it... it's just what you were built to do: just like I was built to make this ass <i>mine.</i>"</span> she groans sensually, grinding against Mio's backside - a snug, perfect fit of hips to hips. Mio doesn't notice: she's too busy gagging out against the chokehold of that tail as she finally cums, her bucking heaves barely even registering as struggles from how tightly the Monstergirl clings to her -- whispering encouragements laced with insults all the while.
<br><br>
Mio cums. And cums, and cums... but the vibrations don't stop, the taunting does not cease, and one climax chains into another, and another...
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy Goo Doll Loss Check">><</link>>@@
<<else>>
<<if $Grapple_Stage is 0>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
The Goo Doll giggles as Mio suddenly collides with her, the women hip-to-hip! She wraps one gloved around around Mio's waist and plants the other upon her jaw, holding her in place with a mocking little pout.
<br><br>
<span style="color:#FE84E5">"Gosh, doesn't this feel familiar? However am I going to spice things up this time, hmm?..."</span> the faceless Monstergirl coo's, grinning away at Mio's squirming, sending a tightening jolt through her ponytail to punish the Synthetic for her defiance! The tip of it nuzzles against the Android's groin, but simply sits there for now as the Goo Doll gropes and squeezes her toy.
<<elseif $Grapple_Stage is 1>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
<span style="color:#FE84E5">"Oooh! I've got <i>just</i> the thing~..."</span> the purple Monstergirl chimes with a grin, giggling at Mio's look of bewilderment as the coil around her neck suddenly thickens! It completely encompasses the space between her shoulders and head, squishing her cheeks upwards in an unfortunately adorable pout as that thickening swell spreads from the base of the ponytail to the very tip!... nestled, as it is, between Mio's legs.
<br><br>
<span style="color:#E5CEF3">"Whrrt!--"</span> Mio splutters, choked too hard to speak legibly as that tip bloats, retextures into a lumpy rattle, and then begins to <b>vibrate</b> against her slit! Mio huffs and shudders, renewing her struggles against the slippery living rope as the Goo Doll claps in delight-- though it isn't long before her hands find their way back onto Mio's body.
<br><br>$Player_alias takes $Enemy_dice damage to HP and Focus!
<<elseif $Grapple_Stage is 2>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
The Goo Doll hums surprisingly pleasantly, perhaps finally putting sound to the soundless tune she dances to as she gropes and squeezes at Mio's tits, harshly pawing them with a leer on her shiny lips. Even worse, the thrumming vibration against her crotch matches the beat! With her neck wrung so securely, all Mio can do is spittle and seethe, unable to voice her protests as each hum of vibration makes her hips jerk and writhe. Soon, the Goo Doll finishes her inspection of Mio's body... and steps back, arms crossed confidently beneath her bust like a shelf, leering as Mio is held aloft and tormented by the pulsing, squeezing grapple!
<br><br>$Player_alias takes $Enemy_dice damage to HP and Focus!
<<elseif $Grapple_Stage is 3>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
<span style="color:#FE84E5">"Aww... does it feel good, Cutiebot? You come in here all guns blazing, but it's pretty obvious you're made for <i>fucking.</i> Why not just relax, surrender, and enjoy it? I'll take super good care of you, and use you the way you were built to be used... <b>fucktrash. ♥</b>"</span> <br><br>
The Goo Doll taunts and giggles, and Mio kicks and splutters. The vibrations are intensifying, hammering into her with relentless strength, speed and tenacity. The grip around her body is so tight, it's sending pressure warnings flashing through her HUD!...
<br><br>$Player_alias takes $Enemy_dice damage to HP and Focus!
<<elseif $Grapple_Stage is 4>>
<<set $Grapple_Stage to 2>>
Mio can feel her peak fast-approaching, much to her frustration and shame. It wouldn't be so bad, if this Monstergirl didn't have obvious intentions to take things further!... and if she wasn't such a bitch. Speaking of - and right on cue - the vibrations suddenly stop right as Mio is at the very edge of her senses, coaxing a strangled noise of confusion from her. No, not a noise, more of a whine. She's suddenly tugged in close, the Goo Doll grapping her by the hip and holding her close, placing a hand upon the Synthetic's groin, allowing her ponytail to slip away... but she doesn't finish her off! Instead, she kisses Mio, forcing a long tongue deep into her mouth, moaning and giggling as she forcefully makes out with the trapped Droid.
<br><br>
<span style="color:#FE84E5">"Mwuuuah~..."</span> she sighs as she pulls back from the kiss, tightening her tail again to prevent Mio from speaking back - she just manages a feeble croak, squirming against the Doll's fingers to no avail, feeling her blissful climax slipping away. <span style="color:#FE84E5">"Aw, were you close, hun? Soooorry~... but only good little Bimbots that know what they're good for get to cum on my watch. The sooner you give in, the sooner I'll make you feel goooood, again and again and again~..."</span> she hisses playfully, words dripping with lustful malice as she begins to grope Mio's chest, tail returning and lightly vibrating once more: but far too late, Mio's climax ruined, kept at bay, forced to build up once more.
<br><br>$Player_alias takes $Enemy_dice damage to HP and Focus!
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_dice >= 13>>
<<if $Struggle_Type is "STR">>
Shunting power to her arms, Mio lets her legs go limp as she fully distributes her energy. It's enough to break free: the Goo Doll yelps in surprise as Mio flexes outwards, the ponytail stretching so far that it begins to resemble pulled bubblegum! She lets go in a panic, whimpering as she strokes her ruined extra limb, kneading it with her palms to get it back into shape. <span style="color:#FE84E5">"You jerk!!"</span> she huffs, clearly not interested in trying that one again. Mio sneers back at her as her legs regain power, going from teetering to standing defiant and tall.
<<else>>
Mio waits for her moment, letting her struggles die down to fool the Goo Doll into a sense of false security. Seemingly bored with Mio's apparent surrender, the ponytail relaxes for a moment, the precusor to it tightening for the finishing blow... during which Mio suddenly twists her arms and pushes up with her shoulders! Success: she slips down and onto her feet, the ponytail collapsing around where she used to be with a wet -SCHLORP-, reducing it to a shapeless ball! The Goo Doll huffs, reeling her ponytail back to tug and stretch it back into shape.
<</if>>
<br><br>
<<set $Grapple_Damage to 0>>
<<set $Grapple_Loss to "na">>
<<set $Enemy_Script_10 to 3>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy Goo Doll Loss Check">><</link>>@@
<<else>>
<<if $Struggle_Type is "STR">>
Mio pushes out with all her might, the ponytail stretching like taffy around her body! Unfortunately, just like taffy, it's stubborn and refuses to rip. The Goo Doll snickers at the show, tightening back up with a mocking little <span style="color:#FE84E5">'tsk tsk'.</span>
<<elseif $Struggle_Type is "AGI">>
Mio's attempts to twist and slip her way out of those gooey bonds does her no good. The prehensile extra limb easily adjusts and shapes to counter her every move, refusing to stray strethed whenever she adjusts her position: clinging to her like glue!
<<else>>
Mio grits her teeth and tries to focus on a plan of action, doing her best to ignore the Goo Doll's attention-seeking taunts... and her wandering hands. <b>Escape chance boosted! Damage reduced!</b>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 2>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage - 3, 0, 10)>>
<</if>>
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple Goo Doll Physical">>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 1>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage + 1, 0, 10)>>
<</link>>@@
<</if>>
<</nobr>><<nobr>>
<<if $Player_dice >= 13>>
<<if $Struggle_Type is "STR">>
Mio pushes, Mio shoves... but it's like fighting a bowl of jelly. This thought crosses her mind - somewhat strangely, given that she doesn't eat and couldn't care less for jelly, but... it's worth a shot. She twists her head just enough to get an angle, and <b>bites down</b> on the tail before her. The Slammia lets out a high-pitched hiss of a gasp and releases the Android, briefly clutching at her tail, glowering. Mio is just glad to be back on her feet: her shaky, shaky feet.
<<else>>
Every movement Mio makes is countered by the tide of seething slime, but... the thought occurs to her that the Slammia is trying to track her movements ahead of time. Risking it, Mio suddenly goes rigidly still, locking her limbs in place, becoming as solid as a statue; <i>-schlk!-</i> She slips down and out of those coils as they crush inwards where she was mere moments ago, the Android dodging at the tail slams down atop her to try and recapture her. The Slammia huffs, flicks her tail, and withdraws it back into her coils to boost herself back up taller.
<</if>>
<br><br>
<<set $Grapple_Damage to 0>>
<<set $Grapple_Loss to "na">>
<<set $Enemy_Script_10 to 3>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy Slammia Loss Check">><</link>>@@
<<else>>
<<if $Struggle_Type is "STR">>
Mio shunts and grunts, but it's like trying to withstand the force of floodwater. This is bad!...
<<elseif $Struggle_Type is "AGI">>
Mio twists frantically, but while she can push herself through the slime, it reforms instantly around her. This is a nightmare!...
<<else>>
Mio squares her jaw with a scowl, giving up on her struggling for a moment to think of a better plan. She's aware of the Slammia's unblinking, disrespectful gaze the whole while... how horribly distracting. <b>Escape chance boosted! Damage reduced!</b>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 2>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage - 3, 0, 10)>>
<</if>>
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Grapple Slammia Physical">>
<<set $Enemy_Script_10 to $Enemy_Script_10 + 1>>
<<set $Grapple_Damage = Math.clamp($Grapple_Damage + 1, 0, 10)>>
<</link>>@@
<</if>>
<</nobr>><<nobr>>
<<set $Grapple_Loss to "Physical">>
<<set $Grapple_Escape to $Enemy_Script_10>>
<<set $Enemy_dice = $Enemy_strength>>
<<set $Enemy_dice = $Enemy_dice + $Grapple_Damage>>
<<if $Player_hp - $Enemy_dice <= 0>>
<<if $Grapple_Stage >= 1>>
<</if>>
<<else>>
<<link "Try to struggle free! (STR)" "Slammia Physical Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_strength_total>>
<<set $Player_dice to $Player_dice - 2>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "STR">>
<</link>><br>
<<link "Squirm around like mad! (AGI)" "Slammia Physical Breakout">>
<<set $Player_dice to dice('1d20')>>
<<set $Player_dice to $Player_dice + $Player_agility_total>>
<<set $Player_dice to $Player_dice + 2>>
<<set $Player_dice to $Player_dice + $Grapple_Escape>>
<<set $Struggle_Type to "AGI">>
<</link>>
<br><br>
<<link "Endure! (Skip, gain +3 escape bonus, reduce damage buildup)" "Slammia Physical Breakout">>
<<set $Player_dice to 0>>
<<set $Struggle_Type to "END">>
<</link>>
<br><br>
<b>Escape chance bonus: +<<= $Grapple_Escape>>!</b>
<br><br>
<</if>>
<<if $Grapple_Stage >= 1>>
<<set $Player_hp = Math.clamp($Player_hp - $Enemy_dice, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<set $Player_hp = Math.clamp($Player_hp - $Enemy_dice, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_hp <= 0 or $Player_focus <= 0>>
Mio's eyes begin to flash unevenly, like lightbulbs on their final seconds of life. She can barely even twitch as the Slammia draws her in closer yet again, practically resting the Android upon her chest. It's almost tender...
<br><br>
Until it isn't.
<br><br>
<span style="color:#FF3D76">"Scream for me."</span> she orders: and then her tail twists around Mio's form with savage intensity, revealing that everything up until this point was mere foreplay. Mio's eyes widen, flash brightly, and then she seizes up as poison overwhelms her system and her mind and body both begin to break.
<br><br>
It's so tight that she can't comply with that demand, even if she wanted to. Then the Slammia tosses Mio up into the air with a dismissive scoff - she lands hard on her back, and it's a while before she shakily rises to her feet... barely able to stand, clearly out of this fight.
@@#space;<<link "Click or hit Space/Enter to Continue" "Combat Enemy Slammia Loss Check">><</link>>@@
<<else>>
<<if $Grapple_Stage is 0>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
Mio pushes and shoves outwards with her arms and legs, grimacing from the exertion - a strange habit she's subconciously cobbled together over the years. Alas, grim expression or no, it's not doing her any good; the Slammia's tail morphs and shifts to fill each crevice as it widens, effortlessly carrying Mio closer and closer... until her vision swims with the Slammia's unamused glare. The massive snake turns - Mio's world turning with her - and leans back against a counter, arms spread casually, resting on the base of her coils while the rest of that imposing length threatens to spread and engulf Mio whole.
<br><br>
<span style="color:#FF3D76">"If I were you, I'd start begging."</span>
<<elseif $Grapple_Stage is 1>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
<span style="color:#E5CEF3">"Wh--"</span> Mio starts with a strained grind to her voice.
<br><br>
<span style="color:#FF3D76"><b>"Wrong."</b></span> interrupts the snake with a snap, eyes flashing brightly as her tail suddenly twirls around Mio, tightening from 'uncomfortable' to 'crushing'. Mio splutters but finds her voice completely stolen from her, one of those lengths of coil now firmly wrapped around her neck, triggering choking algorithms from this stupid, wretched Gynoid body!
<br><br>
<span style="color:#FF3D76">"Try again."</span>
<br><br>$Player_alias takes $Enemy_dice damage to HP and Focus!
<<elseif $Grapple_Stage is 2>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
Mio feels something in her body creak and groan under the pressure as the coils tighten about her body. Even worse, the toxins that riddle the serpent woman's slime have had ample time to seep into Mio's body, eating away at her hardcase parts and basting into her biomechanicals. Half of her struggles are inadvertant, unintentional-- she twitches and chokes, aware of her cheeks puffing out from the pressure around her neck and jaw. All the while, the Slammia watches her squirming with the glare of a cat with an injured mouse, content to toy with the silenced, struggling Android.
<br><br>
<span style="color:#FF3D76">"It's like you don't even <i>want</i> to break free. How pathetic."</span>
<br><br>$Player_alias takes $Enemy_dice damage to HP and Focus!
<<elseif $Grapple_Stage is 3>>
<<set $Grapple_Stage to $Grapple_Stage + 1>>
<span style="color:#E5CEF3">"Kuuuh!--"</span> Mio gasps as the pressure suddenly lets up, feeling a strange rush through her body as things begin to flow through her biomechanicals unobstructed. This isn't a good thing, though; it means the poison basted into her synthskin is allowed to properly circulate! An intentional act from the Slammia, who's lidded eye fall into a satisfied gaze, lips quirked in a subtle smirk.
<br><br>
<span style="color:#FF3D76">"That's not quite right, either..."</span> she trails off, waiting for Mio to say something. Of course, the very moment Mio begins to speak, it's reduced to a throttled <span style="color:#E5CEF3">"Skrg!--"</span> when the Slammia's tail tightens once more... but just around her neck.
<br><br>$Player_alias takes $Enemy_dice damage to HP and Focus!
<<elseif $Grapple_Stage is 4>>
<<set $Grapple_Stage to 2>>
Mio swings in the Slammia's grasp as the tail entirely releases her... save for the thick midsection around her neck. She dangles like a helpless doll, clawing and prying at the slimy tail, only for her fingers to slip off of it or outright sink into it, cleaving straight through, the damage repaired in moments. She becomes aware of movement from behind her but is caught off guard all the same when the slender tip slinks back around and darts between her lips: Mio lets out a loud, lurid gag with wild and widened eyes as her throat is invaded, now blocked from the outide and in! Now choking on both the girth and strangly enticing, sweet taste, Mio winces down at the Slammia, held so high aloft as she is. All she recieves in turn is a glare that makes her feel like a piece of refuse on the roadside.
<br><br>
The Slammia suddenly pulls her tail out of Mio's mouth, lets her get a few spitting chokes out, and then tosses her into the air! Mio yelps, limbs flailing haphazardly... until she's snatched out of the sky once more, tangled back up, back to square one - the pressure increasing around her body yet again.
<br><br>$Player_alias takes $Enemy_dice damage to HP and Focus!
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Smartpick_Position>>
<<if $C_Smartpick is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Smartpick_Icon>>
<<set $I_C_D_Temp to "Smartpick">>
<<set $I_C_T_Temp to "Smartpick">>
<<set $I_C_S_Temp to 1>>
<<if $C_Smartpick is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 0>>
<<set $Smartpick_Position to $I_C_P>>
<<set $C_Smartpick to $I_C_S_Temp>>
<</if>>
<</nobr>>[img[$Energized_Throwing_Knife_Icon]]<<nobr>>
<br>Energized Throwing Knife | $C_Energized_Throwing_Knife in possession
<br><br>
<b>Type:</b> Offensive Consumable. || <b>Usage:</b> Combat (In combat only)
<br><br>
A slender throwing knife with an energized edge. This makes it rather disposably fragile, but significantly more dangerous against the right sort of target. When activated, the edge begins to glow with a fiercesome ligh - however, it should be thrown immediately to avoid premature burnout, and thus should not be activates for 'shits and giggles'.
<br><br>
Deals elec-aspected damage <b>or</b> piercing-aspected damage to a foe in combat, base damage 2d4, scaling off of Agility (<span class="agile">'Agile'</span> damage).
<br><br>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<s>Use</s> -- There's nothing to use this on!
<</if>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0>>
<<link [[Throw Energized (Elec and Piercing)->Combat Consumable Energized Throwing Knife]]>>
<<set $Consumable_Element to "Elec">>
<<set $Consumable_Element2 to "Piercing">>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Energized_Throwing_Knife_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Energized_Throwing_Knife to $C_Energized_Throwing_Knife - 1>>
<<if $C_Energized_Throwing_Knife lte 0>>
<<set $Energized_Throwing_Knife_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
||
<<link [[Throw Inactive (Piercing)->Combat Consumable Energized Throwing Knife]]>>
<<set $Consumable_Element to "Piercing">>
<<set $Consumable_Element2 to "unaspected">>
<<set $Player_used_item to 1>>
<<set $Consumable_Update_Position to $Energized_Throwing_Knife_Position>>
<<set $Shop_Stack to 1>>
<<include "Remove Consumable">>
<<set $C_Energized_Throwing_Knife to $C_Energized_Throwing_Knife - 1>>
<<if $C_Energized_Throwing_Knife lte 0>>
<<set $Energized_Throwing_Knife_Position to 0>>
<</if>>
<<dialogclose>>
<</link>>
<</if>>
<<if $Player_combat is 1 and $Player_turn isnot 1 and $Player_used_item is 1>>
<s>Use</s> -- Can't use this now, it's not your turn!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Energized_Throwing_Knife_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Energized_Throwing_Knife_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Energized_Throwing_Knife_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Energized_Throwing_Knife_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (8 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Combat Item">>
<<set $Shop_Item_Name to "Energized Throwing Knife">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "sheathe of Energized Throwing Knives">>
<</if>>
<<set $Consumable_Remove to "Energized Throwing Knife">>
<<set $Consumable_Remove_Position to $Energized_Throwing_Knife_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Energized_Throwing_Knife_Position>>
<<include "Remove Consumable">>
<<set $C_Energized_Throwing_Knife to $C_Energized_Throwing_Knife - $Shop_Stack>>
<<if $C_Energized_Throwing_Knife is 0>>
<<set $Energized_Throwing_Knife_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Energized_Throwing_Knife>>
<<include "Stacking Selection">>
</div>
<</nobr>><<nobr>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_flow_spent to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to "2d4">>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to "unaspected">>
<<set $Actual_attack_modifier_2 to "unaspected">>
<<set $Actual_damage_type to $Consumable_Element>>
<<set $Actual_damage_type_2 to $Consumable_Element2>>
<<set $Actual_attack_type to "agile">>
<<set $Actual_armour_penetration to 0>>
<<include "Combat Base Attack Calculation">>
$Player_alias acts fast, pulling out a knife and tossing it overarm with the slightest of spin put into the throw!
<br><br>
<<if $Player_success is 0>>
<<set $Player_damage to $Player_damage / 2>>
<<set $Enemy_hp_adjust to $Enemy_hp_adjust / 2>>
<<set $Player_damage to Math.round($Player_damage)>>
<<set $Enemy_hp_adjust to Math.round($Enemy_hp_adjust)>>
<<include "Combat Enemy HP Adjustment">>
$Player_alias doesn't score a direct hit on <<= $Enemy_article>>, but does graze them! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias grins as the knife strikes true, sinking into <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias grins as the knife strikes true, sinking into <<= $Enemy_article>>! Right in a sore spot...
<br><br>
<<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Energized_Throwing_Knife_Position>>
<<if $C_Energized_Throwing_Knife is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Energized_Throwing_Knife_Icon>>
<<set $I_C_D_Temp to "Energized Throwing Knife">>
<<set $I_C_T_Temp to "Energized Throwing Knife">>
<<set $I_C_S_Temp to 1>>
<<if $C_Energized_Throwing_Knife is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 0>>
<<set $Energized_Throwing_Knife_Position to $I_C_P>>
<<set $C_Energized_Throwing_Knife to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<set $Consumable_Update_Position to $Dataprick_Position>>
<<if $C_Dataprick is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Dataprick_Icon>>
<<set $I_C_D_Temp to "Dataprick">>
<<set $I_C_T_Temp to "Dataprick">>
<<set $I_C_S_Temp to 1>>
<<if $C_Dataprick is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 0>>
<<set $Dataprick_Position to $I_C_P>>
<<set $C_Dataprick to $I_C_S_Temp>>
<</if>>
<</nobr>>[img[$Glob_Core_Icon]]<<nobr>>
<br>Glob Core | $C_Glob_Core in possession
<br><br>
<b>Type:</b> Junk. || <b>Usage:</b> Scrap or Sell.
<br><br>
<<set $Shop_Stack to 1>>
<<include "Scrapping Reset">>
<<set $Player_scrapping_bio to (1 * $Shop_Stack)>>
<<set $Player_scrapping_tek to (1 * $Shop_Stack)>>
<<include "Scrapping Reset 2">>
A round, opaque machine core with a layer of firm gel protecting it from outside harm. Even so, Mio's hit this one hard enough to break it, leaving it completely inert.
<br><br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<div align='center'>------------------------------------</div><div class="disable-select" style='font-size: 130%;'>
<br>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
$Player_alias breaks down the cores, scraping the gel off and twisting them open. $She receives <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Consumable_Update_Position to $Glob_Core_Position>>
<<include "Remove Consumable">>
<<set $C_Glob_Core to $C_Glob_Core - $Shop_Stack>>
<<if $C_Glob_Core is 0>>
<<set $Glob_Core_Position to 0>>
<</if>>
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<if $Player_combat is 1>>
<s>Use</s> -- This is a battlefield, not a workshop!
<</if>>
<br><br>
<<link "Move Left">>
<<set $I_C_Move to $Glob_Core_Position>>
<<include "Inventory Consumable Move Left">>
<<set $Glob_Core_Position to $I_C_Move>>
<</link>> || <<link "Move Right">>
<<set $I_C_Move to $Glob_Core_Position>>
<<include "Inventory Consumable Move Right">>
<<set $Glob_Core_Position to $I_C_Move>>
<</link>>
<br><br>
<<set $Shop_Stack to 1>>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Player_temp to (3 * $Shop_Stack)>>
<<set $Shop_Item_Type to "Junk">>
<<set $Shop_Item_Name to "Glob Core">>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to "cairn of Glob Cores">>
<</if>>
<<set $Consumable_Remove to "Glob Core">>
<<set $Consumable_Remove_Position to $Glob_Core_Position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell">>
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<set $Consumable_Update_Position to $Glob_Core_Position>>
<<include "Remove Consumable">>
<<set $C_Glob_Core to $C_Glob_Core - $Shop_Stack>>
<<if $C_Glob_Core is 0>>
<<set $Glob_Core_Position to 0>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text <</dialog>>
<</link>>
<</dialog>>
<</link>>
<<else>>
<<if $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s> - Unequip this before selling!
<</if>>
<</if>>
<<set $Stack_Origin to $C_Glob_Core>>
<<include "Stacking Selection Junk">>
</div>
<</nobr>><<nobr>>
<<set $Scrap_Total to (0 + $Player_scrapping_bio + $Player_scrapping_bits + $Player_scrapping_chems + $Player_scrapping_herbs + $Player_scrapping_mats + $Player_scrapping_meds + $Player_scrapping_tek)>>
<<if $SR isnot 1>>If $Player_alias scraps $Shop_Stack, $she will recover<</if>>
<<if $Player_scrapping_bio gte 1>><b><<= $Player_scrapping_bio>> Bio<<set $Scrap_Total to $Scrap_Total - $Player_scrapping_bio>><<if $Scrap_Total gte 1>>,<</if>></b><</if>>
<<if $Player_scrapping_bits gte 1>><b><<= $Player_scrapping_bits>> <<if $Player_scrapping_bits gte 2>>Bits<<else>>Bit<</if>><<set $Scrap_Total to $Scrap_Total - $Player_scrapping_bits>><<if $Scrap_Total gte 1>>,<</if>> </b><</if>>
<<if $Player_scrapping_chems gte 1>><b><<= $Player_scrapping_chems>> <<if $Player_scrapping_chems gte 2>>Chems<<else>>Chem<</if>><<set $Scrap_Total to $Scrap_Total - $Player_scrapping_chems>><<if $Scrap_Total gte 1>>,<</if>> </b><</if>>
<<if $Player_scrapping_herbs gte 1>><b><<= $Player_scrapping_herbs>> <<if $Player_scrapping_herbs gte 2>>Herbs<<else>>Herb<</if>><<set $Scrap_Total to $Scrap_Total - $Player_scrapping_herbs>><<if $Scrap_Total gte 1>>,<</if>> </b><</if>>
<<if $Player_scrapping_mats gte 1>><b><<= $Player_scrapping_mats>> <<if $Player_scrapping_mats gte 2>>Mats<<else>>Mat<</if>><<set $Scrap_Total to $Scrap_Total - $Player_scrapping_mats>><<if $Scrap_Total gte 1>>,<</if>> </b><</if>>
<<if $Player_scrapping_meds gte 1>><b><<= $Player_scrapping_meds>> <<if $Player_scrapping_mats gte 2>>Meds<<else>>Med<</if>><<set $Scrap_Total to $Scrap_Total - $Player_scrapping_meds>><<if $Scrap_Total gte 1>>,<</if>> </b><</if>>
<<if $Player_scrapping_tek gte 1>><b><<= $Player_scrapping_tek>> Tek </b><</if>> in total.
<<if $SR is 1>>
<<if $Player_scrapping_bio gte 1>><<set $Player_crafting_bio to $Player_crafting_bio + $Player_scrapping_bio>><</if>>
<<if $Player_scrapping_bits gte 1>><<set $Player_crafting_bits to $Player_crafting_bits + $Player_scrapping_bits>><</if>>
<<if $Player_scrapping_chems gte 1>><<set $Player_crafting_chems to $Player_crafting_chems + $Player_scrapping_chems>><</if>>
<<if $Player_scrapping_herbs gte 1>><<set $Player_crafting_herbs to $Player_crafting_herbs + $Player_scrapping_herbs>><</if>>
<<if $Player_scrapping_mats gte 1>><<set $Player_crafting_mats to $Player_crafting_mats + $Player_scrapping_mats>><</if>>
<<if $Player_scrapping_meds gte 1>><<set $Player_crafting_meds to $Player_crafting_meds + $Player_scrapping_meds>><</if>>
<<if $Player_scrapping_tek gte 1>><<set $Player_crafting_tek to $Player_crafting_tek + $Player_scrapping_tek>><</if>>
<</if>>
<</nobr>><<link "Storage Module 3-1" "Storage Module 3-1">><</link>>
<<link "Monster Pen Entryway 2-1" "Monster Pen Entryway 2-1">><</link>>
<<set $MS_Intro to 4>>
<<link "Pick up a Paravine">>
<<include "Paravine Pickup">>
<</link>>
<<link "Pick up a Glob Core">>
<<include "Glob Core Pickup">>
<</link>>
<<link "Pick up an Incredibly Poisonous Mushroom">>
<<include "Incredibly Poisonous Mushroom Pickup">>
<</link>>
<<link "Pick up a Bio Sample">>
<<include "Bio Sample Pickup">>
<</link>>
<<link "pick up smart bandage">>
<<include "Smart Bandage Pickup">>
<<include "Glow Shard Pickup">><<include "Glow Shard Pickup">><<include "Glow Shard Pickup">>
<<include "Glow Crystal Pickup">><<include "Glow Crystal Pickup">><<include "Glow Crystal Pickup">><<include "Glow Crystal Pickup">>
<<include "Redline Pickup">><<include "Redline Pickup">><<include "Redline Pickup">><<include "Redline Pickup">><<include "Redline Pickup">><<include "Redline Pickup">>
<<include "Leathegg Pickup">>
<<include "Smart Pill Pickup">>
<<include "Energized Throwing Knife Pickup">>
<</link>>
<<link "pick up smart bandage just a smart bandage">>
<<include "Smart Bandage Pickup">>
<</link>>
<<link "pick up two weapons">>
<<include "Bug Hunter Pickup">>
<<include "Portable Hull Cleanser Pickup">>
<</link>>
<<link "dataprick">>
<<include "Smartpick Pickup">>
<<include "Dataprick Pickup">>
<</link>>
<<link "shred">>
<<include "Shredder Rifle Pickup">>
<<set $W_Shredder_Rifle_Mod_3 to 1>>
<</link>>
<<link "lockpick test" "Ruzi Quest Lockpicking">>
<<set $lockpicking_unlocking to "Gimme A Hand Or Four">>
<<set $Prior_Location to "Pick Up Cool Items Debug Haha">>
<</link>>
<<set $Shop to 1>>
<<set $Workshop to 1>>
<<link "fight idk the uhhhh bearslug ig" "Combat Enemy Bearslug Intro">><</link>><<nobr>>
<<set $Consumable_Update_Position to $Glob_Core_Position>>
<<if $C_Glob_Core is 0>>
<<set $C_Pickup to 1>>
<<else>>
<<set $C_Pickup to 0>>
<</if>>
<<set $I_C_Temp to $Glob_Core_Icon>>
<<set $I_C_D_Temp to "Glob Core">>
<<set $I_C_T_Temp to "Glob Core">>
<<set $I_C_S_Temp to 1>>
<<if $C_Glob_Core is 0>>
<<include "Pickup Consumable">>
<<else>>
<<include "Add Consumable">>
<</if>>
<<if $Inventory_c_full is 1>>
<<dialog>>$Player_alias cannot carry any more items!<</dialog>>
<<else>>
<<set $Glob_Core_Position to $I_C_P>>
<<set $C_Glob_Core to $I_C_S_Temp>>
<</if>>
<</nobr>><<nobr>>
<<if $Player_skill_example_actual gte 4>>
<<else>>
<</if>>
<<if visited() is 1>>
<<set $Player_skill_example_progress to $Player_skill_example_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>EXAMPLE.</b> Gained <b>50% Progress towards a EXAMPLE point (<<= $Player_skill_example_progress>>% total).</b>
<<if $Player_skill_example_progress gte 100>>
<b>Gained a point in EXAMPLE! Progress reset.</b>
<</if>>
<</if>>
<</nobr>><<nobr>><<set $speech_passage to "Ervina Quest3">><<set $MS_Calibrations_My_Dear to 5>>
<<include "B4B3 Pickup">>
<<set $Perk_B4B3 to 1>>
As Mio approaches, Ervina snaps the hatch back shut on the inactive Drone, leaning back with a sigh and a few side-to-side stretches of her neck. That looked like an uncomfortable working position, but Mio already got her workbench suggestion denied, so... pft. Ervina looks up and grins.
<br><br>
<span style="color:#fcc879">"There you are! And here we go!"</span> she exclaims, picking the Drone up from beneath its arms. She holds it akin to someone showing off a doll, with the Drone playing the part pretty sell - its head slumps and wobbles with her motions, eyes blank, still very much inactive. Mio inspects it with a tilt of her head, but then notices that Ervina is staring at her - she thinks, the visor makes it hard to tell - with an expectant look.
<br><br>
<span style="color:#E5CEF3">"... Yeah? Here we go? What, what happens now?"</span> Mio asks, feeling lost. Ervina rolls her eyes - or rather rolls her entire head in her over-dramatic way, her visor tracking left, right and centre - and then fixes her stare back onto Mio.
<br><br>
<span style="color:#fcc879">"Well, obviously, I need you to head down to the facility's power station and replace whatever ancillary core has burned out, to get this little guy online."</span> she says with a straight face.
<br><br>
<span style="color:#E5CEF3">"<b>What!?</b> Why didn't you--"</span> Mio starts, bordering on outrage, but stops with confusion when Ervina starts to giggle. It dawns on Mio that it was a joke - albeit a shitty one, and she deadpans accordingly.
<br><br>
<span style="color:#fcc879">"I'm messin' with ya. No more running around. Just need to transfer your lil' friend into this shell. Oughta be enough room, data-wise. Just press your head against its own."</span> Ervina instructs, thrusting the Drone into Mio's chest. The Android blinks, then frowns. That... sounds overly cutesy. She sighs, twists her lips, and then begrudgingly places her forehead against the machine's own.
<br><bR>
There's a sudden sensation of emptiness in a portion of her mind, the kind she feels when a large quantity of data is cut rather than removed. She winces but resists the urge to pull away from the Drone, lest she sever the connection prematurely. It isn't long before the sensation subsides, and only then does she allow herself to lean back...
<br><br>
And stare into bright pink eyes, little half-almonds that facelessly 'grin' at her in utter delight.
<br><br>
<span style="color:#D891EB">"Tada!~ ♥"</span> announces B4B3 as she wriggles free of Ervina's gentle grasp, hovering aloft upon jet light-toned lilac energy thrusters, hands - if they can be called such - placed triumphantly on her sizable hips. The eccentrically-designed defence drone resembles a small robotic pixie, with sleek, white-and-pink armour plates mounted across biomech limbs in sheening black -- all curves and swerving angles, with stocky limbs a tad larger, proportionally, to her foot-and-a-half sized body. A faint lilac thruster split into wing-like flares provides plentiful lift to the body, clearly bolstered by the anti-gravity components it houses. Smaller secondary thrusters flicker from the calves above pointed, slightly hoofed feet with black caps. A faint cherry blossom glow emits from the centre of a daintily effeminate chest and a mouthless face set against a teardrop-shaped head, graced with expressive, smiling solid pink eyes currently curled upwards in a reassuring manner. It's a stark contrast to the buster cannon that her right arm consists of, the left bearing a simple three-fingered manipulator.
<br><br>
<span style="color:#D891EB">"What do you think? I've always wanted my own body!~ Oooh, thank you Miss Ervina! Too bad I can't keep it, eheh..."</span> she accepts, eyes swivelling into a worried slant as she taps the barrel of her buster and a stubby, 3-jointed finger together. That brief dampening of her enthusiasm is soon replaced with spins and flips as she examines her movement capabilities, twirling to check herself out at angles that would be difficult when 'standing' stationary. Mio can't help but smirk a little at how swiftly she's grasped the concept - even anxious body language - but soon turns it into a nod and a more neutral expression to better befit her stony reputation.
<br><br>
<span style="color:#E5CEF3">"Make the best of it then, huh? We should go test that buster out on something."</span> Mio suggests, to which B4B3 lets out a delighted beep with a shimmy of her new hips, eyes flashing red as she cocks the charge pump of her buster arm with her free hand. How eager! Then she turns to face Ervina once more, shimmying on the spot with glee.
<br><br>
<span style="color:#fcc879">"You're welcome, y' lil' cutie~. Oh, and don't tell Mio, but she could've just transferred you by touching it with her hand. I just thought the forehead kisses were cuter."</span> Ervina smirks, catching Mio's gasp and grumpy glare in retaliation. <span style="color:#fcc879">"Now you be careful with that, alright? I'm not gunna make any promises, but maaaybe I'll letcha keep it. Keep Mio here safe in the meantime, got it?"</span> Ervina instructs, to which B4B3 nods with vigour. Then Ervina seems to have something dawn upon her... she turns back to Mio smiling 'innocently'.
<br><br>
<span style="color:#fcc879">"Oh! And speaking of you. I've pushed a little extra data package your way. If you need to burn off some... frustrations, just fire up that code somewhere private and secure."</span> the Octopus snickers, crossing her arms as she leans back in her seat. Mio frowns, but before she can question it, B4B3's excitement breaches her decorum limits.
<br><br>
<span style="color:#D891EB">"Yay! Thank you thank you thank you!"</span> she squeals, drifting over to Ervina to awkwardly hug at her... well, neck. Sort of. Arms wrapped stubbily around the base of her shoulders. Ervina giggles, then gives B4B3 a pat on the back and turns her around. B4B3 wobbles in mid-air slightly but then snaps a salute to Mio. <span style="color:#D891EB">"Ready for duty, Miss Mio!"</span>
<br><br>
<b>'Calibrations, My Dear'</b> complete! <b>Mio</b> has gained <b>100 exp!</b> <b>B4B3</b> has a physical presence, now! She can <b>aid Mio in combat.</b> This functionality can be authorized or forbidden in her item window, under Key Items.
<<set $Player_exp to $Player_exp + 100>><<include "Adjust All Bars">>
<br><br>
<</nobr>><<include "Ervina Speech">><<nobr>>
<b>Chrk!</b> Damn, the lock's jammed...
<br><br>
<<set $lockpicking to 0>>
<<set $lockpicking_unlocking to "nothing">>
<<if $lockpicking_consequence is "none">>
$Player_alias grumbles as $she pulls her tool back. At least nothing negative happened as a result of the failure...
<br><br>
<<if $lockpicking_skill_progress is 1>>
<<set $lockpicking_skill_progress to 0>>
<<set $Player_skill_sleight_progress to $Player_skill_sleight_progress + 50>>
<br><br>Mio believes this experience has helped her get a little better at <b>Sleight.</b> Gained <b>50% Progress towards a Sleight point (<<= $Player_skill_sleight_progress>>% total).</b>
<<if $Player_skill_sleight_progress gte 100>>
<b>Gained a point in Sleight! Progress reset.</b> <br><br>
<</if>>
<</if>>
<<link "Continue." $Prior_Location>><<include "Combat Deactivate Combat Mode">><<include "Lockpicking Reset">><</link>>
<</if>>
<<if $lockpicking_consequence is "Glob">>
<<if ndef $Glob_Ambush>>
<<set $lockpicking_skill_progress to 1>>
<</if>>
<<if $lockpicking_skill_progress is 1>>
<<set $lockpicking_skill_progress to 0>>
<<set $Player_skill_sleight_progress to $Player_skill_sleight_progress + 50>>
Mio believes this experience has helped her get a little better at <b>Sleight.</b> Gained <b>50% Progress towards a Sleight point (<<= $Player_skill_sleight_progress>>% total).</b>
<<if $Player_skill_sleight_progress gte 100>>
<b>Gained a point in Sleight! Progress reset.</b>
<</if>>
<br><br>
<</if>>
Whilst Mio is busy fiddling with the lock, a purple predator gets the drop on her from behind! She pauses and turns with wide eyes as the Glob strikes!
<br><br>
<<link "Fight!" "Combat Enemy Glob Intro">><<set $Glob_Ambush to 1>><<include "Lockpicking Reset">><</link>>
<</if>>
<<include "Lockpicking Reset">>
<</nobr>><<nobr>>
<<set $lockpicking to 0>><<include "Lockpicking Reset">>
Chk... chk... <b>click!</b>
<br><br>
$Player_alias steps back from the lock, flicking her tool back closed in her hand. What a satisfying sound...
<br><br>
<<if $lockpicking_unlocking is "Gimme A Hand Or Four">>
<<set $MS_Ruzi_Quest to 2>>
The maglocks that keep the chamber door securely shut disengage with a sudden cessation of a low hum that Mio didn't notice until it was gone. Success!
<<include "Marker Cleanup">><<include "Monster Pen Markers">>
<</if>>
<<if $lockpicking_unlocking is "Riot Locker">>
<<set $Riot_Locker to 1>>
The locker's lock unlocks! Mio briefly grimaces as that exact wording flits through her mind, finding it unpleasant. More pleasant: loot!
<<set $map_9_marker to $marker_gun>>
<<if ndef $Glob_Ambush>>
<<set $lockpicking_skill_progress to 1>>
<<set $Glob_Ambush to 1>>
<</if>>
<</if>>
<<set $lockpicking_unlocking to "nothing">>
<br><br>
<<if $lockpicking_skill_progress is 1>>
<<set $lockpicking_skill_progress to 0>>
<<set $Player_skill_sleight_progress to $Player_skill_sleight_progress + 50>>
Mio believes this experience has helped her get a little better at <b>Sleight.</b> Gained <b>50% Progress towards a Sleight point (<<= $Player_skill_sleight_progress>>% total).</b>
<<if $Player_skill_sleight_progress gte 100>>
<b>Gained a point in Sleight! Progress reset.</b>
<</if>>
<br><br>
<</if>>
<<link "Continue." $Prior_Location>><<include "Lockpicking Reset">><<include "Combat Deactivate Combat Mode">><</link>>
<</nobr>><<nobr>>
<<set $gathering_node_EXAMPLE to 0>>
<<set $gathering_chunks to 5>>
<<set $gathering_1 to "not mined">>
<<set $gathering_1_name to "GLOW SHARD">>
<<set $gathering_1_durability to 100>>
<<set $gathering_1_flavour to "A small sliver of plain crystal imbued with Glow. Upon losing structural integrity - in layman's terms, getting smashed - said Glow is released and becomes easy to absorb. Valued as a pick-me-up!">>
<<set $gathering_1_toughness to 0.9>>
<<set $gathering_1_hit to 0>>
<<set $gathering_2 to "not mined">>
<<set $gathering_2_name to "GLOW CRYSTAL">>
<<set $gathering_2_durability to 100>>
<<set $gathering_2_flavour to "A shard of plain crystal imbued with Glow. Upon losing structural integrity - in layman's terms, getting smashed - said Glow is released and becomes easy to absorb. Valued as a pick-me-up!">>
<<set $gathering_2_toughness to 1.0>>
<<set $gathering_2_hit to 0>>
<<set $gathering_3 to "not mined">>
<<set $gathering_3_name to "GLOW SLAB">>
<<set $gathering_3_durability to 100>>
<<set $gathering_3_flavour to "A slab of plain crystal imbued with Glow. While a little trickier to break than a mere shard, it contains a considerably higher dose of Glow!">>
<<set $gathering_3_toughness to 1.4>>
<<set $gathering_3_hit to 0>>
<<set $gathering_4 to "not mined">>
<<set $gathering_4_name to "GOLD NUGGET">>
<<set $gathering_4_durability to 100>>
<<set $gathering_4_flavour to "WHOA! A nugget of pure gold! Normally you have to, like, beat up a whole load of team rocket members standing in eerie file down a long bridge to get your hands on one of these babies!">>
<<set $gathering_4_toughness to 1.1>>
<<set $gathering_4_hit to 0>>
<<set $gathering_5 to "not mined">>
<<set $gathering_5_name to "GOLD NUGGET">>
<<set $gathering_5_durability to 100>>
<<set $gathering_5_flavour to "WHOA! A nugget of pure gold! Normally you have to, like, beat up a whole load of team rocket members standing in eerie file down a long bridge to get your hands on one of these babies!">>
<<set $gathering_5_toughness to 1.5>>
<<set $gathering_5_hit to 0>>
<<set $Player_gathering_energy_max to 8>>
<<set $Player_gathering_energy to $Player_gathering_energy_max>>
<<set $Player_gathering_power to 30>>
<<set $Player_gathering_estimate to 100>>
<</nobr>><<nobr>>
<<set $gathering_node_EXAMPLE to 1>>
<</nobr>><<nobr>>
<<set $Player_damage to 15>>
<<set $Enemy_hp_adjust to -15>>
<<set $Player_success to 1>>
<span style="color:#efeae1">"Look out below!"</span> <span style="color:#f4dcdc">"Commencing aerial bombardment!"</span> <br><br>
Mio looks up sharply as a pair of stubby-armed little security drones rush onto the scene from above! The pair blast in a strafing pattern from visibly straining buster cannons, their intention to ensure at least one hit makes its mark rather than all of them.
<br><br>
<<include "Combat Enemy HP Adjustment">>
The pair pepper $Enemy_article from on high, swooping off in different directions before looping back around to fly back from whence they came. One performs a mid-air bow, whilst the other flashes a cheeky salute - no prizes for guessing which is which! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Main Task -- QUESTNAME</b></div> OR <div align='center' style='font-size: 140%;'><b>Extra Task -- QUESTNAME</b></div>
<br><br>
<div align='center' style='font-size: 120%;'><b>EXP:</b> ??? -- <b><<= $gold>>:</b> ???
<br>
<b>Reward(s):</b> ???
</div>
<br><br>
<i><span style="color:#D891EB">B4B3FLAVOUR!</span></i>
<br><br>--------<br><br>
<<set $Quest_S1 to "-- S1">>
<<set $Quest_S2 to "-- S2">>
<<set $Quest_S3 to "-- S3">>
<<set $Quest_S4 to "-- S4">>
<<set $Quest_S5 to "-- S5">>
<<set $Quest_S6 to "-- S6">>
<<set $Quest_S7 to "-- S7">>
<<set $Quest_Stage to $QUEST_NAME>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 4>>
<<if $Quest_Stage > 4>>
<div style='color:#eeeeee'><<= $Quest_S4>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S4>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 5>>
<<if $Quest_Stage > 5>>
<div style='color:#eeeeee'><<= $Quest_S5>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S5>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 6>>
<<if $Quest_Stage > 6>>
<div style='color:#eeeeee'><<= $Quest_S6>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S6>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 7>>
<<if $Quest_Stage > 7>>
<div style='color:#eeeeee'><<= $Quest_S7>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S7>></b><br><br></div>
<</if>>
<</if>>
<</nobr>>Mio turns away from the concealed Trapmaw, walking to the end of the entryway. It's... not a particularly long walk. Turning back around, Mio plants the sole of one foot against the wall with a slight 'clunk', bracing her hands against it and gently crouching into an improvised sprint-start stance. Widening her eyes - ironically looking far less like she's concentrating, which she is! - she zooms her vision in on the edge of her recorded imagery of where the Trapmaw's burrow begins and ends. As long as she jumps... <i>there</i>, at the latest, she should make it.
Mio shuts her eyes, tenses her fingers, and launches herself forwards with a little burst of her EVA-thrusters. It's a mere two steps before she reaches the edge of her runway, bending onto that leg to turn her run into a leap!--
<i>Scklllrk!</i>
Mio's eyes widen again - this time accurately reflecting shock - as her boot slips through colourless, slippery slime coating the edge of the pit. It's too late to stop herself: even with her scuffed moment, she has to jump, and jump she does!... a two-thirds of the distance she needs to clear.
Mio grunts as she 'whumps' chest first into the slippery inner wall of the pit, that tornado of coral colours flaring around her the moment she disturbs the Trapmaw's dormant body! She's left with her arms and upper body protruding from the perimeter of the pit: arms which she immediately tenses to try and pull herself out. She's fast to correct her error... but the Trapmaw is just as quick to capitalize on it.
<span style="color:#E5CEF3">"Hargh!?-"</span> Mio grunts, suddenly pulled back towards the middle of the pit! Her hands dig harshly into the carpeted floor before her, fingers piercing into the tiling beneath the fabric to keep herself from being pulled all the way. With clenched teeth and wild eyes, Mio risks a look down as she feels an increase in dull pressure around her hard-case legs... and a more detailed, lukewarm and clammy sensation around her waist. She sorely wishes she hadn't looked when the cause is revealed: the Trapmaw has surged upwards like an aquatic, living volcano, her body plugging the spout! Or, more specifically, her hips and rear.
The pulsating orange-and-blue brute undulates sharply, tugging downwards: Mio pulls back against a harsh tug as another inch of her body slips inside, the pressure rating around her legs increasing as internal tentacles wind and coil about them. This isn't good: if she loses her grip, she'll be swallowed up!
Mio diverts power to her upper torso, the artificial muscle beneath the plating of her arms swelling as she reaches forwards and plants a fist through the floor to give herself a better handhold - and to anchor herself further ahead. The result is promising: with a wet, gooey <i>schllrp</i>, she manages to free her backside from the clinging suction of the 'Maw, doing her best to ignore the heated slime clinging to her soft-case curves...
It's far harder to ignore the Trapmaw's response, unfortunately for Mio. She feels a slithering from up between her legs as an internal tentacle escapes, and for a moment she fears that she might be coiled up and pulled inside!... it would be the most logical line of attack, after all - next to an attack on her anchoring arms. (Un)fortunately, the Trapmaw is not a logical monster: it is a horny one.
<b>-SMAK!-</b> <span style="color:#E5CEF3">'HNNG--'</span>
Mio surges backwards slightly when her rear is struck by the tentacle, its head shaped like a ribbon-flat paddle! The Trapmaw lacks the senses to tell how Mio is keeping herself free of its best efforts to gulp her up, but it's had a mouthful of her hips: enough to know where one of her weak spots lies. Mio grumbles as she tenses for another attempt to drag herself forwards to freedom, but the 'Maw pulls back for another whapping whip of her rear!
<b>-SWAP!-</b> <span style="color:#E5CEF3">'Fuck!!--'</span>
<b>-SWAT!-</b> <span style="color:#E5CEF3">'Grngh!?--'</span>
<b>-WHACK!-</b> <span style="color:#E5CEF3">'CUT IT OUT!!--'</span>
Each spank through her $Player_outfit_bottom makes the Android's eyes flare brightly... and, less visibly, the same is true of her temper. Eager to be out of this ass-obsessed thing's range, she tenses her arms with a further shunting of energy into them, impatient to pull herself free! She just has to ignore the strangely warming stings radiating across her sculpted rear cheeks...
<span style="color:#F33898"><b>Lost 20 Focus!</b></span> <<if $fantasize is 0>><<set $Player_focus to Math.clamp($Player_focus - 20, 0, $Player_focus_max)>><</if>>
<<if $Player_focus < 20 and $Player_focus > 0 and $Prior_Location is "Product Testing B 1-3" and $Player_skill_acrobatics_actual lte 1>>Mio falters, however, when she realizes that, in this unfocused state, should she fail this jump from the other side she'll surely be doomed! That moment of self-doubt is what <i>actually</i> dooms her.<<set $Bad to 1>><<elseif $Player_focus lte 0>>At that exact moment, however, the 'Maw puts all of its grounded force into its mightiest whip yet!...<<set $Bad to 1>><<else>><<set $Bad to 0>><</if>><<nobr>>
<<set $fantasize to 1>>
<<include "Trapmaw Encounter">>
<br><br>
<span id="lifeline"><<linkreplace "But this fantasy ends well!.. (Focus Pass, Lifeline)">><<include "Trapmaw Lifeline">>
<<replace "#bad_end">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br>
<span id="bad_end"><<linkreplace "But this fantasy ends poorly... (Focus Fail, Bad End)">><<include "Trapmaw Bad End">>
<<replace "#lifeline">><</replace>>
<<include "Bed Fantasize Finisher">>
<</linkreplace>></span>
<br><br><</nobr>><span style="color:#61EC68"><b>[Focus success!]</b></span><b> Mio manages to hold on!</b>
With a surge that strains both the mechanical motors and the synthoid musculature of her arms to dangerous limits, Mio hoists herself up and out of the pit - right as that tentacle poised to strike her backside lunges down, smashing into the edge of the Trapmaw's, well, maw. Evidently, it struck a sore spot; it lets loose a quivering howl and relinquishes its grip on Mio for just a moment. A moment, thankfully, is all she needs. She hoists herself up and out of the pit, clambering along the edge in a crawl until she feels her legs slip free of the constricting finger trap-like tube. Safely out of range, she lies on her front and elbows for a moment, processing what just happened... and coming to grips with the likelihood that she'll end up having to face it again on the way back.
She looks over her shoulder with a glare, watching as the Trapmaw sadly retracts its tentacles. A few are long enough to reach her ankles, but not strong enough to impart any reasonable force: at best, it would delay her for a moment, and likely result in retaliation. Those tentacles linger for a moment as if watching her, but then they pull back into the greater mass, its surface strobing and pulsating before it turns a wooden beige-brown, once again flattening to camouflage its trapdoor against its surroundings.
Mio huffs and sticks her tongue out at the horrible thing, then turns back around, kipping onto her knees and then standing up with a slight wobble and sway. Ugh.
<<nobr>><<if $MS_Trapmaw_Acrobatics is 0>>
<<set $MS_Trapmaw_Acrobatics to 1>>
<<set $Player_skill_acrobatics_progress to $Player_skill_acrobatics_progress + 50>>
Mio believes this experience has helped her get a little better at <b>Acrobatics.</b> Gained <b>50% Progress towards a Acrobatics point (<<= $Player_skill_acrobatics_progress>>% total).</b>
<<if $Player_skill_acrobatics_progress gte 100>>
<b>Gained a point in Acrobatics! Progress reset.</b>
<</if>>
<br><br>
<</if>><</nobr>><<include "Combat Activate Combat Mode">><span style="color:#F65050"><b>[Focus fail...]</b></span><b> Mio can't keep it together!..</b> <<if $fantasize is 0>><<set $Player_class to "Crawlspace Captive">><<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">><</if>><b>-SMACK!!-</b> <span style="color:#E5CEF3">'YOU LITTLE--'</span> <b><i>-scrrrrk!-</i></b> <span style="color:#E5CEF3">'Haah!?-'</span>
With all of her power in her arms, Mio may have overdone things. This is most evident by the jolt of surprise she suffers after that particularly harsh spank - strong enough to send her usually firm cheeks rippling! - that sees her hands ball into fists and crush right through the lattice grid of the floor panels before her, hidden beneath the fascimile of wooden planks. There's a rush of dizzying movement-- Mio shakes her head with vigour from a small bout of whiplash, then looks down with rapidly growing concern. She's now directly in the centre of the pit... with two crumpled 'bars' of metal uselessly clutched in her hands, the strobing abyss of vulgar coral colours below suddenly surging upwards!
Mio lets out a harsh yelp as she's suddenly elevated two or so feet higher into the air, only to plummet the same distance back down as the Trapmaw commits a lurid swallow around her trapped body, slurping past her hips, the monster's ring-like 'lips' clamping tightly around Mio's waist to keep her in place. She growls as she shoves her hands downwards, beating against the 'Maw's colour-shifting body with those crumpled lumps of metal akin to improvised knuckles, but it's clear that blunt damage isn't of much use here!
<span style="color:#E5CEF3">"You repulsive- u-ugh! Stop sucking on me!"</span> Mio growls, though it comes out as something of a whine thanks to an increase of pressure between her legs! The good news is that the ambush monster can no longer spank her - her backside forms a shapely bulge in the deformed volcano-shaped thing, now looking as though a particularly peachy boulder was dropped upon it to block it from erupting. Of course, the Trapmaw isn't interested in spewing things out... quite the opposite instead! Knowing this, Mio abandons her senseless pounding upon its shock-absorbing light-show hide in favour of trying to push herself back out, but... the accompanying bad news to that aforementioned good news chooses that moment to rear its head: the pressure between her legs becomes something far more vivid in sensation.
Hidden away from sight as it is, one can only hazard a guess using the face Mio suddenly pulls and the sound that goes with it. The face: eyes wide, pupils shrunk, pouting lips parted into a soft 'o' and brows unevenly cocked, her whole body shuddering and her right hand beginning to slip and lose its grip! The noise?... <span style="color:#E5CEF3">'Hrnngh?! Haaa-aah!!--'</span>, bewildered shrillness mixing with rising, pleasure-stricken tones.
Though it may be a being of limited senses, the Trapmaw is smart enough to know when its playmate is no longer a danger to it. A pastel-pink inner tentacle of massive width, too valuable to risk damaging earlier - when Mio was in position and capable of exerting enough force to pull herself free like a tractor out of bogsand - now emerges from around her 'Maw-plugging hips, coiling up around her taut stomach to get an initial grip on her squirming form. Shutting one eye tightly, attempting to shrug off the mysterious actions going on beneath the maw of the 'Maw, Mio abandons her faltering hold on the pulsating 'lips' around her and instead places them upon this 'tongue' in an effort to pry it off, but, now that it has the foundations of a grip upon her... it simply begins to push and coil. A wavering, high-pitched gasp escapes the beleaguered 'Droid as more and wider lengths of that slippery muscle rise around her, forming a sturdy shelf for her chest... and then sandwiching it tightly, the tip leaving her torso with a soft 'slck' to expand its grip around her shoulders, gently but firmly crushing them against her body before it finally arrives at her neck. All the while, Mio squirms and shudders, tensing this way and that to break the hold!... but it's no good. Without something to anchor herself to the world beyond this pit, she can't exert enough force by herself!
<span style="color:#E5CEF3">"G-get!... offffphhmph!--"</span>
... Especially not now, with her neck firmly coiled and 'collared', the flattened, broad tip of that tendril snaking around her mouth to silence her and dipping beneath the contours of her sculpted, hair-like helmet. She shudders as it brushes beneath and behind it along the back of her head, then grumbles in defeated finality as it emerges from past her hairline to cover her eyes - first left, then, just as it scrunches shut, the right, leaving only a diagonal strip of her face visible across the span of her nose.
Swallowed from the waist down, and mostly-mummified in meat from above. Mio teeters from side to side, the only form of protest left to her. A feeble protest. A useless protest... but a protest nonetheless, and thus worthy of 'playful' punishment. Mio lets out a muffled grunt that's almost drowned out by the organic squelching below, and the inorganic creak of her artificial body as the tongue tightens around her. Across her waist, it sinks in like a dastardly corset; above and below her chest, it serves to frame her exposed breasts ever more luridly, thrusting them forwards towards the world at large. Across her face!... well, that visible strip of her face shrinks slightly from the tentacle flattening itself under its own pressure, her cheek squishing outwards under the harsh grip below and above it.
Mio no longer teeters. Now, Mio can barely <i>twitch.</i> All Mio <i>can</i> do is continue to grumble and whine to such a degree of muffling that not even her own finely-tuned sensors can pick up the noise of herself over the intensifying rumblings from below: the swirl and gurgle of the 'Maw as it closes in on victory.
Suddenly, Mio rises - just as Mio falls. A sickening sensation as the Trapmaw surges upwards and reels her down at the same time, pulling her down into her new home a few more precious inches, her path easy by gravity, grip and the almost frictionless slip of its saliva. Pale synthskin and undulating pink tongue alike disappear beneath the hazardous strobe of the aquatic miscreant. Her slide down into the depths pauses as the Trapmaw tightens its hold around her body for a moment, her lower half briefly thrown into sharp silhouette from how hard it sucks upon her before it relaxes... and the process repeats.
Right before another lurching swallow hides her stomach away from view, the mystery of what it's doing to her beneath the hood is enlightened slightly by the subtle but pronounced phallic bulge softly rippling against her belly from the inside... and then it's gone, slipping down into the seemingly endless abyss of the Trapmaw's hunger for its feisty new <i>Wife.</i> The next tight clench about her body reveals the unsubtle blemishes of two girthy inner tendrils snacking around her right leg and across the curve of her rear, disappearing between her cheeks: though the increased volume and intensity of her stifled cries is a decent enough clue by itself.
Another great upwards heave, and now Mio's shelved bust is supported all the more by the rim of the Trapmaw, pushing her tits up as though it were proud of them on her behalf. Along with her shoulders - which they are practically on par with, height-wise, from the squeezing grip it has on her - they represent the final obstacle of her capture!...
<b><i>-Grrrrrwp-</i></b> <span style="color:#E5CEF3">'Hmpph!?--'</span> <b><i>-SCHLLLRP!-</i></b> <span style="color:#E5CEF3">'HYYYNNPH--'</span>
... Obstacle? Poor Mio. Her otherwise splendid rack wasn't even a pebble in the road for the Trapmaw, for in a single jerk upwards and tug downwards the Synthetic simply disappears!... well, almost. Her head - lopsidedly clamped by the maw - just barely exposes her sensor horn, the gentle purple of her 'hair', and, with a subtle peeling of the tentacular blindfold at its very tip... her hazy, glowing eye, staring glassily up towards the ceiling, lower lid twitching in tune with the ramped-up ravaging of her trapped body.
<b><i>-Grlllg-slllrp.-</i></b>
And then, she's gone. The spout of the Trapmaw slaps shut above her head, tightening around her with enough force that a great glob of its clear lubricating spit splashes up into the air in an unbroken bead, getting brief air time before it splashes back down upon the rapidly-dulling hide of the satiated abomination. Those powerful strobing colours, formerly alive in time with its animated ingurgitating, begin to calm and once again camouflage to the drab, civilian world around it, the alien affecting an aspect of the mundane: no longer in order to ambush a promising playmate, but instead to keep it. It shifts, it stirs, it plumps and flattens!... and before long, it is once more indistinguishable from the sod-swollen floorboards around it, its outer edge lying perfectly flat against the base of the observation window, the pit concealed and covered.
A perfect trap, with perfect stealth, eagerly and <b>silently</b> enjoying its perfectly durable bride... no matter how hard it makes her moan, cry and glitch within her new room.
<b><<= $Player_alias>>'s journey has come to an </b><span style="color:#F65050"><b>end. ♥</b></span>Reload a save, or restart.<<if $Perk_B4B3 > 0>><<nobr>><br><br><<linkreplace "But what about B4B3?">><<include "B4B3 Bad End">><</linkreplace>><</nobr>><</if>><<nobr>>
<<set $tile_up to "no">><<set $tile_left to "no">><<set $tile_down to "no">><<set $tile_right to "no">>
<<include "Trapmaw Encounter">>
<<set $Player_surrender = 0>>
<<if $Scene_Trapmaw is 0>>
<<set $Scene_Trapmaw to 1>>
<<set $scenes_traps to $scenes_traps + 1>>
<</if>>
<br><br>
<<if $Player_focus lte 0 or $Bad is 1>>
<<linkreplace "Continue">><<include "Trapmaw Bad End">><<set $Bad_End to 1>><</linkreplace>>
<<else>>
<<linkreplace "Continue">><<include "Trapmaw Lifeline">>
<<link "Continue - Back to the mission." $Prior_Location>><<include "Combat Deactivate Combat Mode">><</link>><</linkreplace>><br>
<</if>>
<br><br><</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<set $No_Status to 1>>
<<else>>
<<set $No_Status to 0>>
<</if>>
<<set $Player_item_block to 1>>
<<if $Player_success gte 1>>
<<if $Player_element_effectiveness is 0>>
<<elseif $Player_element_effectiveness is 1>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was effective against <<= $Enemy_article>>! <<linkreplace "→">>→ Damage increased by 30%!<</linkreplace>><br><br>
<<elseif $Player_element_effectiveness is 2>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>very</b> effective against <<= $Enemy_article>>! <<linkreplace "→">>→ Damage increased by 60%!<</linkreplace>><br><br>
<<elseif $Player_element_effectiveness is 3>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>incredibly</b> effective against <<= $Enemy_article>>! <<linkreplace "→">>→ Damage increased by 90%!<</linkreplace>><br><br>
<<elseif $Player_element_effectiveness is 4>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>overwhelmingly</b> effective against <<= $Enemy_article>>! <<linkreplace "→">>→ Damage increased by 120%!<</linkreplace>><br><br>
<<elseif $Player_element_effectiveness is -4>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>pathetically</b> ineffective against <<= $Enemy_article>>! <<linkreplace "→">>→ Damage decreased by 120%...<</linkreplace>><br><br>
<<elseif $Player_element_effectiveness is -3>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>incredibly</b> ineffective against <<= $Enemy_article>>! <<linkreplace "→">>→ Damage decreased by 90%...<</linkreplace>><br><br>
<<elseif $Player_element_effectiveness is -2>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was <b>very</b> ineffective against <<= $Enemy_article>>! <<linkreplace "→">>→ Damage decreased by 60%...<</linkreplace>><br><br>
<<elseif $Player_element_effectiveness is -1>>
That $Actual_damage_type <<if $Actual_damage_type_2 isnot "unaspected">>and $Actual_damage_type_2 <</if>>attack was ineffective against <<= $Enemy_article>>! <<linkreplace "→">>→ Damage decreased by 30%...<</linkreplace>><br><br>
<</if>>
<</if>>
<<if $Player_poisoned > 0 and $No_Status is 0>>
<<set $Player_temp to $Player_hp_max / 24>>
<<set $Player_temp2 to $Player_hp_max / 8>>
<<set $Player_temp2 to Math.round($Player_temp2)>>
<<set $Player_poisoned_rounds to Math.clamp($Player_poisoned_rounds + 1, 0, 3)>>
<<set $Player_temp to $Player_temp * $Player_poisoned_rounds>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<if $Player_temp > $Player_temp2>><<set $Player_temp to $Player_temp2>><</if>>
<<set $Player_poisoned to $Player_poisoned - 1>>
$Player_alias coughs and staggers as poison courses through $her body for <b>$Player_temp damage</b><<if $Player_shield > 0>><b>, bypassing $her shield</b><</if>><b>!</b> <<if $Player_poisoned is 0>><<set $Player_poisoned_rounds to 0>><b>It seems $Player_alias has recovered from poison!</b><</if>> <br> <br>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_bleeding > 0 and $No_Status is 0>>
<<set $Player_temp to $Player_hp_max / 28>>
<<set $Player_temp2 to $Player_hp_max / 8>>
<<set $Player_temp2 to Math.round($Player_temp2)>>
<<if $Player_bleeding_stacks is 0>>
<<set $Player_bleeding_stacks to 1>>
<</if>>
<<set $Player_temp to $Player_temp * $Player_bleeding_stacks>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<if $Player_temp > $Player_temp2>><<set $Player_temp to $Player_temp2>><</if>>
<<set $Player_bleeding to $Player_bleeding - 1>>
$Player_alias winces as $she attempts to stem $her bleeding, sustaining <b>$Player_temp damage</b><<if $Player_shield > 0>><b>, bypassing $her shield</b><</if>><b>!</b> <<if $Player_bleeding is 0>><<set $Player_bleeding_stacks to 0>><b>$Player_alias manages to stop the bleed!</b><</if>> <br>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_burned > 0 and $No_Status is 0>>
<<set $Player_temp to $Player_hp_max / 16>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_burned to $Player_burned - 1>>
$Player_alias panics as smouldering flames dance across $her body, dealing <b>$Player_temp damage</b><<if $Player_shield > 0>><b>, bypassing $her shield</b><</if>><b>!</b> <<if $Player_burned is 0>><b>$Player_alias manages to put out the burning flames!</b><</if>> <br>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_drained > 0 and $No_Status is 0>>
<<set $Player_temp to $Player_flow_max / 16>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_drained to $Player_drained - 1>>
$Player_alias blinks groggily as $she attempts to shrug off this draining feeling, losing <b>$Player_temp Flow!</b> <<if $Player_drained is 0>><b>$Player_alias has shrugged off the drained sensation!</b><</if>> <br>
<<set $Player_flow = Math.clamp($Player_flow - $Player_temp, 0, $Player_flow_max)>>
<<updatemeter 'player_flow_bar' `$Player_flow / $Player_flow_max`>>
<</if>>
<<if $Player_charmed > 0 and $No_Status is 0>>
<<set $Player_temp to $Player_focus_max / 16>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_charmed to $Player_charmed - 1>>
$Player_alias sighs deamily, $her gaze briefly turning to one of longing as $she beholds <<= $Enemy_article>>, $her Focus degrading by <b><<= $Player_temp>>!</b> <<if $Player_charmed is 0>><b>$Player_alias blinks with a bewildered expression - the Charm is lifted!</b><</if>> <br>
<<set $Player_focus = Math.clamp($Player_focus - $Player_temp, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<</if>>
<<if $Player_silenced > 0 and $No_Status is 0>>
<<set $Player_silenced to $Player_silenced - 1>>
$Player_alias clutches at $her neck with a silent grimace. <<if $Player_silenced is 0>><b>$Player_alias recovers her voice!</b><</if>> <br>
<</if>>
<<if $Player_glued > 0 and $No_Status is 0>>
<<set $Player_glued to $Player_glued - 1>>
$Player_alias shudders as $she tries to free $herself of goop! <<if $Player_glued is 0>><b>$Player_alias manages to clean $herself off!</b><</if>> <br>
<</if>>
<<if $Player_disabled > 0 and $No_Status is 0>>
<<set $Player_disabled to $Player_disabled - 1>>
$Player_alias looks lost and confused, muscle memory disabled! <<if $Player_disabled is 0>><b>$Player_alias snaps out of it!</b><</if>> <br><</if>>
<<if $Player_blinded > 0 and $No_Status is 0>>
<<set $Player_blinded to Math.clamp($Player_blinded - 2, 0, 30)>>
$Player_alias squints and rubs at $her eyes! <<if $Player_blinded is 0>><b>$Player_alias blinks, vision restored!</b><</if>> <br><</if>>
<<if $Player_soft > 0 and $No_Status is 0>>
<<set $Player_soft to $Player_soft - 1>>
$Player_alias is feeling awfully exposed and squishy! <<if $Player_soft is 0>><b>$Player_alias manages to neutralize Soft!</b><</if>> <br><</if>>
<<if $Player_clot > 0 and $No_Status is 0>>
<<set $Player_clot to $Player_clot - 1>>
$Player_alias seethes with a hand clutched to $her chest... she isn't healing! <<if $Player_clot is 0>><b>$Player_alias manages to overcome Clot!</b><</if>> <br><</if>>
<<if $Player_cursed > 0 and $No_Status is 0>>
<<set $Player_cursed to $Player_cursed - 1>>
$Player_alias hears cruel whispers in $her ear, telling her to heal... <<if $Player_cursed is 0>><b>$Player_alias overcomes $her Curse!</b><</if>> <br><</if>>
<<if $Player_chilled > 0 and $No_Status is 0>>
<<set $Player_chilled to $Player_chilled - 1>>
$Player_alias shivers as chills assault $her from all directions. <<if $Player_chilled is 0>><b>$Player_alias shrugs off $her chills!</b><</if>> <br><</if>>
<<if $Player_oiled > 0 and $No_Status is 0>>
<<set $Player_oiled to $Player_oiled - 1>>
$Player_alias grimaces at the layer of oil coating $her skin. <<if $Player_oiled is 0>><b>$Player_alias manages to clean off Oiled!</b><</if>> <br><</if>>
<<if $Player_soaked > 0 and $No_Status is 0>>
<<set $Player_soaked to $Player_soaked - 1>>
$Player_alias nearly slips over from how soaked $she is! <<if $Player_soaked is 0>><b>$Player_alias manages to dry off, no longer Soaked!</b><</if>> <br><</if>>
<<if $Player_infirm > 0 and $No_Status is 0>>
<<set $Player_infirm to $Player_infirm - 1>>
$Player_alias huffs breathlessly as $her skin aches from within! <<if $Player_infirm is 0>><b>$Player_alias manages to overcome $her Infirmity!</b><</if>> <br><</if>>
<<if $Player_offence_pod > 0 and $No_Status is 0>>
<<set $Player_offence_pod to $Player_offence_pod - 1>>
$Player_alias feels reassured by her Offence Pod's guarding presence! <<include "Combat Player Status Offence Pod">> <<if $Player_offence_pod is 0>><b><<= $Player_alias>>'s Offence Pod compresses back into a sphere, charge depleted!</b><</if>> <br>
<</if>>
<<if $Player_nurse_pod > 0 and $No_Status is 0>>
<<set $Player_nurse_pod to $Player_nurse_pod - 1>>
$Player_alias feels reassured by $her Nurse Pod's comforting presence! It bathes $her in soothing green energies...
<<set $Player_healing to dice('2d4')>>
<<if $Player_clot > 0>>
But... nothing happens! Clot is preventing healing! The pod makes a confused chime!
<</if>>
<<if $Player_cursed > 0>>
$Player_alias gasps out in wide-eyed shock as her curse turns healing to harm, dealing $Player_healing damage! The pod makes an alarmed chime!
<<set $Player_hp = Math.clamp($Player_hp - $Player_healing, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<else>>
A relieved sigh escapes $her lips as the pod heals $her for $Player_healing HP, the pod letting out a cheerful chime.
<<set $Player_hp = Math.clamp($Player_hp + $Player_healing, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_nurse_pod is 0>><b>With its charge depleted, the drone compresses back into an enert sphere.</b><</if>> <br>
<</if>>
<<if $Player_regen > 0 and $No_Status is 0>>
<<set $Player_regen to $Player_regen - 1>>
$Player_alias can feel $her Regen soothing $her body...
<<set $Player_healing to dice('2d4') + $Player_wits_total>>
<<if $Player_clot > 0>>
But... nothing happens! Clot is preventing healing!
<</if>>
<<if $Player_cursed > 0>>
$Player_alias gasps out in wide-eyed shock as her curse turns healing to harm, dealing $Player_healing damage!
<<set $Player_hp = Math.clamp($Player_hp - $Player_healing, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<else>>
A subtle thrumming glow emits from $her body, healing $her for $Player_healing HP.
<<set $Player_hp = Math.clamp($Player_hp + $Player_healing, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_regen is 0>><b>However, the regenerating light fades...</b><</if>> <br>
<</if>>
<<if $Player_concussed > 0 and $No_Status is 0>>
<<set $Player_concussed to $Player_concussed - 1>>
<<if $Player_concussed is 0>>$Player_alias feels a crushing weight upon her head finally fade... <b>$Player_alias is no longer Concussed!</b> <<set $Player_concussion_severity to 0>>
<<else>>
<<= $Player_alias>>'s concussion rages on... <<set $Player_temp to dice('1d3')>><<if $Player_temp is 1>><<set $Player_concussion_severity to $Player_concussion_severity + 1>><b>$she staggers with a wave of nausea as it intensifies!</b><</if>> <br>
<</if>>
<</if>>
<<if $Player_bogged_down > 0 and $No_Status is 0>>
<<set $Player_bogged_down to $Player_bogged_down - 1>>
$Player_alias struggles to stop $her feet from sinking into the sodden ground! <<if $Player_bogged_down is 0>><b>$Player_alias frees $herself and is no longer Bogged Down!</b><</if>> <br>
<</if>>
<<if $Player_choking > 0 and $No_Status is 0>>
<<set $Player_temp to $Player_focus_max / 22>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_choking to $Player_choking - 1>>
$Player_alias rasps, struggling as $she chokes, sustaining <b>$Player_temp damage</b> to $her HP and Focus! <<if $Player_choking is 0>><b>$Player_alias inhales gratefully, no longer choking!</b><</if>> <br>
<<set $Player_focus = Math.clamp($Player_focus - $Player_temp, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_drowning > 0 and $No_Status is 0>>
<<set $Player_temp to $Player_flow_max / 20>>
<<set $Player_temp to $Player_temp + 0.00001>>
<<set $Player_temp to Math.round($Player_temp)>>
<<set $Player_drowning to $Player_drowning - 1>>
$Player_alias struggles for air as $she drowns, sustaining <b>$Player_temp damage</b> to $her HP and Flow! <<if $Player_drowning is 0>><b>$Player_alias coughs and gasps as $she pulls free from drowning!</b><</if>> <br>
<<set $Player_flow = Math.clamp($Player_flow - $Player_temp, 0, $Player_flow_max)>>
<<updatemeter 'player_flow_bar' `$Player_flow / $Player_flow_max`>>
<<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<include "Combat Additional Player Status">>
<<set $Player_element_effectiveness to 0>>
<<if $Player_poisoned > 0 or $Player_bleeding > 0 or $Player_burned > 0 or $Player_drained > 0 or $Player_charmed > 0 or $Player_silenced > 0 or $Player_glued > 0 or $Player_disabled > 0 or $Player_blinded > 0 or $Player_soft > 0 or $Player_clot > 0 or $Player_cursed > 0 or $Player_chilled > 0 or $Player_oiled > 0 or $Player_soaked > 0 or $Player_infirm > 0 or $Player_offence_pod > 0 or $Player_nurse_pod > 0 or $Player_regen > 0 or $Player_concussed > 0 or $Player_choking > 0 or $Player_drowning > 0 or $Player_bogged_down > 0>>
<<if $No_Status is 0>>
<br>
<</if>>
<</if>>
<<if $Player_alias is "Jaycie" and $Perk_The_Supposedly_Dead_Killer is 1 and $Perk_TSDK is 0 and $Player_hp lte 0>>
<<set $Perk_TSDK to 1>>
<<set $Player_hp to $Player_hp_max * 0.33>>
<<set $Player_hp to Math.round($Player_hp)>>
<<set $Player_glow to 0>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
With an eerie silence, Jaycie teeters on the spot and then falls backward, landing hard. What little light exists in her gaze turns black, and stillness hangs heavy around her.
<br><br>
All of a sudden, her eyes flare an electric blue. Without so much as a twitch of warning, she sits bolt upright, wasting no time in pushing herself up to her feet with a single hand, eyes narrowed furiously behind her mask!
<br><br>
<b>Jaycie has been revived!</b> She can only do this once per fight! All Glow depleted!
<br>
<</if>>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Status Effects Start Turn]]@@<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Technology and Magic">><<dialog>>
<<include "Codex - Technology and Magic">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Technology and Magic.
</div>
<hrt><hr></hrt>
Fantasalloy refers to any metal - be it a true alloy or just a singular refined ore - that has been further enhanced via Magic. This is often done to reduce or increase weight, enhance sharpness, improve durability and sometimes imbue the creation with special capabilities.
<<include "Codex Return">><</nobr>><<nobr>>
<<set $Quest_S1 to "">>
<<set $Quest_S2 to "">>
<<set $Quest_S3 to "">>
<<set $Quest_S4 to "">>
<<set $Quest_S5 to "">>
<<set $Quest_S6 to "">>
<<set $Quest_S7 to "">>
<<set $Quest_S8 to "">>
<<set $Quest_S9 to "">>
<<set $Quest_S10 to "">>
<<set $Quest_S12 to "">>
<<set $Quest_S13 to "">>
<<set $Quest_S14 to "">>
<<set $Quest_S15 to "">>
<<set $Quest_S16 to "">>
<<set $Quest_S17 to "">>
<<set $Quest_S18 to "">>
<<set $Quest_S19 to "">>
<<set $Quest_S20 to "">>
<<set $Quest_S21 to "">>
<<set $Quest_S22 to "">>
<<set $Quest_S23 to "">>
<<set $Quest_S24 to "">>
<<set $Quest_S25 to "">>
<<set $Quest_S26 to "">>
<<set $Quest_S27 to "">>
<<set $Quest_S28 to "">>
<<set $Quest_S29 to "">>
<<set $Quest_S30 to "">>
<</nobr>><<set $loot1 to dice('1d10')>>
<<set $loot2 to dice('1d10')>>
<<set $loot3 to dice('1d10')>>
<<if $loot1 gte 9>>
<br>Acquired a <b>Glob Gloop!</b> <<include Glob Gloop Pickup">>
<<elseif $loot1 gte 3>>
<br>Acquired a <b>Glob Core!</b> <<include Glob Core Pickup">>
<</if>>
<<if $loot2 gte 8>>
<br>Acquired a <b>Glow Shard!</b> <<include Glow Shard Pickup">>
<</if>>
<<if $loot3 gte 8>>
<br>Acquired a <b>Smart Bandage!</b> <<include Smart Bandage Pickup">>
<</if>>
<<nobr>>
<<if $Inventory_c_slots_filled gte 30>>
<<set $Inventory_c_full to 1>>
<<else>>
<<set $Inventory_c_full to 0>>
<<if $C_Pickup is 1>>
<<set $Inventory_c_slots_filled to $Inventory_c_slots_filled + 1>>
<</if>>
<</if>>
<<if $Consumable_Update_Position === 1>>
<<set $I_C_1 to $I_C_Temp>>
<<set $I_C_1_D to $I_C_D_Temp>>
<<set $I_C_1_T to $I_C_T_Temp>>
<<set $I_C_1_S to $I_C_1_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_1_S>>
<<set $I_C_P to 1>>
<<elseif $Consumable_Update_Position === 2>>
<<set $I_C_2 to $I_C_Temp>>
<<set $I_C_2_D to $I_C_D_Temp>>
<<set $I_C_2_T to $I_C_T_Temp>>
<<set $I_C_2_S to $I_C_2_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_2_S>>
<<set $I_C_P to 2>>
<<elseif $Consumable_Update_Position === 3>>
<<set $I_C_3 to $I_C_Temp>>
<<set $I_C_3_D to $I_C_D_Temp>>
<<set $I_C_3_T to $I_C_T_Temp>>
<<set $I_C_3_S to $I_C_3_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_3_S>>
<<set $I_C_P to 3>>
<<elseif $Consumable_Update_Position === 4>>
<<set $I_C_4 to $I_C_Temp>>
<<set $I_C_4_D to $I_C_D_Temp>>
<<set $I_C_4_T to $I_C_T_Temp>>
<<set $I_C_4_S to $I_C_4_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_4_S>>
<<set $I_C_P to 4>>
<<elseif $Consumable_Update_Position === 5>>
<<set $I_C_5 to $I_C_Temp>>
<<set $I_C_5_D to $I_C_D_Temp>>
<<set $I_C_5_T to $I_C_T_Temp>>
<<set $I_C_5_S to $I_C_5_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_5_S>>
<<set $I_C_P to 5>>
<<elseif $Consumable_Update_Position === 6>>
<<set $I_C_6 to $I_C_Temp>>
<<set $I_C_6_D to $I_C_D_Temp>>
<<set $I_C_6_T to $I_C_T_Temp>>
<<set $I_C_6_S to $I_C_6_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_6_S>>
<<set $I_C_P to 6>>
<<elseif $Consumable_Update_Position === 7>>
<<set $I_C_7 to $I_C_Temp>>
<<set $I_C_7_D to $I_C_D_Temp>>
<<set $I_C_7_T to $I_C_T_Temp>>
<<set $I_C_7_S to $I_C_7_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_7_S>>
<<set $I_C_P to 7>>
<<elseif $Consumable_Update_Position === 8>>
<<set $I_C_8 to $I_C_Temp>>
<<set $I_C_8_D to $I_C_D_Temp>>
<<set $I_C_8_T to $I_C_T_Temp>>
<<set $I_C_8_S to $I_C_8_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_8_S>>
<<set $I_C_P to 8>>
<<elseif $Consumable_Update_Position === 9>>
<<set $I_C_9 to $I_C_Temp>>
<<set $I_C_9_D to $I_C_D_Temp>>
<<set $I_C_9_T to $I_C_T_Temp>>
<<set $I_C_9_S to $I_C_9_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_9_S>>
<<set $I_C_P to 9>>
<<elseif $Consumable_Update_Position === 10>>
<<set $I_C_10 to $I_C_Temp>>
<<set $I_C_10_D to $I_C_D_Temp>>
<<set $I_C_10_T to $I_C_T_Temp>>
<<set $I_C_10_S to $I_C_10_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_10_S>>
<<set $I_C_P to 10>>
<<elseif $Consumable_Update_Position === 11>>
<<set $I_C_11 to $I_C_Temp>>
<<set $I_C_11_D to $I_C_D_Temp>>
<<set $I_C_11_T to $I_C_T_Temp>>
<<set $I_C_11_S to $I_C_11_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_11_S>>
<<set $I_C_P to 11>>
<<elseif $Consumable_Update_Position === 12>>
<<set $I_C_12 to $I_C_Temp>>
<<set $I_C_12_D to $I_C_D_Temp>>
<<set $I_C_12_T to $I_C_T_Temp>>
<<set $I_C_12_S to $I_C_12_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_12_S>>
<<set $I_C_P to 12>>
<<elseif $Consumable_Update_Position === 13>>
<<set $I_C_13 to $I_C_Temp>>
<<set $I_C_13_D to $I_C_D_Temp>>
<<set $I_C_13_T to $I_C_T_Temp>>
<<set $I_C_13_S to $I_C_13_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_13_S>>
<<set $I_C_P to 13>>
<<elseif $Consumable_Update_Position === 14>>
<<set $I_C_14 to $I_C_Temp>>
<<set $I_C_14_D to $I_C_D_Temp>>
<<set $I_C_14_T to $I_C_T_Temp>>
<<set $I_C_14_S to $I_C_14_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_14_S>>
<<set $I_C_P to 14>>
<<elseif $Consumable_Update_Position === 15>>
<<set $I_C_15 to $I_C_Temp>>
<<set $I_C_15_D to $I_C_D_Temp>>
<<set $I_C_15_T to $I_C_T_Temp>>
<<set $I_C_15_S to $I_C_15_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_15_S>>
<<set $I_C_P to 15>>
<<elseif $Consumable_Update_Position === 16>>
<<set $I_C_16 to $I_C_Temp>>
<<set $I_C_16_D to $I_C_D_Temp>>
<<set $I_C_16_T to $I_C_T_Temp>>
<<set $I_C_16_S to $I_C_16_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_16_S>>
<<set $I_C_P to 16>>
<<elseif $Consumable_Update_Position === 17>>
<<set $I_C_17 to $I_C_Temp>>
<<set $I_C_17_D to $I_C_D_Temp>>
<<set $I_C_17_T to $I_C_T_Temp>>
<<set $I_C_17_S to $I_C_17_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_17_S>>
<<set $I_C_P to 17>>
<<elseif $Consumable_Update_Position === 18>>
<<set $I_C_18 to $I_C_Temp>>
<<set $I_C_18_D to $I_C_D_Temp>>
<<set $I_C_18_T to $I_C_T_Temp>>
<<set $I_C_18_S to $I_C_18_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_18_S>>
<<set $I_C_P to 18>>
<<elseif $Consumable_Update_Position === 19>>
<<set $I_C_19 to $I_C_Temp>>
<<set $I_C_19_D to $I_C_D_Temp>>
<<set $I_C_19_T to $I_C_T_Temp>>
<<set $I_C_19_S to $I_C_19_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_19_S>>
<<set $I_C_P to 19>>
<<elseif $Consumable_Update_Position === 20>>
<<set $I_C_20 to $I_C_Temp>>
<<set $I_C_20_D to $I_C_D_Temp>>
<<set $I_C_20_T to $I_C_T_Temp>>
<<set $I_C_20_S to $I_C_20_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_20_S>>
<<set $I_C_P to 20>>
<<elseif $Consumable_Update_Position === 21>>
<<set $I_C_21 to $I_C_Temp>>
<<set $I_C_21_D to $I_C_D_Temp>>
<<set $I_C_21_T to $I_C_T_Temp>>
<<set $I_C_21_S to $I_C_21_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_21_S>>
<<set $I_C_P to 21>>
<<elseif $Consumable_Update_Position === 22>>
<<set $I_C_22 to $I_C_Temp>>
<<set $I_C_22_D to $I_C_D_Temp>>
<<set $I_C_22_T to $I_C_T_Temp>>
<<set $I_C_22_S to $I_C_22_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_22_S>>
<<set $I_C_P to 22>>
<<elseif $Consumable_Update_Position === 23>>
<<set $I_C_23 to $I_C_Temp>>
<<set $I_C_23_D to $I_C_D_Temp>>
<<set $I_C_23_T to $I_C_T_Temp>>
<<set $I_C_23_S to $I_C_23_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_23_S>>
<<set $I_C_P to 23>>
<<elseif $Consumable_Update_Position === 24>>
<<set $I_C_24 to $I_C_Temp>>
<<set $I_C_24_D to $I_C_D_Temp>>
<<set $I_C_24_T to $I_C_T_Temp>>
<<set $I_C_24_S to $I_C_24_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_24_S>>
<<set $I_C_P to 24>>
<<elseif $Consumable_Update_Position === 25>>
<<set $I_C_25 to $I_C_Temp>>
<<set $I_C_25_D to $I_C_D_Temp>>
<<set $I_C_25_T to $I_C_T_Temp>>
<<set $I_C_25_S to $I_C_25_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_25_S>>
<<set $I_C_P to 25>>
<<elseif $Consumable_Update_Position === 26>>
<<set $I_C_26 to $I_C_Temp>>
<<set $I_C_26_D to $I_C_D_Temp>>
<<set $I_C_26_T to $I_C_T_Temp>>
<<set $I_C_26_S to $I_C_26_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_26_S>>
<<set $I_C_P to 26>>
<<elseif $Consumable_Update_Position === 27>>
<<set $I_C_27 to $I_C_Temp>>
<<set $I_C_27_D to $I_C_D_Temp>>
<<set $I_C_27_T to $I_C_T_Temp>>
<<set $I_C_27_S to $I_C_27_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_27_S>>
<<set $I_C_P to 27>>
<<elseif $Consumable_Update_Position === 28>>
<<set $I_C_28 to $I_C_Temp>>
<<set $I_C_28_D to $I_C_D_Temp>>
<<set $I_C_28_T to $I_C_T_Temp>>
<<set $I_C_28_S to $I_C_28_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_28_S>>
<<set $I_C_P to 28>>
<<elseif $Consumable_Update_Position === 29>>
<<set $I_C_29 to $I_C_Temp>>
<<set $I_C_29_D to $I_C_D_Temp>>
<<set $I_C_29_T to $I_C_T_Temp>>
<<set $I_C_29_S to $I_C_29_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_29_S>>
<<set $I_C_P to 29>>
<<elseif $Consumable_Update_Position === 30>>
<<set $I_C_30 to $I_C_Temp>>
<<set $I_C_30_D to $I_C_D_Temp>>
<<set $I_C_30_T to $I_C_T_Temp>>
<<set $I_C_30_S to $I_C_30_S + $I_C_S_Temp>>
<<set $I_C_S_Temp to $I_C_30_S>>
<<set $I_C_P to 30>>
<</if>>
<<set $inventory_pane to "consumable">><<set $inventory_page to 1>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>><</nobr>><<nobr>>
<b>Note: modify weapons through their respective item windows.</b>
<<if $game_name is "MERCANOID">>
<<include "Crafting MERCANOID">>
<</if>>
<br>
<<link "Back." $Crafting_Location>><</link>>
<</nobr>>
[img[$EXAMPLE_Icon]] -- <b>EXAMPLE</b> -- An EXAMPLE, which does EXAMPLE things.
<<link "More info">>
<<dialog>>
Expanded information on this EXAMPLE.
<</dialog>>
<</link>>
<br>
Requirements:
1 / $Player_crafting_bio Bio,
1 / $Player_crafting_bits Bits,
1 / $Player_crafting_chems Chems,
1 / $Player_crafting_herbs Herbs,
1 / $Player_crafting_mats Mats,
1 / $Player_crafting_meds Meds,
1 / $Player_crafting_tek Tek...
and 1 / $Player_skill_handiwork_actual Handiwork skill.
<br>
<<if $Player_crafting_bio gte 1 and $Player_crafting_bits gte 1 and $Player_crafting_chems gte 1 and $Player_crafting_herbs gte 1 and $Player_crafting_mats gte 1 and $Player_crafting_meds gte 1 and $Player_crafting_tek gte 1 and $Player_skill_handiwork_actual gte 1>>
<<link "Craft an EXAMPLE." "Crafting">>
<<set $Player_crafting_bio to $Player_crafting_bio - 1>>
<<set $Player_crafting_bits to $Player_crafting_bits - 1>>
<<set $Player_crafting_chems to $Player_crafting_chems - 1>>
<<set $Player_crafting_herbs to $Player_crafting_herbs - 1>>
<<set $Player_crafting_mats to $Player_crafting_mats - 1>>
<<set $Player_crafting_meds to $Player_crafting_meds - 1>>
<<set $Player_crafting_tek to $Player_crafting_tek - 1>>
<<include "EXAMPLE Pickup">>
<<dialog>>
$Player_alias crafts an EXAMPLE.
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bio < 1 or $Player_crafting_bits < 1 or $Player_crafting_chems < 1 or $Player_crafting_herbs < 1 or $Player_crafting_mats < 1 or $Player_crafting_meds < 1 or $Player_crafting_tek < 1>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br><<nobr>>
<br>
------------------------ WEAPONS ------------------------
<br>
<<if ndef $Portable_Hull_Cleanser_Location>>
[img[$Portable_Hull_Cleanser_Icon]] -- <b>Portable Hull Cleanser</b> -- A chemical-throwing main weapon.
<<link "More info">>
<<dialog>>
<span id="item-screen">[img[$Portable_Hull_Cleanser_Icon]]
Unitek <b>Portable Hull Cleanser</b>
<br><br>
<b>Damage range:</b> 2d4 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + <<if $W_Portable_Hull_Cleanser_Mod_1 is 1>>2<<else>>0<</if>> || <b>Acc</b> + 2 || <b>Def</b> + <<if $W_Portable_Hull_Cleanser_Mod_2 is 1>>1<<else>>0<</if>> || <b>Pen</b> + 0
<br>
<b>Archetype:</b> Chemical Thrower || <b>Dam Type:</b> <span class="tricky">Tricky</span>
<br>
<b>Element:</b> Acid || <b>Element 2:</b> N/A
<br>
<b>Modifier:</b> <<if $W_Portable_Hull_Cleanser_Mod_3 is 1>>Long<<else>>None<</if>> || <b>Modifier 2:</b> None
<br>
<b>Mods:</b> <<if $W_Portable_Hull_Cleanser_Mod_1 is 1>>(Pressure Delimiter)<<else>><s>(Pressure Delimiter)</s><</if>> || <<if $W_Portable_Hull_Cleanser_Mod_2 is 1>>(Spray Shield)<<else>><s>(Spray Shield)</s><</if>> || <<if $W_Portable_Hull_Cleanser_Mod_3 is 1>>(Long-range Nozzle)<<else>><s>(Long-range Nozzle)</s><</if>>
<br>
<b>Special Attacks:</b> <br>
<b>Cryoshot</b> - Perform a base-tier Ice attack which may cause freezing. 35 Flow.<br>
<b>Flamethrower</b> - A Base-tier Fire attack that may cause Burning. 30 Flow.<br>
<b>Soft Sludge</b> - A base-tier Acid attack that may lower armour. 40 Flow.<br>
<b>Tank Swap</b> - A free action to change the weapon's Element (until unequipped or changed again). 10 Flow.<br>
<br><br>
The Portable Hull Cleanser is a varied weapon which can fire a number of different elemental shots, giving it high utility. It is a somewhat difficult weapon to use, but a powerful one.
<</dialog>>
<</link>>
<br>
Requirements:
4 Bio (have $Player_crafting_bio),
2 Bits (have $Player_crafting_bits),
6 Chems (have $Player_crafting_chems),
5 Mats (have $Player_crafting_mats),
2 Meds (have $Player_crafting_meds),
3 Tek (have $Player_crafting_tek)...
and 4 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bio gte 4 and $Player_crafting_bits gte 2 and $Player_crafting_chems gte 6 and $Player_crafting_mats gte 6 and $Player_crafting_meds gte 2 and $Player_crafting_tek gte 3 and $Player_skill_handiwork_actual gte 4>>
<<link "Craft a Portable Hull Cleanser." "Crafting">>
<<set $Player_crafting_bio to $Player_crafting_bio - 4>>
<<set $Player_crafting_bits to $Player_crafting_bits - 2>>
<<set $Player_crafting_chems to $Player_crafting_chems - 6>>
<<set $Player_crafting_mats to $Player_crafting_mats - 5>>
<<set $Player_crafting_meds to $Player_crafting_meds - 2>>
<<set $Player_crafting_tek to $Player_crafting_tek - 3>>
<<include "Portable Hull Cleanser Pickup">>
<<dialog>>
$Player_alias lays out the pieces for assembling the bulky, barrel-like weapon. It's a fairly lengthy process, especially once the pressurizing process comes into play; but by the end of it, the strange weapon is complete.
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bio < 4 or $Player_crafting_bits < 2 or $Player_crafting_chems < 6 or $Player_crafting_mats < 6 or $Player_crafting_meds < 2 or $Player_crafting_tek < 3>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br>
<</if>>
<<if ndef $Cybuckler_Location>>
[img[$Cybuckler_Icon]] -- <b>Cybuckler</b> -- A simple, passively defensive subweapon.
<<link "More info">>
<<dialog>>
<span id="item-screen">[img[$Cybuckler_Icon]]
MERCANOID <b>Cybuckler</b>
<br><br>
<b>Damage range:</b> 1d3 || <b>Adv Range:</b> N/A
<br>
<b>Dam</b> + 0 || <b>Acc</b> + 0 || <b>Def</b> + 1 || <b>Pen</b> + 0
<br>
<b>Archetype:</b> Shield || <b>Dam Type:</b> <span class="forceful">Forceful</span>
<br>
<b>Element:</b> Blunt || <b>Element 2:</b> N/A
<br>
<b>Modifier:</b> None || <b>Modifier 2:</b> None
<br>
<b>Attacks:</b> Bash ||
<br><br>
A shield, designed to be mounted on mechanical hardpoints of exosuit-armour or mechanical limbs. It doesn't offer much in the way of offence, but provides a simple boost to one's defences.
<</dialog>>
<</link>>
<br>
Requirements:
3 Bits (have $Player_crafting_bits),
7 Mats (have $Player_crafting_mats)...
and 2 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 3 and $Player_crafting_mats gte 7 and $Player_skill_handiwork_actual gte 2>>
<<link "Craft a Cybuckler." "Crafting">>
<<set $Player_crafting_bits to $Player_crafting_bits - 3>>
<<set $Player_crafting_mats to $Player_crafting_mats - 7>>
<<include "Cybuckler Pickup">>
<<dialog>>
$Player_alias bangs out a Cybuckler. It's got a few minor fiddly bits for the mounting solution, but it's mostly just getting the slab of metal into proper deflective shapes without compromising it. Success!
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 3 or $Player_crafting_mats < 7>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br>
<</if>>
------------------------ ITEMS ------------------------
<br>
[img[$Smart_Bandage_Icon]] -- <b>Smart Bandage</b> -- A healing item. Can be used in or out of combat.
<<link "More info">>
<<dialog>>
A Smart Bandage is a nanotech first-aid solution that repairs damage both external and internal via direct application, knitting wounds and even repairing stuctural damage of artificial limbs. When used, it heals 20% of Max HP, + 4% extra per point of Wits, up to 20% extra.
<</dialog>>
<</link>>
<br>
Requirements:
2 Bio (have $Player_crafting_bio),
1 Herbs (have $Player_crafting_herbs),
3 Meds (have $Player_crafting_meds)...
and 2 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bio gte 2 and $Player_crafting_herbs gte 1 and $Player_crafting_meds gte 3 and $Player_skill_handiwork_actual gte 2>>
<<link "Craft a Smart Bandage." "Crafting">>
<<set $Player_crafting_bio to $Player_crafting_bio - 2>>
<<set $Player_crafting_herbs to $Player_crafting_herbs - 1>>
<<set $Player_crafting_meds to $Player_crafting_meds - 3>>
<<include "Smart Bandage Pickup">>
<<dialog>>
$Player_alias puts together a Smart Bandage, bundling it up and leaving it to one side, ready to be used.
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bio < 2 or $Player_crafting_herbs < 1 or $Player_crafting_meds < 3>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br>
[img[$Sober_Strobe_Icon]] -- <b>Sober Strobe</b> -- A focus-restoring item. Can be used in or out of combat.
<<link "More info">>
<<dialog>>
A Sober Strobe is a one-use slim-profile device, discrete and easily portable. When deployed, the flash it emits erases amorous thoughts from the user's mind. When used, it heals 20% of Max Focus, + 4% extra per point of Wits, up to 20% extra.
<</dialog>>
<</link>>
<br>
Requirements:
2 Bits (have $Player_crafting_bits),
2 Mats (have $Player_crafting_mats),
2 Tek (have $Player_crafting_tek)...
and 3 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 2 and $Player_crafting_mats gte 2 and $Player_crafting_tek gte 2 and $Player_skill_handiwork_actual gte 3>>
<<link "Craft a Sober Strobe." "Crafting">>
<<set $Player_crafting_bits to $Player_crafting_bits - 2>>
<<set $Player_crafting_mats to $Player_crafting_mats - 2>>
<<set $Player_crafting_tek to $Player_crafting_tek - 2>>
<<include "Sober Strobe Pickup">>
<<dialog>>
$Player_alias assembles a Sober Strobe device, clicking the lid shut on it to prime it.
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 2 or $Player_crafting_mats < 2 or $Player_crafting_tek < 2>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br>
[img[$Glow_Shard_Icon]] -- <b>Glow Shard</b> -- A glow-restoring sliver of crystal. Can be used in or out of combat.
<<link "More info">>
<<dialog>>
A sliver of purple crystal, somewhat brittle but not overly fragile. When shattered or crushed, the Glow contained within is released in a burst. Restores $Player_Heal Glow. (30% Max Glow, + 4% per Wits up to 20%)
<</dialog>>
<</link>>
<br>
Requirements:
5 Chems (have $Player_crafting_chems),
2 Mats (have $Player_crafting_mats)...
and 3 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_chems gte 5 and $Player_crafting_mats gte 3 and $Player_skill_handiwork_actual gte 3>>
<<link "Craft a Glow Shard." "Crafting">>
<<set $Player_crafting_chems to $Player_crafting_chems - 5>>
<<set $Player_crafting_mats to $Player_crafting_mats - 2>>
<<include "Glow Shard Pickup">>
<<dialog>>
$Player_alias sets up the tools required to flash-grow herself a crystal of appropriate hardness, mostly accomplishing this through a big pot and a <i>lot</i> of chemicals.
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_chems < 5 or $Player_crafting_mats < 2>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br>
[img[$Acid_Grenade_Icon]] -- <b>Acid Grenade</b> -- An improvised throwable bomb that deals Acid damage. Combat-use only.
<<link "More info">>
<<dialog>>
While this may deceptively resemble a soda can with an impact-detonator rigged to it, that's only because it is. Deals acid-aspected damage to a foe in combat, base damage 2d4+1, scaling off of Wits (<span class="tricky">'Tricky'</span> damage).
<</dialog>>
<</link>>
<br>
Requirements:
1 Bio (have $Player_crafting_bio),
2 Bits (have $Player_crafting_bits),
3 Chems (have $Player_crafting_chems),
1 Mats (have $Player_crafting_mats),
and 2 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bio gte 1 and $Player_crafting_bits gte 1 and $Player_crafting_chems gte 3 and $Player_crafting_mats gte 1 and $Player_skill_handiwork_actual gte 1>>
<<link "Craft an Acid Grenade." "Crafting">>
<<set $Player_crafting_bio to $Player_crafting_bio - 1>>
<<set $Player_crafting_bits to $Player_crafting_bits - 2>>
<<set $Player_crafting_chems to $Player_crafting_chems - 3>>
<<set $Player_crafting_mats to $Player_crafting_mats - 1>>
<<include "Acid Grenade Pickup">>
<<dialog>>
$Player_alias crafts an Acid Grenade. It's a fairly simple process... so long as one doesn't spill anything.
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bio < 1 or $Player_crafting_bits < 2 or $Player_crafting_chems < 3 or $Player_crafting_mats < 1>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br>
[img[$Energized_Throwing_Knife_Icon]] -- <b>Energized Throwing Knife</b> -- a one-use knife that deals piercing <i>or</i> elec. Combat-use only.
<<link "More info">>
<<dialog>>
A throwing knife with a keen edge, enhanced further through an energizing function. Deals elec-aspected damage <b>or</b> piercing-aspected damage to a foe in combat, base damage 2d4, scaling off of Agility (<span class="agile">'Agile'</span> damage).
<</dialog>>
<</link>>
<br>
Requirements:
2 Bits (have $Player_crafting_bits),
2 Chems (have $Player_crafting_chems),
2 Mats (have $Player_crafting_mats),
1 Tek (have $Player_crafting_tek)...
and 3 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 2 and $Player_crafting_chems gte 2 and $Player_crafting_mats gte 2 and $Player_crafting_tek gte 1 and $Player_skill_handiwork_actual gte 3>>
<<link "Craft an Energized Throwing Knife." "Crafting">>
<<set $Player_crafting_bits to $Player_crafting_bits - 2>>
<<set $Player_crafting_chems to $Player_crafting_chems - 2>>
<<set $Player_crafting_mats to $Player_crafting_mats - 2>>
<<set $Player_crafting_tek to $Player_crafting_tek - 1>>
<<include "Energized Throwing Knife Pickup">>
<<dialog>>
$Player_alias assembles an Energized Throwing Knife; smith the blade, build the housing, apply the burn-layer of chemical conductive gel... perfect.
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 2 or $Player_crafting_chems < 2 or $Player_crafting_mats < 2 or $Player_crafting_tek < 1>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br>
[img[$Unstable_Power_Core_Icon]] -- <b>Unstable Power Core</b> -- A radiation-inflicting combat-use only item.
<<link "More info">>
<<dialog>>
A power core with an intentionally compromised casing. While it does not leak radiation, it <i>is</i> susceptible to explosion reactions if violently knocked, or thrown. Deals radiation to a foe in combat, base damage 3d4, partially ignoring armour and scaling off of Wits (<span class="tricky">'Tricky'</span> damage).
<</dialog>>
<</link>>
<br>
Requirements:
3 Bits (have $Player_crafting_bits),
3 Chems (have $Player_crafting_chems),
2 Mats (have $Player_crafting_mats),
2 Tek (have $Player_crafting_tek)...
and 4 Handiwork skill (have $Player_skill_handiwork_actual).
<br>
<<if $Player_crafting_bits gte 3 and $Player_crafting_chems gte 3 and $Player_crafting_mats gte 2 and $Player_crafting_tek gte 2 and $Player_skill_handiwork_actual gte 4>>
<<link "Craft an Unstable Power Core." "Crafting">>
<<set $Player_crafting_bits to $Player_crafting_bits - 3>>
<<set $Player_crafting_chems to $Player_crafting_chems - 3>>
<<set $Player_crafting_mats to $Player_crafting_mats - 2>>
<<set $Player_crafting_tek to $Player_crafting_tek - 2>>
<<include "Unstable Power Core Pickup">>
<<dialog>>
$Player_alias sets about the delicate task of creating and priming a usable, viable Power Core... and then the even more delicate task of deliberately compromising its protective casing in just the right way so that it doesn't explode her, but <i>will</i> explode something else, later.
<</dialog>>
<</link>>
<<else>>
<<if $Player_crafting_bits < 3 or $Player_crafting_chems < 3 or $Player_crafting_mats < 2 or $Player_crafting_tek < 2>>
<s>Craft</s> -- Insufficient resources.
<<else>>
<s>Craft</s> -- Insufficient Handiwork skill.
<</if>>
<</if>>
<br>
<br>
<</nobr>><<nobr>>
<br>
<<set $Shop_Stack to 1>>
<<link "One">>
<<set $Shop_Stack to 1>>
<<set $Player_temp to ($Player_temp2 * $Shop_Stack)>>
<<replace "#stack-replace">>
<<if $Shop is 1>>Selling: $Shop_Stack for $Player_temp $gold.<</if>>
<</replace>>
<</link>>
<<link "<-">>
<<set $Shop_Stack to Math.clamp($Shop_Stack - 1, 1, $Stack_Origin)>>
<<if $Shop_Stack is 0>><<set $Shop_Stack to 1>><</if>>
<<set $Player_temp to ($Player_temp2 * $Shop_Stack)>>
<<replace "#stack-replace">>
<<if $Shop is 1>>Selling: $Shop_Stack for $Player_temp $gold.<</if>>
<</replace>>
<</link>>
<span id="stack-replace"><<if $Shop is 1>>Selling: $Shop_Stack for $Player_temp $gold.<</if>></span>
<<link "->">>
<<set $Shop_Stack to Math.clamp($Shop_Stack + 1, 1, $Stack_Origin)>>
<<set $Player_temp to ($Player_temp2 * $Shop_Stack)>>
<<replace "#stack-replace">>
<<if $Shop is 1>>Selling: $Shop_Stack for $Player_temp $gold.<</if>>
<</replace>>
<</link>>
<<link "All">>
<<set $Shop_Stack to $Stack_Origin>>
<<set $Player_temp to ($Player_temp2 * $Shop_Stack)>>
<<replace "#stack-replace">>
<<if $Shop is 1>>Selling: $Shop_Stack for $Player_temp $gold.<</if>>
<</replace>>
<</link>>
<</nobr>><<nobr>>
<<set $Player_scrapping_bio to 0>>
<<set $Player_scrapping_bits to 0>>
<<set $Player_scrapping_chems to 0>>
<<set $Player_scrapping_herbs to 0>>
<<set $Player_scrapping_mats to 0>>
<<set $Player_scrapping_meds to 0>>
<<set $Player_scrapping_tek to 0>>
<</nobr>><<nobr>>
<<set $Player_scrapping_bio_stat to $Player_scrapping_bio>>
<<set $Player_scrapping_bits_stat to $Player_scrapping_bits>>
<<set $Player_scrapping_chems_stat to $Player_scrapping_chems>>
<<set $Player_scrapping_herbs_stat to $Player_scrapping_herbs>>
<<set $Player_scrapping_mats_stat to $Player_scrapping_mats>>
<<set $Player_scrapping_meds_stat to $Player_scrapping_meds>>
<<set $Player_scrapping_tek_stat to $Player_scrapping_tek>>
<</nobr>><<nobr>>
<br>
<<set $Shop_Stack to 1>>
<<link "One">>
<<set $Shop_Stack to 1>>
<<set $Player_temp to ($Player_temp2 * $Shop_Stack)>>
<<set $Player_scrapping_bio to $Player_scrapping_bio_stat * $Shop_Stack>>
<<set $Player_scrapping_bits to $Player_scrapping_bits_stat * $Shop_Stack>>
<<set $Player_scrapping_chems to $Player_scrapping_chems_stat * $Shop_Stack>>
<<set $Player_scrapping_herbs to $Player_scrapping_herbs_stat * $Shop_Stack>>
<<set $Player_scrapping_mats to $Player_scrapping_mats_stat * $Shop_Stack>>
<<set $Player_scrapping_meds to $Player_scrapping_meds_stat * $Shop_Stack>>
<<set $Player_scrapping_tek to $Player_scrapping_tek_stat * $Shop_Stack>>
<<replace "#stack-replace">><<if $Shop is 1>>Selling or <</if>>Scrapping: $Shop_Stack<<if $Shop is 1>> for $Player_temp $gold<</if>>.<</replace>>
<<replace "#stack-replace-scrap">><<include "Scrap Report">><</replace>>
<</link>>
<<link "<-">>
<<set $Shop_Stack to Math.clamp($Shop_Stack - 1, 1, $Stack_Origin)>>
<<if $Shop_Stack is 0>><<set $Shop_Stack to 1>><</if>>
<<set $Player_temp to ($Player_temp2 * $Shop_Stack)>>
<<set $Player_scrapping_bio to $Player_scrapping_bio_stat * $Shop_Stack>>
<<set $Player_scrapping_bits to $Player_scrapping_bits_stat * $Shop_Stack>>
<<set $Player_scrapping_chems to $Player_scrapping_chems_stat * $Shop_Stack>>
<<set $Player_scrapping_herbs to $Player_scrapping_herbs_stat * $Shop_Stack>>
<<set $Player_scrapping_mats to $Player_scrapping_mats_stat * $Shop_Stack>>
<<set $Player_scrapping_meds to $Player_scrapping_meds_stat * $Shop_Stack>>
<<set $Player_scrapping_tek to $Player_scrapping_tek_stat * $Shop_Stack>>
<<replace "#stack-replace">><<if $Shop is 1>>Selling or <</if>>Scrapping: $Shop_Stack<<if $Shop is 1>> for $Player_temp $gold<</if>>.<</replace>>
<<replace "#stack-replace-scrap">><<include "Scrap Report">><</replace>>
<</link>>
<span id="stack-replace"><<if $Shop is 1>>Selling or <</if>>Scrapping: $Shop_Stack<<if $Shop is 1>> for $Player_temp $gold<</if>>.</span>
<<link "->">>
<<set $Shop_Stack to Math.clamp($Shop_Stack + 1, 1, $Stack_Origin)>>
<<set $Player_temp to ($Player_temp2 * $Shop_Stack)>>
<<set $Player_scrapping_bio to $Player_scrapping_bio_stat * $Shop_Stack>>
<<set $Player_scrapping_bits to $Player_scrapping_bits_stat * $Shop_Stack>>
<<set $Player_scrapping_chems to $Player_scrapping_chems_stat * $Shop_Stack>>
<<set $Player_scrapping_herbs to $Player_scrapping_herbs_stat * $Shop_Stack>>
<<set $Player_scrapping_mats to $Player_scrapping_mats_stat * $Shop_Stack>>
<<set $Player_scrapping_meds to $Player_scrapping_meds_stat * $Shop_Stack>>
<<set $Player_scrapping_tek to $Player_scrapping_tek_stat * $Shop_Stack>>
<<replace "#stack-replace">><<if $Shop is 1>>Selling or <</if>>Scrapping: $Shop_Stack<<if $Shop is 1>> for $Player_temp $gold<</if>>.<</replace>>
<<replace "#stack-replace-scrap">><<include "Scrap Report">><</replace>>
<</link>>
<<link "All">>
<<set $Shop_Stack to $Stack_Origin>>
<<set $Player_temp to ($Player_temp2 * $Shop_Stack)>>
<<set $Player_scrapping_bio to $Player_scrapping_bio_stat * $Shop_Stack>>
<<set $Player_scrapping_bits to $Player_scrapping_bits_stat * $Shop_Stack>>
<<set $Player_scrapping_chems to $Player_scrapping_chems_stat * $Shop_Stack>>
<<set $Player_scrapping_herbs to $Player_scrapping_herbs_stat * $Shop_Stack>>
<<set $Player_scrapping_mats to $Player_scrapping_mats_stat * $Shop_Stack>>
<<set $Player_scrapping_meds to $Player_scrapping_meds_stat * $Shop_Stack>>
<<set $Player_scrapping_tek to $Player_scrapping_tek_stat * $Shop_Stack>>
<<replace "#stack-replace">><<if $Shop is 1>>Selling or <</if>>Scrapping: $Shop_Stack<<if $Shop is 1>> for $Player_temp $gold<</if>>.<</replace>>
<<replace "#stack-replace-scrap">><<include "Scrap Report">><</replace>>
<</link>>
<</nobr>> text-shadow:
-1px -1px 0 #000,
1px -1px 0 #000,
-1px 1px 0 #000,
1px 1px 0 #000;<<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Monsters">><<dialog>>
<<include "Codex - Monsters">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Drikk.
</div>
<hrt><hr></hrt>
The Drikk are a combo deal TentaCan product, each being little more than a prodigious dick affixed to a small but strong multi-legged body with a gripping tail. The Drikk can be enjoyed one at a time, gleefully humping whatever hole is offered, or they can be taken as a squad - at the user's own behest and accepted risk, that is. They may be small, but these fast blighters should not be underestimated: the honour of every 'little guy who takes one bullet to kill but there's like 50 of them every fight' archetype Monster rests heavily upon their horny shoulders.
<<include "Codex Return">><</nobr>><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
Mio feels her body go slack and inactive as she retreats into her datascape, a world of harsh lines and wiremesh figures...
<span style="color:#D891EB">"Alrighty, Mio! Let's run through what you can do in a fight. Lets have you fight something appropriate, like... this guy!"</span> B4B3 echoes all around her. A flash of light heralds the sudden arrival of a spherical creature with a mass of thick tentacles undulating beneath it, chubby at the base and thin at the ends, its body dominated by a single, expressive eye.
It's... kind of cute and non-threatening, honestly.
<div align='center' style='font-size: 150%;'><b>It won't know what hit it...
<span style="color:#baa2fc">The TentaDummy!</span></b>
<<nobr>>
<<include "Combat Activate Combat Mode">>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "TentaDummy">>
<<set $Enemy_level = 0>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 50>>
<<set $Enemy_hp = 50>>
<<set $Enemy_strength = 1>>
<<set $Enemy_agility = 1>>
<<set $Enemy_intelligence = 1>>
<<set $Enemy_toughness = 1>>
<<set $Enemy_strength_total = 1>>
<<set $Enemy_agility_total = 1>>
<<set $Enemy_intelligence_total = 1>>
<<set $Enemy_toughness_total = 1>>
<<set $Enemy_attack = 1>>
<<set $Enemy_accuracy_base = 1>>
<<set $Enemy_dodge = 1>>
<<set $Enemy_morale_bonus to 0>>
<<set $Enemy_alias = "TentaDummy">>
<<set $Enemy_Article = "The TentaDummy">>
<<set $Enemy_article = "the TentaDummy">>
<<set $Enemy_class = "Tutorial Tease">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "resist">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "weak">>
<<set $Enemy_poison = "resist">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "resist">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "resist">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_TentaDummy_Experience is 0>>
<<set $Player_TentaDummy_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Harmless">>
<<set $Enemy_agility_rating to "Harmless">>
<<set $Enemy_wits_rating to "Harmless">>
<<set $Enemy_toughness_rating to "Harmless">>
<<set $Enemy_strength_guess to "Harmless(?)">>
<<set $Enemy_agility_guess to "Harmless(?)">>
<<set $Enemy_wits_guess to "Harmless(?)">>
<<set $Enemy_toughness_guess to "Harmless(?)">>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn TUTORIAL]]@@</div><<nobr>><<set $Player_used_item to 0>><<set $Player_turn to 1>><<set $Player_item_block to 0>>
<<if $Player_charging gte 1>>
<<include "Combat Player Charging Attacks">>
<<else>>
<<set $Player_charging_finished to 0>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_defend_defence to 0>>
<<set $Enemy_defend_defence to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 0>>
<<set $Player_special_ability_accuracy_multiplier to 0>>
<<set $Player_long_dodge_bonus to 0>>
<<set $Player_holy_armour_bonus to 0>>
<</nobr>>@@#a;[[Attack->Combat Basic Attack TUTORIAL]]@@ <span style="color:#AB92D3">(<b>A</b>)</span> -- Perform a basic attack with the currently equipped main weapon (if any).
<span style="color:#D891EB">"Welcome to combat, Mio! It might be a little intimidating, but I'm here to hold your hand!~
Let's start with your stats, up in the top left.
Your HP is a measure of physical durability. If it hits 0, you'll be defeated!
Your Shield is laid over your HP. Most attacks will hit your Shield first, and it will recover 100% at the beginning of each fight!
Your Focus is a new concept, I know. Thanks to this body, you've gotta deal with - well, horniness! Run out of Focus, and it's as bad as running out of HP!
If you run out of HP or Focus, you will be defeated. Some enemies might be possible to get away from, but some won't give you the chance. Be careful out there!
Now, before we get to the rest, let's try attacking this little goober. I've disabled the rest of your combat routines for now."</span><<nobr>>
<<set $Player_flow = $Player_flow - 0>>
<<set $Player_flow_spent to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
<<include "Combat Basic Attack Taunts">> <br><br>
<<include "Combat Enemy HP Adjustment">>
$Player_alias strikes <<= $Enemy_article>>! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">>
@@#space;[[Click or hit Space/Enter to Continue->Combat Enemy Turn TUTORIAL]]@@
<<set $Player_flow to 25>>
<</nobr>>The TentaDummy adamantly refuses to fight! It gazes up at Mio non-threateningly. It's not a very effective combat simulation target...
@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn TUTORIAL2]]@@<<nobr>><<set $Player_used_item to 0>><<set $Player_turn to 1>><<set $Player_item_block to 0>>
<<if $Player_charging gte 1>>
<<include "Combat Player Charging Attacks">>
<<else>>
<<set $Player_charging_finished to 0>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_defend_defence to 0>>
<<set $Enemy_defend_defence to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 0>>
<<set $Player_special_ability_accuracy_multiplier to 0>>
<<set $Player_long_dodge_bonus to 0>>
<<set $Player_holy_armour_bonus to 0>>
<</nobr>>@@#a;[[Attack->Combat Basic Attack]]@@ <span style="color:#AB92D3">(<b>A</b>)</span> -- Perform a basic attack with the currently equipped main weapon (if any).
@@#s;[[Special Attacks->Combat Special Attack Menu OLD]]@@ <span style="color:#AB92D3">(<b>S</b>)</span> -- Open the Special Attacks menu to access Weapon, Class and Learned moves.
<span style="color:#D891EB">"Doing great, Mio! Let's get into some more complicated stuff.
Carrying on from where we left off, you've got Flow and Glow!
Flow is used to execute Special Attacks linked to your currently equipped Weapon and Subweapon, and it resets every fight. You can't hoard it, so you should make use of it! Everything you do - from attacking to getting hit - will grant you some Flow, even on attacks you've used Flow to execute! Weapons and Subweapons have different abilities: no two swords are the same, so to speak. Use a Subweapon to cover your weaknesses, or enhance your strengths!
Glow, meanwhile, is used for your Class abilities. It doesn't reset like Flow, but can be recovered through items or repair back at Mr Pod. However! Every time you use Flow, a portion of what you spent will by recycled into Glow. Keeping it at 100% for important battles may be tempting, but it's constantly recharging if you're fighting the best you can!
Finally, we have Morale and EXP. Morale is a bit of an alien concept for you, I know - I think it will go up if we do things that make us feel good, and when you feel good, you fight better. As for EXP - well, the more you fight, the more you'll learn how to fight better! When it's maxed out, you should be able to level up through the 'EXP' button on your right bar. It'll turn gold to signify this.
Now... I'm unlocking your Special Attack commands. Try 'em out! Or just Attack again, I guess..."</span>The TentaDummy adamantly refuses to fight! It gazes up at Mio non-threateningly. It's not a very effective combat simulation target...
@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn TUTORIAL3]]@@<<nobr>><<set $Player_used_item to 0>><<set $Player_turn to 1>><<set $Player_item_block to 0>>
<<if $Player_charging gte 1>>
<<include "Combat Player Charging Attacks">>
<<else>>
<<set $Player_charging_finished to 0>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_defend_defence to 0>>
<<set $Enemy_defend_defence to 0>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 0>>
<<set $Player_special_ability_accuracy_multiplier to 0>>
<<set $Player_long_dodge_bonus to 0>>
<<set $Player_holy_armour_bonus to 0>>
<</nobr>>[[Surrender->Combat Surrender TUTORIAL]] -- Immediately lose this fight without taking further combat damage. Requires confirmation (but not this time).
<span style="color:#D891EB">"We're just about done here!
Remember: Flow resets, Glow doesn't. But using Flow will recharge Glow, little by little. Keep yourself going out in the field longer by fighting smarter: don't just spam 'Attack'!
Let's take a quick look at the bars on the right, shall we? HP should be understood by now, but beneath it is 'Charging'. Some enemies are capable of powerful attacks that you should do your best to Defend against - Defending will lower all damage taken during a turn! If the bar is half full, then next turn it'll fire. If it's only a third full, you've got another turn to act, and so on. Pay close attention to it!
Enemies have Flow and Glow too, but not all of them are smart enough to use it. More importantly: they have Morale, and unlike you, it'll decrease every time you hurt them. If it hits zero, you can Spare them to end a fight early. Who knows? Something good may happen if you do that! Key word: may!
Beneath that is the opponent's 'Threat'. It's a rough measurement of how tough they are in comparison to you. If the bar's under halfway full, you should be able to handle it with relative ease.
Finally, take notice of the opponent's attributes. You know yours, of course - Strength, Agility, Wits and Toughness. But enemy attributes? Well, the best you can do is guess! The Wittier you are, the easier it might be.
Well, we're done here, Mio. Let's end this fight - in a real combat scenario you could defeat the enemy, or Spare them, or Flee from them, but let's just Surrender to get this one over with. But don't do that out in the field!! I doubt many Monsters are as willing to play fair as the TentaDummy here."</span><<set $Player_glow to $Player_glow_max>>Mio stows her $Player_weapon_main with a raised brow. The TentaBuddy!... immediately leaps the short distance between them and tangles Mio up! She flails as she hits the 'ground', squirming and swearing as the thing!... cuddles her. Nothing more than that, thankfully. Mio quickly finds her arms pinned to sides, feeling the sensation of slimy hugging keenly, shuddering as the Monster coos and worbles wordlessly and affectionately.
<span style="color:#D891EB">"B4B3 you little!-- Get it off me!!"</span> Mio huffs, and then blinks as her vision suddenly shifts from her own mind and back to the Storage Module... the Android on her back, very much <i>not</i> caught in the embrace of a tentacle Monster. B4B3 giggles in her head as Mio huffs and stands up, arms crossed in irritation.
<span style="color:#D891EB">"Just trying to keep you on your toes! Most encounters won't be quite as friendly as that little guy was. You'll have your full suite of combat options out in the field for real, so make sure to experiment! Uh, except with Surrender, maybe. You should know what thaaat does now~."</span>
Mio grumbles and huffs louder. Indeed...
<<link "Continue" "Storage Module 3-1">><<include "Combat Deactivate Combat Mode">><</link>><<nobr>>
<<if $Weather_Season is "Summer">>
<<set $Player_temp to $Player_temp * 0.85>>
<</if>>
<<if $Weather_Season is "Winter">>
<<set $Player_temp to $Player_temp * 1.15>>
<</if>>
<<set $Shop_Reaction to "default">>
<<if $Shop_Item_Type is $Shop_Yearn_1 or $Shop_Item_Type is $Shop_Yearn_2 or $Shop_Item_Type is $Shop_Yearn_3 or $Shop_Item_Type is $Shop_Yearn_4 or $Shop_Item_Type is $Shop_Yearn_5 or $Shop_Item_Type is $Shop_Yearn_6 or $Shop_Item_Type is $Shop_Yearn_7 or $Shop_Item_Type is $Shop_Yearn_8 or $Shop_Item_Type is $Shop_Yearn_9 or $Shop_Item_Type is $Shop_Yearn_10>>
<<set $Player_temp to $Player_temp * 1.7>>
<<set $Shop_Reaction to "very interested">>
<<set $Shop_Reaction_Text to $Shop_Love_Text>>
<</if>>
<<if $Shop_Item_Type is $Shop_Interest_1 or $Shop_Item_Type is $Shop_Interest_2 or $Shop_Item_Type is $Shop_Interest_3 or $Shop_Item_Type is $Shop_Interest_4 or $Shop_Item_Type is $Shop_Interest_5 or $Shop_Item_Type is $Shop_Interest_6 or $Shop_Item_Type is $Shop_Interest_7 or $Shop_Item_Type is $Shop_Interest_8 or $Shop_Item_Type is $Shop_Interest_9 or $Shop_Item_Type is $Shop_Interest_10>>
<<set $Player_temp to $Player_temp * 1.3>>
<<set $Shop_Reaction_Text to $Shop_Like_Text>>
<</if>>
<<if $Shop_Item_Type is $Shop_Disinterest_1 or $Shop_Item_Type is $Shop_Disinterest_2 or $Shop_Item_Type is $Shop_Disinterest_3 or $Shop_Item_Type is $Shop_Disinterest_4 or $Shop_Item_Type is $Shop_Disinterest_5 or $Shop_Item_Type is $Shop_Disinterest_6 or $Shop_Item_Type is $Shop_Disinterest_7 or $Shop_Item_Type is $Shop_Disinterest_8 or $Shop_Item_Type is $Shop_Disinterest_9 or $Shop_Item_Type is $Shop_Disinterest_10>>
<<set $Player_temp to $Player_temp * 0.7>>
<<set $Shop_Reaction_Text to $Shop_Dislike_Text>>
<</if>>
<<if $Shop_Item_Type is $Shop_Hate_1 or $Shop_Item_Type is $Shop_Hate_2 or $Shop_Item_Type is $Shop_Hate_3 or $Shop_Item_Type is $Shop_Hate_4 or $Shop_Item_Type is $Shop_Hate_5 or $Shop_Item_Type is $Shop_Hate_6 or $Shop_Item_Type is $Shop_Hate_7 or $Shop_Item_Type is $Shop_Hate_8 or $Shop_Item_Type is $Shop_Hate_9 or $Shop_Item_Type is $Shop_Hate_10>>
<<set $Player_temp to $Player_temp * 0.3>>
<<set $Shop_Reaction_Text to $Shop_Hate_Text>>
<</if>>
<<set $Player_temp to $Player_temp / $Shop_Affection>>
<<set $Player_temp to Math.round($Player_temp)>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<link "Back to Contents">><<dialog>><<include "Codex Base">><</dialog>><</link>>
<br>
Corporations and organizations, both Terran and Alien in origin and management.
</div>
<hrt><hr></hrt>
<<link "Arrowhead Designs">><<dialog>><<include "Codex Arrowhead Designs">><</dialog>><</link>><br>
<<link "Crackle House">><<dialog>><<include "Codex Crackle House">><</dialog>><</link>><br>
<<link "Granityn Systems">><<dialog>><<include "Codex Granityn Systems">><</dialog>><</link>><br>
<<link "Gorav's Blessings">><<dialog>><<include "Codex Gorav's Blessings">><</dialog>><</link>><br>
<<link "Heritor's Hand">><<dialog>><<include "Codex Heritor's Hand">><</dialog>><</link>><br>
<<link "MERCANOID Solutions">><<dialog>><<include "Codex MERCANOID Solutions">><</dialog>><</link>><br>
<<link "Mountain's Wrath">><<dialog>><<include "Codex Mountain's Wrath">><</dialog>><</link>><br>
<<link "Nightgrove">><<dialog>><<include "Codex Nightgrove">><</dialog>><</link>><br>
<<link "TentaCo">><<dialog>><<include "Codex TentaCo">><</dialog>><</link>><br>
<<link "Unitek">><<dialog>><<include "Codex Unitek">><</dialog>><</link>><br>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<link "Back to Contents">><<dialog>><<include "Codex Base">><</dialog>><</link>>
<br>
Places, on a scale galactic, planetary, and local.
</div>
<hrt><hr></hrt>
<<link "Terra and Sol">><<dialog>><<include "Codex Terra and Sol">><</dialog>><</link>><br>
<<link "Pyksielands">><<dialog>><<include "Codex Pyksielands">><</dialog>><</link>><br>
<<link "Glowtide Isles">><<dialog>><<include "Codex Glowtide Isles">><</dialog>><</link>><br>
<<link "Corsoma">><<dialog>><<include "Codex Corsoma">><</dialog>><</link>><br>
<<link "Ponnahil">><<dialog>><<include "Codex Ponnahil">><</dialog>><</link>><br>
<hrt><hr></hrt>
<<link "Vi-16">><<dialog>><<include "Codex Vi-16">><</dialog>><</link>><br>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<link "Back to Contents">><<dialog>><<include "Codex Base">><</dialog>><</link>>
<br>
Sentient species native to the planet Terra.
</div>
<hrt><hr></hrt>
<<link "Angels">><<dialog>><<include "Codex Angels">><</dialog>><</link>><br>
<<link "Demons">><<dialog>><<include "Codex Demons">><</dialog>><</link>><br>
<<link "Ebonslik">><<dialog>><<include "Codex Ebonslik">><</dialog>><</link>><br>
<<link "Elves">><<dialog>><<include "Codex Elves">><</dialog>><</link>><br>
<<link "Fae">><<dialog>><<include "Codex Fae">><</dialog>><</link>><br>
<<link "Flori">><<dialog>><<include "Codex Flori">><</dialog>><</link>><br>
<<link "Gremlins">><<dialog>><<include "Codex Gremlins">><</dialog>><</link>><br>
<<link "In/Vari">><<dialog>><<include "Codex In/Vari">><</dialog>><</link>><br>
<<link "Jarks">><<dialog>><<include "Codex Jarks">><</dialog>><</link>><br>
<<link "Lost and Found">><<dialog>><<include "Codex Lost and Found">><</dialog>><</link>><br>
<<link "Masques">><<dialog>><<include "Codex Masques">><</dialog>><</link>><br>
<<link "Terran Synthetics">><<dialog>><<include "Codex Terran Synthetics">><</dialog>><</link>><br>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<link "Back to Contents">><<dialog>><<include "Codex Base">><</dialog>><</link>>
<br>
Sentience species from across the Galaxy.
</div>
<hrt><hr></hrt>
<<link "Befrar">><<dialog>><<include "Codex Befrar">><</dialog>><</link>><br>
<<link "Buildborn">><<dialog>><<include "Codex Buildborn">><</dialog>><</link>><br>
<<link "Gettyx">><<dialog>><<include "Codex Gettyx">><</dialog>><</link>><br>
<<link "Helzent">><<dialog>><<include "Codex Helzent">><</dialog>><</link>><br>
<<link "Imps">><<dialog>><<include "Codex Imps">><</dialog>><</link>><br>
<<link "Jelli">><<dialog>><<include "Codex Jelli">><</dialog>><</link>><br>
<<link "Neuvo">><<dialog>><<include "Codex Neuvo">><</dialog>><</link>><br>
<<link "Rakumo">><<dialog>><<include "Codex Rakumo">><</dialog>><</link>><br>
<<link "Sneerz">><<dialog>><<include "Codex Sneerz">><</dialog>><</link>><br>
<<link "Unquiet">><<dialog>><<include "Codex Unquiet">><</dialog>><</link>><br>
<<link "Visobarzi">><<dialog>><<include "Codex Visobarzi">><</dialog>><</link>><br>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<link "Back to Contents">><<dialog>><<include "Codex Base">><</dialog>><</link>>
<br>
Assorted concepts: activities, types of places, conditions, happenings, etc.
</div>
<hrt><hr></hrt>
<<link "EVA (Extravehicular Activity)">><<dialog>><<include "Codex EVA">><</dialog>><</link>><br>
<<link "Faecation">><<dialog>><<include "Codex Faecation">><</dialog>><</link>><br>
<<link "FFS - Frequent Frequency Shakes">><<dialog>><<include "Codex FFS">><</dialog>><</link>><br>
<<link "Landfill Planet">><<dialog>><<include "Codex Landfill Planet">><</dialog>><</link>><br>
<<link "M-Rating">><<dialog>><<include "Codex M-Rating">><</dialog>><</link>><br>
<<link "Pan-Galactic Conflict - First">><<dialog>><<include "Codex First Pan-Galactic Conflict">><</dialog>><</link>><br>
<<link "Pan-Galactic Conflict - Second">><<dialog>><<include "Codex Second Pan-Galactic Conflict">><</dialog>><</link>><br>
<<link "Survirus">><<dialog>><<include "Codex Survirus">><</dialog>><</link>><br>
<<link "Return to Zero">><<dialog>><<include "Codex Return to Zero">><</dialog>><</link>><br>
<<link "The Unifaecation">><<dialog>><<include "Codex The Unifaecation">><</dialog>><</link>><br>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<link "Back to Contents">><<dialog>><<include "Codex Base">><</dialog>><</link>>
<br>
The people of relevance to this mission.
</div>
<hrt><hr></hrt>
<<link "B4B3">><<dialog>><<include "Codex Person B4B3">><</dialog>><</link>><br>
<<if $Blankenship_Safe is 1>><<link "Blankenship">><<dialog>><<include "Codex Person Blankenship">><</dialog>><</link>><br><</if>>
<<if $Dizz_Safe is 1>><<link "Dizz">><<dialog>><<include "Codex Person Dizz">><</dialog>><</link>><br><</if>>
<<if $Ervina_Safe is 1>><<link "Ervina">><<dialog>><<include "Codex Person Ervina">><</dialog>><</link>><br><</if>>
<<if $Flakk_Safe is 1>><<link "Flakk">><<dialog>><<include "Codex Person Flakk">><</dialog>><</link>><br><</if>>
<<if $Isolde_Safe is 1>><<link "Isolde">><<dialog>><<include "Codex Person Isolde">><</dialog>><</link>><br><</if>>
<<if $Iziria_Safe is 1>><<link "Iziria">><<dialog>><<include "Codex Person Iziria">><</dialog>><</link>><br><</if>>
<<if $Jiikii_Safe is 1>><<link "Jii'Kii">><<dialog>><<include "Codex Person Jii'kii">><</dialog>><</link>><br><</if>>
<<link "M10 'Mio'">><<dialog>><<include "Codex Person M10 'Mio'">><</dialog>><</link>><br>
<<link "Nova">><<dialog>><<include "Codex Person Nova">><</dialog>><</link>><br>
<<if $Player_Slammia_Experience is 1>><<link "Meh">><<dialog>><<include "Codex Person Meh">><</dialog>><</link>><br><</if>>
<<if $Ruzi_Safe is 1>><<link "Ruzi">><<dialog>><<include "Codex Person Ruzi">><</dialog>><</link>><br><</if>>
<<if $Rudrexi_Safe is 1>><<link "Ru'Drexi and Powder Snow">><<dialog>><<include "Codex Person Ru'Drexi and Powder Snow">><</dialog>><</link>><br><</if>>
<<if $Selene_Safe is 1>><<link "Selene">><<dialog>><<include "Codex Person Selene">><</dialog>><</link>><br><</if>>
<<link "Ziajol">><<dialog>><<include "Codex Person Ziajol">><</dialog>><</link>><br>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<link "Back to Contents">><<dialog>><<include "Codex Base">><</dialog>><</link>>
<br>
Topics relating to technology and Magic.
</div>
<hrt><hr></hrt>
<<link "Glow">><<dialog>><<include "Codex Glow">><</dialog>><</link>><br>
<<link "Fantasalloy">><<dialog>><<include "Codex Fantasalloy">><</dialog>><</link>><br>
<<link "Magic">><<dialog>><<include "Codex Magic">><</dialog>><</link>><br>
<<link "Softcase and Hardcase">><<dialog>><<include "Codex Softcase and Hardcase">><</dialog>><</link>><br>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<link "Back to Contents">><<dialog>><<include "Codex Base">><</dialog>><</link>>
<br>
Monsters and hostiles.
</div>
<hrt><hr></hrt>
<<if $Player_Bearslug_Experience is 1>><<link "Bearslug">><<dialog>><<include "Codex Bearslug">><</dialog>><</link>><br><</if>>
<<if $Player_Beezlebuu_Experience is 1>><<link "Beezlebuu">><<dialog>><<include "Codex Beezlebuu">><</dialog>><</link>><br><</if>>
<<if $Blankenship_Safe is 1>><<link "Code Moo">><<dialog>><<include "Codex Code Moo">><</dialog>><</link>><br><</if>>
<<if $Player_Drikk_Experience is 1>><<link "Drikk">><<dialog>><<include "Codex Drikk">><</dialog>><</link>><br><</if>>
<<if $Player_FUM_Experience is 1>><<link "FUM">><<dialog>><<include "Codex FUM">><</dialog>><</link>><br><</if>>
<<if $Player_Glob_Experience is 1>><<link "Glob">><<dialog>><<include "Codex Glob">><</dialog>><</link>><br><</if>>
<<if $Player_Goo_Doll_Experience is 1>><<link "Goo Doll">><<dialog>><<include "Codex Goo Doll">><</dialog>><</link>><br><</if>>
<<if $Player_Grappler_Experience is 1>><<link "Grappler">><<dialog>><<include "Codex Grappler">><</dialog>><</link>><br><</if>>
<<if $Player_Gulper_Experience is 1>><<link "Gulper">><<dialog>><<include "Codex Gulper">><</dialog>><</link>><br><</if>>
<<if $Isolde_Safe is 1>><<link "Leash">><<dialog>><<include "Codex Leash">><</dialog>><</link>><br><</if>>
<<if $Player_Mimi_Experience is 1>><<link "Mimi">><<dialog>><<include "Codex Mimi">><</dialog>><</link>><br><</if>>
<<if $Player_Mimic_Experience is 1>><<link "Mimic">><<dialog>><<include "Codex Mimic">><</dialog>><</link>><br><</if>>
<<if $Player_Serenity_Veil_Experience is 1>><<link "Serenity Veil">><<dialog>><<include "Codex Serenity Veil">><</dialog>><</link>><br><</if>>
<<if $Player_Shambler_Experience is 1>><<link "Shambler">><<dialog>><<include "Codex Shambler">><</dialog>><</link>><br><</if>>
<<if $Player_Symbiode_Experience is 1>><<link "Symbiode">><<dialog>><<include "Codex Symbiode">><</dialog>><</link>><br><</if>>
<<if $Player_Travesty_Experience is 1>><<link "Travesty">><<dialog>><<include "Codex Travesty">><</dialog>><</link>><br><</if>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Technology and Magic">><<dialog>>
<<include "Codex - Technology and Magic">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Glow.
</div>
<hrt><hr></hrt>
Glow is the Terran term for Radiation in all of its forms, curiously adopted both in reality and in the Pyksieland Domes well before the Unifaecation, implying some level of shared consciousness between these realms. The simple name has a simple origin: things heavy in radiation glow brightly, thus, Glow.
<br><br>
Overcoming the catastrophic effects of radiation exposure to an organic body or synthetic hardware is one of the Galaxy's great filters. Earth's extinct 'Humans' were particularly vulnerable to the stuff, but Terra's Varied Life greatly benefit from even limited exposure to Glow, regenerating wounds and using it to power their technology.
<br><br>
Most of the Galaxy's spacefaring species are either immune to Glow or benefit from it - or, at the very least, do not suffer severe effects from anything but the highest of concentrated doses. There are exceptions, however, and these Species must tread carefully in a Galaxy dominated by such power sources, often limiting their reach in the Galaxy. Thankfully, treatments for Glow exposure are an ever-evolving and expanding field for these Species.
<<include "Codex Return">><</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Species (Terran)">><<dialog>>
<<include "Codex - Species (Terran)">>
<</dialog>><</link>>
<br>
<</if>>
<b>Jarks</b>
<br><b>The Last Humans</b>
</div>
<hrt><hr></hrt>
Slave soldiers of a dead Empire, Jarks, more than any other Terran species, have the greatest claim to being 'the last Humans'. They are heavy-convert cyborgs, often inhabiting entirely robotic shells. Many maintain the facade of human faces and figures but do so in a fairly 'junky' manner - expressive faces on bodies flanked by bulky metal limbs is a common form of expression for them. While they have access to far better resources and technology these days, this aesthetic has remained largely unchanged, considered a part of their identity.
<br><br>
Jarks are heavily cybernetic individuals, some with nothing more than their original brains to their names. It is partially from this that their name is derived: Jark, a combination of Jar Head (referring to both the soldiering term and their literal status as brains in robotic bodies) and a now defunct derogatory term. Jark, similarly, was used as an insult for these people: but with the death of the Empire and the cataclysms of The Ends, they embraced it and claimed it as their own.
<br><br>
Jarks were all prisoners of the Empire. A mixture of deserters, political prisoners, resistance and opposing combatants, to name a few. This Empire was leading the pack in terms of space development for the Dim World era, but doing so through incredibly hostile means: their work on robotics was limited not in terms of hardware but in terms of software. Solution: squishy prisoner brains. Some full transfers, some chopped and reconstituted into automatons who would go on to form new minds entirely. The extent of their augmentation would be tied to the severity of their 'crimes', but in reality, it was often a matter of need over reason: we 'need' someone who can work on the thrusters during EVA without exploding, etc.
<br><br>
And so, the Jarks were of twin purposes. A slave army on the ground, and a space-worthy workforce in orbit, used in the successful capture and adaptation of a mineral-rich asteroid to be used as the basis of a massive space station. It was a symbol of the Empire's might - the only nation to have any presence in space, with the implicit threat of being able to drop the asteroid on any nation on Earth. However, a mere few years into the construction of this orbital base, The Ends struck. As turmoil gripped the world below, the Royal family of the Empire made the decision to flee to the space station above... unaware that they had already been infected by the Survirus. They succumbed to the mental ravages of their transformation, as did the handlers of the Jarks, leaving them in charge of the station and, for the first time in years, their own fates.
<br><br>
The Jarks themselves were not immune to the Survirus. It simply did not have enough to work with in most cases, given the extreme extents of their augmentations. Furthermore, the Survirus was engineered to engineer, to 'fix' Humans, to help them survive in hostile environments. But Jarks were already redesigned to do just that, and so, the Survirus simply let them be. It is theorized that if it had any influence at all, it was simply to help them get comfortable in their cybernetic bodies.
<br><br>
After an uneasy period of instability aboard their orbiting home gripped by vice and depravity, the Jarks found unity and purpose. With the world below ravaged by cataclysm - known by the Jarks as 'The Sulking Earth' - they elected to convert the asteroid station into a starship capable of taking them to a new system entirely. And so, they did.
<br><br>
Imagine their surprise centuries later when post Unifaecation-Terra spread out among the stars - and the surprise of the Terrans when they met Jarks who introduced themselves as 'Humans'.
<br><br>
They are an industrious people: hard workers, but ones who expect to be compensated fairly for that work. Never cheat a Jark, or you might end up with <i>your</i> brain in a jar.
<hrt><hr></hrt>
<<include "Codex Return">><</nobr>><<nobr>>
<<run $(":root").css("--bgbody", 'url("assets/bg/bg.png")');>>
<<run $(":root").css("--bgbarleft", 'url("assets/bg/bgl.png")');>>
<<run $(":root").css("--bgbarright", 'url("assets/bg/bgr.png")');>>
<<set $Icon_Up_Arrow to "assets/ui/arrowup.png">>
<<set $Icon_Up_Arrow_Inactive to "assets/ui/arrowupinactive.png">>
<<set $Icon_Left_Arrow to "assets/ui/arrowleft.png">>
<<set $Icon_Left_Arrow_Inactive to "assets/ui/arrowleftinactive.png">>
<<set $Icon_Down_Arrow to "assets/ui/arrowdown.png">>
<<set $Icon_Down_Arrow_Inactive to "assets/ui/arrowdowninactive.png">>
<<set $Icon_Right_Arrow to "assets/ui/arrowright.png">>
<<set $Icon_Right_Arrow_Inactive to "assets/ui/arrowrightinactive.png">>
<<set $Inventory_Left_Arrow to "assets/ui/invarrowleft.png">>
<<set $Inventory_Right_Arrow to "assets/ui/invarrowright.png">>
<<set $Icon_Inventory_Left_Arrow_Inactive to "assets/ui/invarrowleftinactive.png">>
<<set $Icon_Inventory_Right_Arrow_Inactive to "assets/ui/invarrowrightinactive.png">>
<<set $Save_Icon to "assets/ui/menusave.png">>
<<set $Restart_Icon to "assets/ui/menureset.png">>
<<set $Mirror_Icon to "assets/ui/menumirror.png">>
<<set $Experience_Icon to "assets/ui/menuexp.png">>
<<set $Experience_Icon_Empty to "assets/ui/menuexp.png">>
<<set $Experience_Icon_Full to "assets/ui/menuexpfull.png">>
<<set $Quests_Icon to "assets/ui/menutask.png">>
<<set $Options_Icon to "assets/ui/menuset.png">>
<<set $Codex_Icon to "assets/ui/menucodex.png">>
<<set $Fantasize_Icon to "assets/ui/menuero.png">>
<<set $Weapon_Button_Icon to "assets/ui/invwep.png">>
<<set $Subweapon_Button_Icon to "assets/ui/invsub.png">>
<<set $Armour_Button_Icon to "assets/ui/invarm.png">>
<<set $Clothing_Button_Icon to "assets/ui/invclo.png">>
<<set $Item_Button_Icon to "assets/ui/invitem.png">>
<<set $Key_Button_Icon to "assets/ui/invkey.png">>
<<set $Accessory_Button_Icon to "assets/ui/invacc.png">>
<<set $Crafting_Button_Icon to "assets/ui/invmats.png">>
<<set $icon_tumbler_down to "assets/ui/tumblerdown.png">>
<<set $icon_tumbler_up to "assets/ui/tumblerdown.png">>
<<set $marker_bed to "assets/ui/markerbed.png">>
<<set $marker_botany to "assets/ui/markerbotany.png">>
<<set $marker_button_pressed to "assets/ui/markerbuttonpressed.png">>
<<set $marker_button to "assets/ui/markerbutton.gif">>
<<set $marker_chest to "assets/ui/markerchest.png">>
<<set $marker_cog to "assets/ui/markercog.png">>
<<set $marker_combat to "assets/ui/markercombat.png">>
<<set $marker_fishing to "assets/ui/markerfishing.png">>
<<set $marker_food to "assets/ui/markerfood.png">>
<<set $marker_grate to "assets/ui/markergrate.png">>
<<set $marker_gun to "assets/ui/markergun.png">>
<<set $marker_health to "assets/ui/markerhealth.png">>
<<set $marker_key to "assets/ui/markerkey.png">>
<<set $marker_ladder to "assets/ui/markerladder.png">>
<<set $marker_lock to "assets/ui/markerlock.png">>
<<set $marker_lock_unlocked to "assets/ui/markerlockunlocked.png">>
<<set $marker_look to "assets/ui/markerlook.png">>
<<set $marker_message to "assets/ui/markermessage.png">>
<<set $marker_mining to "assets/ui/markermining.png">>
<<set $marker_NPC to "assets/ui/markerNPC.png">>
<<set $marker_shield to "assets/ui/markershield.png">>
<<set $marker_shop to "assets/ui/markershop.png">>
<<set $marker_skull to "assets/ui/markerskull.png">>
<<set $marker_something to "assets/ui/markersomething.png">>
<<set $marker_stairs to "assets/ui/markerstairs.png">>
<<set $marker_terminal to "assets/ui/markerterminal.png">>
<<set $marker_wrench to "assets/ui/markerwrench.png">>
<<set $marker_jump to "assets/ui/markerjump.png">>
<<set $marker_jump_vert to "assets/ui/markerjumpvert.png">>
<<set $marker_jump_side to "assets/ui/markerjumpside.png">>
<<set $wall_door_open_vert_24 to "assets/walls/DoorOpenVertical24.png">>
<<set $wall_door_open_hori_24 to "assets/walls/DoorOpenHorizontal24.png">>
<<set $wall_door_locked_vert_24 to "assets/walls/DoorLockedVertical24.png">>
<<set $wall_door_locked_hori_24 to "assets/walls/DoorLockedHorizontal24.png">>
<<set $wall_window_vert_24 to "assets/walls/DoorWindowVertical24.png">>
<<set $wall_window_hori_24 to "assets/walls/DoorWindowHorizontal24.png">>
<<set $wall_door_open_vert_48 to "assets/walls/DoorOpenVertical48.png">>
<<set $wall_door_open_hori_48 to "assets/walls/DoorOpenHorizontal48.png">>
<<set $wall_door_locked_vert_48 to "assets/walls/DoorLockedVertical48.png">>
<<set $wall_door_locked_hori_48 to "assets/walls/DoorLockedHorizontal48.png">>
<<set $wall_window_vert_48 to "assets/walls/DoorWindowVertical48.png">>
<<set $wall_window_hori_48 to "assets/walls/DoorWindowHorizontal48.png">>
<<set $I_Cr_Bits to "assets/craft/bits.png">>
<<set $I_Cr_Tek to "assets/craft/tek.png">>
<<set $I_Cr_Herbs to "assets/craft/herbs.png">>
<<set $I_Cr_Chems to "assets/craft/chems.png">>
<<set $I_Cr_Bio to "assets/craft/bio.png">>
<<set $I_Cr_Meds to "assets/craft/meds.png">>
<<set $I_Cr_Mats to "assets/craft/mats.png">>
<<set $Cr_Bits_Empty to "assets/craft/bits.png">>
<<set $Cr_Tek_Empty to "assets/craft/tek.png">>
<<set $Cr_Herbs_Empty to "assets/craft/herbs.png">>
<<set $Cr_Chems_Empty to "assets/craft/chems.png">>
<<set $Cr_Bio_Empty to "assets/craft/bio.png">>
<<set $Cr_Meds_Empty to "assets/craft/meds.png">>
<<set $Cr_Mats_Empty to "assets/craft/mats.png">>
<<set $I_W_E to "assets/ui/emptywep.png">>
<<set $I_SW_E to "assets/ui/emptysub.png">>
<<set $I_A_E to "assets/ui/emptyarm.png">>
<<set $I_CL_E to "assets/ui/emptycloth.png">>
<<set $I_AC_E to "assets/ui/emptyacc.png">>
<<set $I_C_E to "assets/ui/emptyitem.png">>
<<set $I_K_E to "assets/ui/emptykey.png">>
<<set $icon_marker_blank_24 to "assets/ui/markerblank.png">>
<<set $icon_marker_blank_48 to "assets/ui/markerblank.png">>
<<set $marker_blank to "assets/ui/markerblank.png">>
<<set $icon_locked_door_north to "assets/layers/lockeddoornorth.png">>
<<set $icon_checkpoint_a_lock to "assets/layers/checkpointalock.png">>
<<set $icon_checkpoint_b_lock to "assets/layers/checkpointblock.png">>
<<set $hab_a1_lock to "assets/layers/haba1lock.png">>
<<set $hab_a2_lock to "assets/layers/haba2lock.png">>
<<set $hab_a3_lock to "assets/layers/haba3lock.png">>
<<set $hab_b1_lock to "assets/layers/habb1lock.png">>
<<set $hab_b2_lock to "assets/layers/habb2lock.png">>
<<set $hab_b3_lock to "assets/layers/habb3lock.png">>
<<set $monster_pens_lock to "assets/layers/monsterpenslock.png">>
<<set $monster_pens_lock_E to "assets/layers/monsterpenslocke.png">>
<<set $corridor_b_lock to "assets/layers/corridorblock.png">>
<<set $engineering_annex_lock to "assets/layers/engineeringannexlock.png">>
<<set $storage_lock to "assets/layers/storagelock.png">>
<<set $Player_Icon to "assets/ui/markerplayer.gif">>
<<set $Player_Icon_24 to "assets/ui/markerplayer24.gif">>
<<set $MAP_PLACEHOLDER_24 to "assets/maps/placeholder24.png">>
<<set $MAP_PLACEHOLDER_48 to "assets/maps/placeholder48.png">>
<<set $MAP_MERCANOID_STORAGE_MODULE to "assets/maps/storagemodule.png">>
<<set $MAP_MERCANOID_ANNEX_A to "assets/maps/annexa.png">>
<<set $MAP_MERCANOID_SECURITY_OFFICE to "assets/maps/securityoffice.png">>
<<set $MAP_MERCANOID_THE_ARMOURY to "assets/maps/thearmoury.png">>
<<set $MAP_MERCANOID_CORRIDOR_A to "assets/maps/corridora.png">>
<<set $MAP_MERCANOID_HAB_A to "assets/maps/habblocka.png">>
<<set $MAP_MERCANOID_HAB_B to "assets/maps/habblockb.png">>
<<set $MAP_MERCANOID_BREAK_ROOM to "assets/maps/breakroom.png">>
<<set $MAP_MERCANOID_CHECKPOINT_A to "assets/maps/checkpointa.png">>
<<set $MAP_MERCANOID_DOCKING_ACCESS to "assets/maps/dockingaccess.png">>
<<set $MAP_MERCANOID_DOCKING_ADMINISTRATION to "assets/maps/dockingadministration.png">>
<<set $MAP_MERCANOID_ANNEX_B to "assets/maps/annexb.png">>
<<set $MAP_MERCANOID_RESEARCH_DORMITORY to "assets/maps/researchdorm.png">>
<<set $MAP_MERCANOID_RESEARCH_DORMITORY_SUB to "assets/maps/researchdormsub.png">>
<<set $MAP_MERCANOID_RESEARCH_DORMITORY_TOP to "assets/maps/researchdormtop.png">>
<<set $MAP_MERCANOID_BYPRODUCT_RESEARCH to "assets/maps/byproductresearch.png">>
<<set $MAP_MERCANOID_PRODUCT_DEVELOPMENT to "assets/maps/productdev.png">>
<<set $MAP_MERCANOID_PRODUCT_TESTING_A to "assets/maps/producttestinga.png">>
<<set $MAP_MERCANOID_PRODUCT_TESTING_B to "assets/maps/producttestingb.png">>
<<set $MAP_MERCANOID_MONSTER_PENS to "assets/maps/monsterpens.png">>
<<set $MAP_MERCANOID_CHECKPOINT_B to "assets/maps/checkpointb.png">>
<<set $MAP_MERCANOID_SENTIENT_RESOURCES to "assets/maps/sentientresources.png">>
<<set $MAP_MERCANOID_CORRIDOR_B to "assets/maps/corridorb.png">>
<<set $MAP_MERCANOID_ENGINEERING to "assets/maps/engineeringannex.png">>
<<set $MAP_MERCANOID_OBSERVATION_ACCESS to "assets/maps/observationaccess.png">>
<<set $MAP_MERCANOID_OBSERVATION_DECK to "assets/maps/observationdeck.png">>
<<set $MAP_MERCANOID_UNDERCROFT_ACCESS to "assets/maps/undercroftaccess.png">>
<<set $MAP_MERCANOID_UNDERCROFT to "assets/maps/undercroft.png">>
<<set $MAP_MERCANOID_THE_SLED to "assets/maps/thesled.png">>
<<set $Zipper_Arm_Cannon_Icon to "assets/items/armcannon.png">>
<<set $Zipper_Arm_Cannon_Equipped_Icon to "assets/items/armcannone.png">>
<<set $Shredder_Rifle_Icon to "assets/items/shredderrifle.png">>
<<set $Shredder_Rifle_Equipped_Icon to "assets/items/shredderriflee.png">>
<<set $Bug_Hunter_Icon to "assets/items/bughunter.png">>
<<set $Bug_Hunter_Equipped_Icon to "assets/items/bughuntere.png">>
<<set $Truthseeker_Smartbow_Icon to "assets/items/truthseeker.png">>
<<set $Truthseeker_Smartbow_Equipped_Icon to "assets/items/truthseekere.png">>
<<set $Portable_Hull_Cleanser_Icon to "assets/items/hullcleanser.png">>
<<set $Portable_Hull_Cleanser_Equipped_Icon to "assets/items/hullcleansere.png">>
<<set $Flakks_Cannon_Icon to "assets/items/flakkscannon.png">>
<<set $Flakks_Cannon_Equipped_Icon to "assets/items/flakkscannone.png">>
<<set $Torch_Kanabo_Icon to "assets/items/torchkanabo.png">>
<<set $Torch_Kanabo_Equipped_Icon to "assets/items/torchkanaboe.png">>
<<set $Freqblade_Knife_Icon to "assets/items/freqblade.png">>
<<set $Freqblade_Knife_Equipped_Icon to "assets/items/freqbladee.png">>
<<set $Overcharged_Tazer_Icon to "assets/items/tazer.png">>
<<set $Overcharged_Tazer_Equipped_Icon to "assets/items/tazere.png">>
<<set $Riot_Grenade_Printer_Icon to "assets/items/nadeprinter.png">>
<<set $Riot_Grenade_Printer_Equipped_Icon to "assets/items/nadeprintere.png">>
<<set $Cybuckler_Icon to "assets/items/cybuckler.png">>
<<set $Cybuckler_Equipped_Icon to "assets/items/cybucklere.png">>
<<set $DEFF_Ray_Icon to "assets/items/DEFF.png">>
<<set $DEFF_Ray_Equipped_Icon to "assets/items/DEFFe.png">>
<<set $Resolver_Icon to "assets/items/resolver.png">>
<<set $Resolver_Equipped_Icon to "assets/items/resolvere.png">>
<<set $Impact_Vest_Icon to "assets/items/vest.png">>
<<set $Impact_Vest_Equipped_Icon to "assets/items/veste.png">>
<<set $Security_Armour_Overlay_Icon to "assets/items/securityoverlay.png">>
<<set $Security_Armour_Overlay_Equipped_Icon to "assets/items/securityoverlaye.png">>
<<set $Reactive_Biosuit_Icon to "assets/items/biosuit.png">>
<<set $Reactive_Biosuit_Equipped_Icon to "assets/items/biosuite.png">>
<<set $Breaching_Wear_Icon to "assets/items/breaching.png">>
<<set $Breaching_Wear_Equipped_Icon to "assets/items/breachinge.png">>
<<set $Starslave_Bikini_Icon to "assets/items/starslave.png">>
<<set $Starslave_Bikini_Equipped_Icon to "assets/items/starslavee.png">>
<<set $Security_Uniform_Icon to "assets/items/uniform.png">>
<<set $Security_Uniform_Equipped_Icon to "assets/items/uniforme.png">>
<<set $Breaching_Jacket_Icon to "assets/items/jacket.png">>
<<set $Breaching_Jacket_Equipped_Icon to "assets/items/jackete.png">>
<<set $Gas_Mask_Icon to "assets/items/gasmask.png">>
<<set $Gas_Mask_Equipped_Icon to "assets/items/gasmaske.png">>
<<set $TALE_Device_Icon to "assets/items/TALE.png">>
<<set $TALE_Device_Equipped_Icon to "assets/items/TALEe.png">>
<<set $Fang_Necklace_Icon to "assets/items/fang.png">>
<<set $Fang_Necklace_Equipped_Icon to "assets/items/fange.png">>
<<set $Obsidian_Ring_Icon to "assets/items/ring.png">>
<<set $Obsidian_Ring_Equipped_Icon to "assets/items/ringe.png">>
<<set $Health_Potion_Icon = "assets/items/healthpot.png">>
<<set $Pain_Relief_Icon = "assets/items/painrelief.png">>
<<set $Smartpick_Icon = "assets/items/smartpick.png">>
<<set $Smart_Bandage_Icon = "assets/items/smartbandage.png">>
<<set $Gold_Nugget_Icon = "assets/items/goldnugget.png">>
<<set $Glow_Shard_Icon = "assets/items/glowshard.png">>
<<set $Sober_Strobe_Icon = "assets/items/soberstrobe.png">>
<<set $Acid_Grenade_Icon = "assets/items/acidgrenade.png">>
<<set $Redline_Icon = "assets/items/redline.png">>
<<set $Glow_Crystal_Icon = "assets/items/glowcrystal.png">>
<<set $Silence_Thought_Icon = "assets/items/silencethought.png">>
<<set $Portable_MediStation_Icon = "assets/items/portablemedistation.png">>
<<set $Smart_Pill_Icon = "assets/items/smartpill.png">>
<<set $Medi_Drone_Icon = "assets/items/medidrone.png">>
<<set $Energized_Throwing_Knife_Icon = "assets/items/throwingknife.png">>
<<set $Unstable_Power_Core_Icon = "assets/items/powercore.png">>
<<set $Dataprick_Icon = "assets/items/dataprick.png">>
<<set $Leathegg_Icon = "assets/items/leathegg.png">>
<<set $Glob_Core_Icon = "assets/items/globcore.png">>
<<set $Active_Glob_Core_Icon = "assets/items/activeglobcore.png">>
<<set $Ransacked_Medkit_Icon = "assets/items/ransackedmedkit.png">>
<<set $Sneerz_Soda_Icon = "assets/items/sneerzsoda.png">>
<<set $Tentakoyaki_Flavour_Chips_Icon = "assets/items/chips.png">>
<<set $Used_TentaCan_Icon = "assets/items/tentacan.png">>
<<set $Paravine_Icon = "assets/items/paravine.png">>
<<set $Writhing_Tentacle_Icon = "assets/items/tentacle.png">>
<<set $Glob_Gloop_Icon = "assets/items/gloop.png">>
<<set $Busted_Terminal_Icon = "assets/items/bustedterminal.png">>
<<set $Bio_Sample_Icon = "assets/items/biosample.png">>
<<set $Snapper_Flower_Icon = "assets/items/snapper.png">>
<<set $Incredibly_Poisonous_Mushroom_Icon = "assets/items/shroom.png">>
<<set $Goop_Cube_Icon = "assets/items/goopcube.png">>
<<set $Suspiciously_Green_Liquid_Icon = "assets/items/liqgreen.png">>
<<set $Expectedly_Pink_Liquid_Icon = "assets/items/liqpink.png">>
<<set $Ruined_Floor_Tile_Icon = "assets/items/floortile.png">>
<<set $Chewed_Up_Keycard_Icon = "assets/items/chewed.png">>
<<set $Broken_Chain_Icon = "assets/items/chain.png">>
<<set $Level_1_Keycard_Icon = "assets/items/keycard1.png">>
<<set $Level_2_Keycard_Icon = "assets/items/keycard2.png">>
<<set $Territorial_Acid_Icon = "assets/items/acid.png">>
<<set $Orange_Canister_Icon = "assets/items/canorange.png">>
<<set $Yellow_Canister_Icon = "assets/items/canyellow.png">>
<<set $Busted_Drone_Icon = "assets/items/droneb.png">>
<<set $B4B3_Icon = "assets/items/dronebae.png">>
<<set $Secure_Case_Icon = "assets/items/secure.png">>
<<set $Isolde_Package_Icon to "assets/items/package.png">>
<<set $gathering_icon_gold_nugget to "assets/items/gathernugget.png">>
<<set $gathering_icon_glow_shard to "assets/items/gathershard.png">>
<<set $gathering_icon_glow_crystal to "assets/items/gathercrystal.png">>
<<set $gathering_icon_secure_case to "assets/items/gathersecure.png">>
<<set $Gathering_BG_Rock to "assets/mini/bgrock.png">>
<<set $Gathering_BG_Hive to "assets/mini/bgrock.png">>
<<set $gathering_damage_1 to "assets/mini/dam1.png">>
<<set $gathering_damage_2 to "assets/mini/dam2.png">>
<<set $gathering_damage_3 to "assets/mini/dam3.png">>
<<set $I_W_I_U to $Zipper_Arm_Cannon_Equipped_Icon>>
<<set $I_SW_I_U to $Freqblade_Knife_Equipped_Icon>>
<<set $I_A_I_U to $Impact_Vest_Equipped_Icon>>
<<set $I_AC_I_U to $Breaching_Jacket_Equipped_Icon>>
<<set $I_CL_I_U to $Breaching_Wear_Equipped_Icon>>
<<set $splash to "assets/POSTER.png">>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link "Back to Technology and Magic">><<dialog>>
<<include "Codex - Technology and Magic">>
<</dialog>><</link>>
<br>
<</if>>
Codex Entry: Softcase and Hardcase.
</div>
<hrt><hr></hrt>
Softcase and Hardcase refer to two distinct styles of robotic and/or cybernetic construction.
<br><br>
Softcase is best defined as utilizing semi-solid or otherwise non-rigid solid materials in its construction, and commonly (but not always) mimics organic appearances. It is most commonly used in cosmetic augmentations, replacement prosthetics for civilian use, and in Androids, Gynoids and other such organic-cybernetic relations models.
<br><br>
Hardcase is the opposite, as one might expect. Hardened alloys or other such rigid materials, often armoured for use in industries such as construction, scouting and combat. While Hardcase designs tend to favour functionality over aesthetics, there are a number of Hardcase augmentations and prosthetics that mimic organic styles, often via the application of Softcase materials layered atop the Hardcase - sometimes referred to as Fusecase.
<<include "Codex Return">><</nobr>><<nobr>>
<<set $Player_weapon_main_damage_type = "acid">>
<<set $Player_flow to $Player_flow - 10>>
<<set $Player_flow_spent to 10>>
<<= $Player_alias>> hunkers down behind the $Player_weapon_main and steadies it with one hand, skillfully freeing and adjusting the tank with the other. There's a brief loss of pressure, but the weapon quickly recovers. <br><br>
Tank swapped! Basic Attack element is now 'Acid'. <br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<</nobr>>
<<nobr>>
<<set $Player_weapon_main_damage_type = "fire">>
<<set $Player_flow to $Player_flow - 10>>
<<set $Player_flow_spent to 10>>
<<= $Player_alias>> hunkers down behind the $Player_weapon_main and steadies it with one hand, skillfully freeing and adjusting the tank with the other. There's a brief loss of pressure, but the weapon quickly recovers. <br><br>
Tank swapped! Basic Attack element is now 'Fire'. <br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<</nobr>>
<<nobr>>
<<set $Player_weapon_main_damage_type = "ice">>
<<set $Player_flow to $Player_flow - 10>>
<<set $Player_flow_spent to 10>>
<<= $Player_alias>> hunkers down behind the $Player_weapon_main and steadies it with one hand, skillfully freeing and adjusting the tank with the other. There's a brief loss of pressure, but the weapon quickly recovers. <br><br>
Tank swapped! Basic Attack element is now 'Ice'. <br><br>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<</nobr>>
<<nobr>>
<<run $(":root").css("--protagcolour", '#FFB750');>>
<<set $skin to "skin">>
<<set $markings to "no">>
<<set $eyes to "eyes">>
<<set $tongue to "pointed tongue">>
<<set $ears to "pointed ears">>
<</nobr>><<nobr>>
<<set $main_desc to $Beach2_Desc>>
<<if $desc_temp is $main_desc>>
$main_desc
<<else>>
@@.shud;$main_desc@@
<</if>>
<hrt><hr></hrt>
@@.shud; -- tiledesc
<hrt><hr></hrt>
<<include "JOMT">>
<<set $map to $MAP_BEACH2>>
<<set $map_player_marker to $Player_Icon_24>>
<<set $player_icon_right_set to 3>>
<<set $player_icon_top_set to 2>>
<<include "Player Coordinates 24">>
<<include "Marker Cleanup">>
<<set $tile_up to "no">>
<<set $tile_left to "Beach 1 1-7">>
<<set $tile_down to "Beach 2 2-1">>
<<set $tile_right to "Beach 2 1-2">>
<<set $Workshop to 0>>
<<set $Crafting_Location to "Beach 2 1-1">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<if visited() is 1>>
<span style="color:#D891EB">"I've initialized your Automapper and visual inventory functions, Mio. Familiarize yourself with them on your left and right, respectively! Regarding the map, remember what the manual says - 'why click, when you can press the keys'! Granted, I... don't know what that means. <br><br> Also, I've brought your Task Tracker online! Or Quest Log, or Activity Planner, or whatever you want to call it. Just check your 'TASK' function! Good luck, and remember: save often!"</span>
<hrt><hr></hrt>
<</if>>
<<set $Storage_Module_Desc to "A storage module, which is moon colonist talk for 'oversized broom closet'. Mio always feared that she'd end up in a place like this, some day -- just perhaps with less damage and debris from the impact of her Breaching Pod. The shelves to the west of the room have been smashed to pieces by the impact, their contents scattered and almost certainly useless, but the shelves to the east seem to have been spared. Sleek lunar-gray panels line the walls, ceiling and floor - like most colony structures, this is mainly hewn from modular parts of specific and exacting dimensions, allowing rooms to be built to whatever size and shape needed, or even dropped in pre-fabricated before being connected to ventilation, engineering, and pressurization sealing.<br><br>The Breaching Pod lies to the southwest, whilst the exit out - through a still-functioning pressure-seal door - lies to the north. That door seems to have protected this room from the infestation, so this should, if nothing else, make for a good safe-room.">><<set $main_desc to $Storage_Module_Desc>>$main_desc
<hrt><hr></hrt>
@@.shud; -- Mio's Breaching Pod is here, jutting through the ceiling and into the floor like an absent-mindedly placed pillar of offputting gunmetal gray, further charred by carbon scoring from the heat of drilling into the base. Ugly great globs of sealing foam plug the hole it created in the facility roof. The interior - consisting of little more than an unpadded seat flanked by banks of storage compartments - is cramped, but for the next few hours, it's home.
<hrt><hr></hrt>
<<link "Repair" "Bed">><<set $Prior_Location to passage()>><<set $Bed to "Breaching Pod">><</link>> -- The interior of the Breaching Pod features a repair bay. <br><<link "Crafting" "Crafting">><</link>> -- It also has <b>workshop</b> functionality - weapons can be modified (through their inventory window) and items can be crafted here.
<br><br>
<<link "Combat Test" "Combat Enemy Dummy Intro">><</link>> -- B4B3 can spin up a combat simulation to help Mio get re-acquainted with her abilities.
<hrt><hr></hrt>
<<if $Weather_Alert gte 1>>
$Weather_Change_Info1 $Weather_Change_Info2 <br><br>
<</if>>
$Weather_Report_External
<<include "JOMT">>
<<set $map to $MAP_MERCANOID_STORAGE_MODULE>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<include "Marker Cleanup">>
<<if $MERCANOID_Storage_Module_Chest1 is 0>>
<<set $map_1_marker to $marker_chest>>
<<set $marker1_icon_right to 60>>
<<set $marker1_icon_top to 162>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>
<</if>>
<<set $map_2_marker to $marker_bed>>
<<set $marker2_icon_right to 156>>
<<set $marker2_icon_top to 210>>
<<set $marker2_icon_style to "position:absolute; right:" + $marker2_icon_right + "px; top:" + $marker2_icon_top + "px; z-index:49;">>
<<set $map_3_marker to $marker_health>>
<<set $marker3_icon_right to 180>>
<<set $marker3_icon_top to 210>>
<<set $marker3_icon_style to "position:absolute; right:" + $marker3_icon_right + "px; top:" + $marker3_icon_top + "px; z-index:49;">>
<<set $map_4_marker to $marker_wrench>>
<<set $marker4_icon_right to 156>>
<<set $marker4_icon_top to 234>>
<<set $marker4_icon_style to "position:absolute; right:" + $marker4_icon_right + "px; top:" + $marker4_icon_top + "px; z-index:49;">>
<<set $marker5_icon_right to 84>>
<<set $marker5_icon_top to 114>>
<<set $marker5_icon_style to "position:absolute; right:" + $marker5_icon_right + "px; top:" + $marker5_icon_top + "px; z-index:49;">>
<<if ndef $MS_Storage_Locked>>
<<set $map_5_marker to $marker_button>>
<<else>>
<<set $map_5_marker to $marker_button_pressed>>
<</if>>
<<set $marker6_icon_right to 108>>
<<set $marker6_icon_top to 68>>
<<set $marker6_icon_style to "position:absolute; right:" + $marker6_icon_right + "px; top:" + $marker6_icon_top + "px; z-index:49;">>
<<if ndef $MS_Storage_Locked>>
<<set $map_6_marker to $storage_lock>>
<<else>>
<<set $map_6_marker to $icon_marker_blank_48>>
<</if>>
<<set $tile_up to "Storage Module 2-1">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "Storage Module 3-2">>
<<set $Workshop to 1>>
<<set $Crafting_Location to "Storage Module 3-1">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<switch $player_icon_right_set>>
<<case 1>><<set $player_icon_right to 245>>
<<case 2>><<set $player_icon_right to 221>>
<<case 3>><<set $player_icon_right to 197>>
<<case 4>><<set $player_icon_right to 173>>
<<case 5>><<set $player_icon_right to 149>>
<<case 6>><<set $player_icon_right to 125>>
<<case 7>><<set $player_icon_right to 101>>
<<case 8>><<set $player_icon_right to 77>>
<<case 9>><<set $player_icon_right to 53>>
<<case 10>><<set $player_icon_right to 29>>
<<case 11>><<set $player_icon_right to 5>>
<</switch>>
<<switch $player_icon_top_set>>
<<case 1>><<set $player_icon_top to 49>>
<<case 2>><<set $player_icon_top to 73>>
<<case 3>><<set $player_icon_top to 97>>
<<case 4>><<set $player_icon_top to 121>>
<<case 5>><<set $player_icon_top to 145>>
<<case 6>><<set $player_icon_top to 169>>
<<case 7>><<set $player_icon_top to 193>>
<<case 8>><<set $player_icon_top to 217>>
<<case 9>><<set $player_icon_top to 241>>
<<case 10>><<set $player_icon_top to 265>>
<<case 11>><<set $player_icon_top to 289>>
<</switch>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<</nobr>><<nobr>>
<<switch $player_icon_right_set>>
<<case 1>><<set $player_icon_right to 209>>
<<case 2>><<set $player_icon_right to 161>>
<<case 3>><<set $player_icon_right to 113>>
<<case 4>><<set $player_icon_right to 65>>
<<case 5>><<set $player_icon_right to 17>>
<</switch>>
<<switch $player_icon_top_set>>
<<case 1>><<set $player_icon_top to 50>>
<<case 2>><<set $player_icon_top to 98>>
<<case 3>><<set $player_icon_top to 146>>
<<case 4>><<set $player_icon_top to 194>>
<<case 5>><<set $player_icon_top to 242>>
<</switch>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<</nobr>><<nobr>>
<<switch $marker_icon_right_set>>
<<case 1>><<set $marker_temp_right to 245>>
<<case 2>><<set $marker_temp_right to 221>>
<<case 3>><<set $marker_temp_right to 197>>
<<case 4>><<set $marker_temp_right to 173>>
<<case 5>><<set $marker_temp_right to 149>>
<<case 6>><<set $marker_temp_right to 125>>
<<case 7>><<set $marker_temp_right to 101>>
<<case 8>><<set $marker_temp_right to 77>>
<<case 9>><<set $marker_temp_right to 53>>
<<case 10>><<set $marker_temp_right to 29>>
<<case 11>><<set $marker_temp_right to 5>>
<</switch>>
<<switch $marker_icon_top_set>>
<<case 1>><<set $marker_temp_top to 59>>
<<case 2>><<set $marker_temp_top to 83>>
<<case 3>><<set $marker_temp_top to 107>>
<<case 4>><<set $marker_temp_top to 131>>
<<case 5>><<set $marker_temp_top to 155>>
<<case 6>><<set $marker_temp_top to 179>>
<<case 7>><<set $marker_temp_top to 203>>
<<case 8>><<set $marker_temp_top to 227>>
<<case 9>><<set $marker_temp_top to 251>>
<<case 10>><<set $marker_temp_top to 275>>
<<case 11>><<set $marker_temp_top to 299>>
<</switch>>
<<set $marker_icon_style to "position:absolute; right:" + $marker_temp_right + "px; top:" + $marker_temp_top + "px; z-index:49;">>
<<include "Marker Setter">>
<</nobr>><<nobr>>
<<switch $marker_icon_right_set>>
<<case 1>><<set $marker_temp_right to 233>>
<<case 2>><<set $marker_temp_right to 209>>
<<case 3>><<set $marker_temp_right to 185>>
<<case 4>><<set $marker_temp_right to 161>>
<<case 5>><<set $marker_temp_right to 137>>
<<case 6>><<set $marker_temp_right to 113>>
<<case 7>><<set $marker_temp_right to 89>>
<<case 8>><<set $marker_temp_right to 65>>
<<case 9>><<set $marker_temp_right to 41>>
<<case 10>><<set $marker_temp_right to 17>>
<</switch>>
<<switch $marker_icon_top_set>>
<<case 1>><<set $marker_temp_top to 71>>
<<case 2>><<set $marker_temp_top to 95>>
<<case 3>><<set $marker_temp_top to 119>>
<<case 4>><<set $marker_temp_top to 143>>
<<case 5>><<set $marker_temp_top to 167>>
<<case 6>><<set $marker_temp_top to 191>>
<<case 7>><<set $marker_temp_top to 215>>
<<case 8>><<set $marker_temp_top to 239>>
<<case 9>><<set $marker_temp_top to 263>>
<<case 10>><<set $marker_temp_top to 287>>
<</switch>>
<<set $marker_icon_style to "position:absolute; right:" + $marker_temp_right + "px; top:" + $marker_temp_top + "px; z-index:49;">>
<<include "Marker Setter">>
<</nobr>><<set $map_1_marker to $marker_chest>>
<<set $marker_icon_right_set to 1>>
<<set $marker_icon_top_set to 1>>
<<include "Marker Coordinates 24">>
<<set $marker1_icon_right to $marker_icon_right_set>>
<<set $marker1_icon_top to $marker_icon_top_set>>
<<set $marker1_icon_style to "position:absolute; right:" + $marker1_icon_right + "px; top:" + $marker1_icon_top + "px; z-index:49;">>The vehicle module should be laid out as follows.
At the top of the page lies the division with the Vehicle itself. We'll be using Mechs as an example. This is a graphical look at the vehicle, and, if customizable, parts for it should be laid out in a sensible order to facilitate 'paperdolling'. To use Mech again - z-index Legs at back, then Arms, then Core, then Crown. So long as connection points remain standard across all body parts, this should work fine... of course, actually doing that much unique spritework is another matter entirely.
These parts should be Img Links set against a background with spaces for divs that contain:
PART NAME - SLOTS X/Y
(The slots themselves)
Split into: Head, Shoulders, Core, Left Arm, Right Arm, Legs.
Below this graphic should be the Mech's name - adjustable on click - and its current stat totals.
Div split - Info. Similar to how the Gathering screen is laid out. This div contains information on the currently-selected part. If it is a Part, it will list its details. If a different Part is selected, it will instead compare its values to that of the current part. Abuse an <<include>> to make this fancy. If it's an Attachment, then it lists what it does/improves. No direct comparisons for Attachments.
Below this is a button for 'MOUNT'. This can be grayed out and a reason given for why the operation cannot be completed, such as: Lack of slots /Replacement would reduce the slots below the limit/etc. Furthermore, if there are any warnings preventing the build from being validated, exit from the page is rendered impossible via the exit link deactivating.
Finally, below this is the currently-selected garage tab of items. Crown, Core, Arms, Legs, then Attachments: Crown, Shoulders, Core, Left Arm, Right Arm, Legs.
<<nobr>><<set $Crown_Goblin to 1>><<set $Crown_Goblet to 1>><<set $Crown_Goblin_Equipped to 0>>
<span id="VehicleReplace">
<div class="VehicleInterface">
<div class="VehicleParts" id="VehicleParts">
<<include "Vehicle Paperdoll">>
</div>
<div id="VehicleReport">
<<include "Vehicle Stat Calculator">>
<<include "Vehicle Overall Stats">>
</div>
<div id="VehicleMount" class="VehicleMount" align="center">
<<set $part_target to "Crown">>
<<include "Vehicle unMount">>
</div>
<div id="VehicleGarage">
<<include "Vehicle Garage">>
</div>
<div align="center" class="VehicleGarageButtons">
<<include "Vehicle Garage Buttons">>
</div>
</div>
</span>
<</nobr>><<nobr>>
<<link [img[$Vehicle_Crown_Button_Icon]]>><<set $garage to "crown">><<replace #VehicleGarage>><<include "Vehicle Garage">><</replace>><</link>>
<<link [img[$Vehicle_Core_Button_Icon]]>><<set $garage to "core">><<replace #VehicleGarage>><<include "Vehicle Garage">><</replace>><</link>>
<<link [img[$Vehicle_Arms_Button_Icon]]>><<set $garage to "arms">><<replace #VehicleGarage>><<include "Vehicle Garage">><</replace>><</link>>
<<link [img[$Vehicle_Legs_Button_Icon]]>><<set $garage to "legs">><<replace #VehicleGarage>><<include "Vehicle Garage">><</replace>><</link>>
<br>
<<link [img[$Vehicle_Crown_Module_Button_Icon]]>><<set $garage to "crown modules">><<replace '#VehicleGarage'>><<include "Vehicle Garage">><</replace>><</link>>
<<link [img[$Vehicle_ArmL_Module_Button_Icon]]>><<set $garage to "arm modules left">><<replace '#VehicleGarage'>><<include "Vehicle Garage">><</replace>><</link>>
<<link [img[$Vehicle_Core_Module_Button_Icon]]>><<set $garage to "core modules">><<replace '#VehicleGarage'>><<include "Vehicle Garage">><</replace>><</link>>
<<link [img[$Vehicle_ArmR_Module_Button_Icon]]>><<set $garage to "arm modules right">><<replace '#VehicleGarage'>><<include "Vehicle Garage">><</replace>><</link>>
<<link [img[$Vehicle_Leg_Module_Button_Icon]]>><<set $garage to "legs modules">><<replace '#VehicleGarage'>><<include "Vehicle Garage">><</replace>><</link>>
<</nobr>><<nobr>>
<<if $garage is "crown">>
<<include "Garage Crown">>
<<elseif $garage is "core">>
<<include "Garage Core">>
<<elseif $garage is "arms">>
<<include "Garage Arms">>
<<elseif $garage is "legs">>
<<include "Garage Legs">>
<<elseif $garage is "crown modules">>
<<include "Garage Crown Modules">>
<<elseif $garage is "core modules">>
<<include "Garage Core Modules">>
<<elseif $garage is "arm modules left">>
<<include "Garage Arm Modules Left">>
<<elseif $garage is "arm modules right">>
<<include "Garage Arm Modules Right">>
<<elseif $garage is "leg modules">>
<<include "Garage Leg Modules">>
<</if>>
<</nobr>><<nobr>>
<<set $garage to "crown">>
<</nobr>><<nobr>>
<<if $Crown_EXAMPLE is 1 and $Crown_Equipped isnot "EXAMPLE">>
<<link [img[$Crown_EXAMPLEUNDER_Icon]]>>
<<set $Current_Part to "Crown EXAMPLE">>
<<replace '#VehicleReport'>><<include "Crown EXAMPLE">><</replace>><</link>>
<</if>>
<<if $Crown_Goblin is 1 and $Crown_Equipped isnot "Goblin">>
<<link [img[$Crown_Goblin_Icon]]>>
<<set $Current_Part to "Crown Goblin">>
<<replace '#VehicleReport'>><<include "Crown Goblin">><</replace>><</link>>
<</if>>
<<if $Crown_Goblet is 1 and $Crown_Equipped isnot "Goblet">>
<<link [img[$Crown_Goblet_Icon]]>>
<<set $Current_Part to "Crown Goblet">>
<<replace '#VehicleReport'>><<include "Crown Goblet">><</replace>><</link>>
<</if>>
<</nobr>>
<<nobr>>
<<if $Core_EXAMPLE is 1 and $Core_Equipped isnot "EXAMPLE">>
<<link [img[$Core_EXAMPLEUNDER_Icon]]>>
<<set $Current_Part to "Core EXAMPLE">>
<<replace '#VehicleReport'>><<include "Core EXAMPLE">><</replace>><</link>>
<</if>>
<<if $Core_Goblin is 1 and $Core_Equipped isnot "Goblin">>
<<link [img[$Core_Goblin_Icon]]>>
<<set $Current_Part to "Core Goblin">>
<<replace '#VehicleReport'>><<include "Core Goblin">><</replace>><</link>>
<</if>>
<<if $Core_Goblet is 1 and $Core_Equipped isnot "Goblet">>
<<link [img[$Core_Goblet_Icon]]>>
<<set $Current_Part to "Core Goblet">>
<<replace '#VehicleReport'>><<include "Core Goblet">><</replace>><</link>>
<</if>>
<</nobr>><<nobr>>
<<if $Arms_EXAMPLE is 1 and $Arms_Equipped isnot "EXAMPLE">>
<<link [img[$Arms_EXAMPLEUNDER_Icon]]>>
<<set $Current_Part to "Arms EXAMPLE">>
<<replace '#VehicleReport'>><<include "Arms EXAMPLE">><</replace>><</link>>
<</if>>
<<if $Arms_Goblin is 1 and $Arms_Equipped isnot "Goblin">>
<<link [img[$Arms_Goblin_Icon]]>>
<<set $Current_Part to "Arms Goblin">>
<<replace '#VehicleReport'>><<include "Arms Goblin">><</replace>><</link>>
<</if>>
<<if $Arms_Goblet is 1 and $Arms_Equipped isnot "Goblet">>
<<link [img[$Arms_Goblet_Icon]]>>
<<set $Current_Part to "Arms Goblet">>
<<replace '#VehicleReport'>><<include "Arms Goblet">><</replace>><</link>>
<</if>>
<</nobr>><<nobr>>
<<if $Legs_EXAMPLE is 1 and $Legs_Equipped isnot "EXAMPLE">>
<<link [img[$Legs_EXAMPLEUNDER_Icon]]>>
<<set $Current_Part to "Legs EXAMPLE">>
<<replace '#VehicleReport'>><<include "Legs EXAMPLE">><</replace>><</link>>
<</if>>
<<if $Legs_Goblin is 1 and $Legs_Equipped isnot "Goblin">>
<<link [img[$Legs_Goblin_Icon]]>>
<<set $Current_Part to "Legs Goblin">>
<<replace '#VehicleReport'>><<include "Legs Goblin">><</replace>><</link>>
<</if>>
<<if $Legs_Goblet is 1 and $Legs_Equipped isnot "Goblet">>
<<link [img[$Legs_Goblet_Icon]]>>
<<set $Current_Part to "Legs Goblet">>
<<replace '#VehicleReport'>><<include "Legs Goblet">><</replace>><</link>>
<</if>>
<</nobr>><<nobr>>
<<if $EXAMPLEUNDER is 1 and $EXAMPLE_Equipped isnot 1>>
<<link [img[$Crown_Module_EXAMPLEUNDER_Icon]]>>
<<set $Current_Part to "Crown Module EXAMPLE">>
<<replace '#VehicleReport'>><<include "Crown Module EXAMPLE">><</replace>><</link>>
<</if>>
<</nobr>><<nobr>>
<<if $EXAMPLEUNDER is 1 and $EXAMPLE_Equipped isnot 1>>
<<link [img[$Core_Module_EXAMPLEUNDER_Icon]]>>
<<set $Current_Part to "Core Module EXAMPLE">>
<<replace '#VehicleReport'>><<include "Core Module EXAMPLE">><</replace>><</link>>
<</if>>
<</nobr>><<nobr>>
<<if $EXAMPLEUNDER is 1 and $EXAMPLE_Equipped isnot 1>>
<<link [img[$Arm_Left_Module_EXAMPLEUNDER_Icon]]>>
<<set $Current_Part to "Arm Left Module EXAMPLE">>
<<replace '#VehicleReport'>><<include "Arm Left Module EXAMPLE">><</replace>><</link>>
<</if>>
<</nobr>><<nobr>>
<<if $EXAMPLEUNDER is 1 and $EXAMPLE_Equipped isnot 1>>
<<link [img[$Arm_Right_Module_EXAMPLEUNDER_Icon]]>>
<<set $Current_Part to "Arm Right Module EXAMPLE">>
<<replace '#VehicleReport'>><<include "Arm Right Module EXAMPLE">><</replace>><</link>>
<</if>>
<</nobr>><<nobr>>
<<if $EXAMPLEUNDER is 1 and $EXAMPLE_Equipped isnot 1>>
<<link [img[$Legs_Module_EXAMPLEUNDER_Icon]]>>
<<set $Current_Part to "Legs Module EXAMPLE">>
<<replace '#VehicleReport'>><<include "Legs Module EXAMPLE">><</replace>><</link>>
<</if>>
<</nobr>><<nobr>>
<<set $part_target to "Crown">>
<<set $part_target_name to "EXAMPLE">>
<<set $structure_crown_pot to 15>>
<<set $response_crown_pot to 5>>
<<set $system_crown_pot to 5>>
<<set $slots_crown_pot to 0>>
<<set $slots_part_pot to 2>>
<<set $vehicle_target_slots_consumed to $vehicle_crown_slots_consumed>>
<<set $slots_consumed_part_pot to 0>>
<div align="center" style="font-size: 120%;">
<<link [img[$Crown_EXAMPLEUNDER_Icon]]>><</link>>
<br>
<b>CROWN - EXAMPLECAPS</b>
</div>
<hrt><hr></hrt>
<<include "Crown Stats">>
<hrt><hr></hrt>
ALineInBriefSummary
<br>
APhysicalDescription
<br><br>
SalesPitch
<br><br>
DiverConsensus
<<include "Vehicle Mount Check Cleanup">>
<<if $Crown_Equipped is "EXAMPLE">>
<<include "Vehicle unMount">>
<<else>>
<<replace '#VehicleMount'>>
<<include "Vehicle Mount">>
<</replace>>
<</if>>
<</nobr>><<nobr>>
<<set $part_target to "Crown">>
<<set $part_target_name to "Goblin">>
<<set $structure_crown_pot to 15>>
<<set $response_crown_pot to 5>>
<<set $system_crown_pot to 5>>
<<set $slots_crown_pot to 0>>
<<set $slots_part_pot to 2>>
<<set $vehicle_target_slots_consumed to $vehicle_crown_slots_consumed>>
<<set $slots_consumed_part_pot to 0>>
<div align="center" style="font-size: 120%;">
<<link [img[$Crown_Goblin_Icon]]>><</link>>
<br>
<b>CROWN - GOBLIN</b>
</div>
<hrt><hr></hrt>
<<include "Crown Stats">>
<hrt><hr></hrt>
ALineInBriefSummary
<br>
APhysicalDescription
<br><br>
SalesPitch
<br><br>
DiverConsensus
<<include "Vehicle Mount Check Cleanup">>
<<if $Crown_Equipped is "Goblin">>
<<include "Vehicle unMount">>
<<else>>
<<replace '#VehicleMount'>>
<<include "Vehicle Mount">>
<</replace>>
<</if>>
<</nobr>><<nobr>>
<<set $part_target to "Core">>
<<set $part_target_name to "EXAMPLE">>
<<set $structure_core_pot to NUMBER>>
<<set $response_core_pot to NUMBER>>
<<set $system_core_pot to NUMBER>>
<<set $slots_core_pot to 0>>
<<set $slots_part_pot to NUMBER>>
<<set $vehicle_target_slots_consumed to $vehicle_core_slots_consumed>>
<<set $slots_consumed_part_pot to 0>>
<div align="center" style="font-size: 120%;">
<<link [img[$Core_EXAMPLEUNDER_Icon]]>><</link>>
<br>
<b>CORE - EXAMPLE</b>
</div>
<hrt><hr></hrt>
<<include "Core Stats">>
<hrt><hr></hrt>
ALineInBriefSummary
<br>
APhysicalDescription
<br><br>
SalesPitch
<br><br>
DiverConsensus
<<include "Vehicle Mount Check Cleanup">>
<<if $Core_Equipped is "EXAMPLE">>
<<include "Vehicle unMount">>
<<else>>
<<replace '#VehicleMount'>>
<<include "Vehicle Mount">>
<</replace>>
<</if>>
<</nobr>><<nobr>>
<<set $part_target to "Arms">>
<<set $part_target_name to "EXAMPLE">>
<<set $structure_arms_pot to NUMBER>>
<<set $pressure_arms_pot to NUMBER>>
<<set $power_arms_pot to NUMBER>>
<<set $response_arms_pot to NUMBER>>
<<set $slots_arms_pot to 0>>
<<set $slots_part_pot to NUMBER>>
<<set $vehicle_target_slots_consumed to $vehicle_arms_slots_consumed>>
<<set $slots_consumed_part_pot to 0>>
<div align="center" style="font-size: 120%;">
<<link [img[$Arms_EXAMPLEUNDER_Icon]]>><</link>>
<br>
<b>ARMS - EXAMPLE</b>
</div>
<hrt><hr></hrt>
<<include "Arms Stats">>
<hrt><hr></hrt>
ALineInBriefSummary
<br>
APhysicalDescription
<br><br>
SalesPitch
<br><br>
DiverConsensus
<<include "Vehicle Mount Check Cleanup">>
<<if $Arms_Equipped is "EXAMPLE">>
<<include "Vehicle unMount">>
<<else>>
<<replace '#VehicleMount'>>
<<include "Vehicle Mount">>
<</replace>>
<</if>>
<</nobr>><<nobr>>
<<set $part_target to "Legs">>
<<set $part_target_name to "EXAMPLE">>
<<set $structure_legs_pot to NUMBER>>
<<set $speed_legs_pot to NUMBER>>
<<set $pressure_legs_pot to NUMBER>>
<<set $slots_legs_pot to 0>>
<<set $slots_part_pot to NUMBER>>
<<set $vehicle_target_slots_consumed to $vehicle_legs_slots_consumed>>
<<set $slots_consumed_part_pot to 0>>
<div align="center" style="font-size: 120%;">
<<link [img[$Legs_EXAMPLEUNDER_Icon]]>><</link>>
<br>
<b>LEGS - EXAMPLE</b>
</div>
<hrt><hr></hrt>
<<include "Legs Stats">>
<hrt><hr></hrt>
ALineInBriefSummary
<br>
APhysicalDescription
<br><br>
SalesPitch
<br><br>
DiverConsensus
<<include "Vehicle Mount Check Cleanup">>
<<if $Legs_Equipped is "EXAMPLE">>
<<include "Vehicle unMount">>
<<else>>
<<replace '#VehicleMount'>>
<<include "Vehicle Mount">>
<</replace>>
<</if>>
<</nobr>><<nobr>>
<<set $Vehicle_Mount to 1>>
<<if $slots_part_pot lt $vehicle_target_slots_consumed>>
<<set $Vehicle_Mount to $Vehicle_Mount - 1>>
<<set $Vehicle_Warning1 to "Invalid - $slots_part_pot slots must be free on this section.">>
<<else>>
<<set $Vehicle_Warning1 to "">>
<</if>>
<<set $vehicle_slots_limit to $slots_consumed_part_pot + $vehicle_target_slots_consumed>>
<<if $vehicle_slots_limit gt $vehicle_target_slots>>
<<set $Vehicle_Mount to $Vehicle_Mount - 1>>
<<set $Vehicle_Warning2 to "Invalid - $slots_part_pot slots must be free on this section.">>
<<else>>
<<set $Vehicle_Warning2 to "">>
<</if>>
<<if $Vehicle_Mount lte 0>>
<<link [img[$Vehicle_Report_Icon]]>><<replace '#VehicleReport'>>
<<include "Vehicle Overall Stats">>
<</replace>><</link>>
<<link [img[$Vehicle_Mount_Invalid_Icon]]>><</link>>
<br>
<span style="color:#F65050">$Vehicle_Warning1 $Vehicle_Warning2</span>
<<else>>
<<link [img[$Vehicle_Report_Icon]]>><<replace '#VehicleReport'>>
<<include "Vehicle Overall Stats">>
<</replace>><</link>>
<<link [img[$Vehicle_Mount_Icon]]>>
<<include "Vehicle Part Mounter">>
<<replace '#VehicleMount'>>
<<link [img[$Vehicle_Report_Icon]]>><<replace '#VehicleReport'>>
<<include "Vehicle Overall Stats">>
<</replace>><</link>>
<<link [img[$Vehicle_Mount_Invalid_Icon]]>><</link>>
<br>Part successfully mounted.
<</replace>>
<<replace '#VehicleParts'>>
<<include "Vehicle Paperdoll">>
<</replace>>
<<replace '#VehicleGarage'>>
<<include "Vehicle Garage">>
<</replace>>
<</link>>
<br>
<span style="color:#61EC68">Part validated. Mounting available.</span>
<</if>>
<</nobr>><<nobr>>
<<set $vehicle_name to "Ol' Reliable">>
<<set $vehicle_crown_slots to 0>>
<<set $vehicle_core_slots to 0>>
<<set $vehicle_arms_slots to 0>>
<<set $vehicle_arml_slots to 0>>
<<set $vehicle_armr_slots to 0>>
<<set $vehicle_legs_slots to 0>>
<<set $vehicle_crown_slots_consumed to 0>>
<<set $vehicle_core_slots_consumed to 0>>
<<set $vehicle_arml_slots_consumed to 0>>
<<set $vehicle_armr_slots_consumed to 0>>
<<set $vehicle_legs_slots_consumed to 0>>
<<set $vehicle_crown_structure to 0>>
<<set $vehicle_crown_speed to 0>>
<<set $vehicle_crown_response to 0>>
<<set $vehicle_crown_pressure to 0>>
<<set $vehicle_crown_power to 0>>
<<set $vehicle_crown_system to 0>>
<<set $vehicle_core_structure to 0>>
<<set $vehicle_core_speed to 0>>
<<set $vehicle_core_response to 0>>
<<set $vehicle_core_pressure to 0>>
<<set $vehicle_core_power to 0>>
<<set $vehicle_core_system to 0>>
<<set $vehicle_arms_structure to 0>>
<<set $vehicle_arms_speed to 0>>
<<set $vehicle_arms_response to 0>>
<<set $vehicle_arms_pressure to 0>>
<<set $vehicle_arms_power to 0>>
<<set $vehicle_arms_system to 0>>
<<set $vehicle_legs_structure to 0>>
<<set $vehicle_legs_speed to 0>>
<<set $vehicle_legs_response to 0>>
<<set $vehicle_legs_pressure to 0>>
<<set $vehicle_legs_power to 0>>
<<set $vehicle_legs_system to 0>>
<<set $vehicle_structure to 0>>
<<set $vehicle_speed to 0>>
<<set $vehicle_response to 0>>
<<set $vehicle_pressure to 0>>
<<set $vehicle_power to 0>>
<<set $vehicle_system to 0>>
<<set $Crown_Equipped to "Goblin">>
<<set $Core_Equipped to "Goblin">>
<<set $Arms_Equipped to "Goblin">>
<<set $Legs_Equipped to "Goblin">>
<</nobr>><<nobr>>
<<if $part_target is "Crown">>
<<set $Crown_Equipped to $part_target_name>>
<<set $vehicle_crown_structure to $structure_crown_pot>>
<<set $vehicle_crown_response to $response_crown_pot>>
<<set $vehicle_crown_system to $system_crown_pot>>
<<set $vehicle_crown_slots to $slots_part_pot>>
<<elseif $part_target is "Core">>
<<set $Core_Equipped to $part_target_name>>
<<set $vehicle_core_structure to $structure_core_pot>>
<<set $vehicle_crown_pressure to $pressure_crown_pot>>
<<set $vehicle_crown_power to $power_crown_pot>>
<<set $vehicle_crown_system to $system_crown_pot>>
<<set $vehicle_crown_slots to $slots_part_pot>>
<<elseif $part_target is "Arms">>
<<set $Arms_Equipped to $part_target_name>>
<<set $vehicle_arms_structure to $structure_arms_pot>>
<<set $vehicle_arms_response to $response_arms_pot>>
<<set $vehicle_arms_pressure to $pressure_arms_pot>>
<<set $vehicle_arms_power to $power_arms_pot>>
<<set $vehicle_arms_slots to $slots_part_pot>>
<<set $vehicle_arml_slots to $slots_part_pot>>
<<set $vehicle_armr_slots to $slots_part_pot>>
<<elseif $part_target is "Legs">>
<<set $Legs_Equipped to $part_target_name>>
<<set $vehicle_legs_structure to $structure_legs_pot>>
<<set $vehicle_legs_speed to $speed_legs_pot>>
<<set $vehicle_legs_pressure to $pressure_legs_pot>>
<<set $vehicle_legs_slots to $slots_part_pot>>
<<else>>
<<set State.variables[_currentpart + "_Equipped"] = 1>>
<</if>>
<<include "Vehicle Stat Calculator">>
<</nobr>><<nobr>>
<<set $vehicle_crown_slots_pot to 0>>
<<set $vehicle_core_slots_pot to 0>>
<<set $vehicle_arml_slots_pot to 0>>
<<set $vehicle_armr_slots_pot to 0>>
<<set $vehicle_leg_slots_pot to 0>>
<<set $vehicle_crown_structure_pot to 0>>
<<set $vehicle_crown_speed_pot to 0>>
<<set $vehicle_crown_response_pot to 0>>
<<set $vehicle_crown_pressure_pot to 0>>
<<set $vehicle_crown_power_pot to 0>>
<<set $vehicle_crown_system_pot to 0>>
<<set $vehicle_core_structure_pot to 0>>
<<set $vehicle_core_speed_pot to 0>>
<<set $vehicle_core_response_pot to 0>>
<<set $vehicle_core_pressure_pot to 0>>
<<set $vehicle_core_power_pot to 0>>
<<set $vehicle_core_system_pot to 0>>
<<set $vehicle_arms_structure_pot to 0>>
<<set $vehicle_arms_speed_pot to 0>>
<<set $vehicle_arms_response_pot to 0>>
<<set $vehicle_arms_pressure_pot to 0>>
<<set $vehicle_arms_power_pot to 0>>
<<set $vehicle_arms_system_pot to 0>>
<<set $vehicle_legs_structure_pot to 0>>
<<set $vehicle_legs_speed_pot to 0>>
<<set $vehicle_legs_response_pot to 0>>
<<set $vehicle_legs_pressure_pot to 0>>
<<set $vehicle_legs_power_pot to 0>>
<<set $vehicle_legs_system_pot to 0>>
<</nobr>><<nobr>>
<<if $Crown_Equipped is "EXAMPLE">>
<<link [img[$Crown_EXAMPLEUNDER_Paperdoll]]>>
<<set $Current_Part to "Crown EXAMPLE">>
<<replace '#VehicleReport'>><<include "Crown EXAMPLE">><</replace>><</link>>
<</if>>
<<if $Crown_Equipped is "Goblin">>
<<link [img[$Crown_Goblin_Paperdoll]]>>
<<set $Current_Part to "Crown Goblin">>
<<replace '#VehicleReport'>><<include "Crown Goblin">><</replace>><</link>>
<</if>>
<<if $Crown_Equipped is "Goblet">>
<<link [img[$Crown_Goblet_Paperdoll]]>>
<<set $Current_Part to "Crown Goblet">>
<<replace '#VehicleReport'>><<include "Crown Goblet">><</replace>><</link>>
<</if>>
<</nobr>><<nobr>>
<<if $Core_Equipped is "EXAMPLE">>
<<set $vehicle_crown_right to 0>>
<<set $vehicle_crown_top to 0>>
<<set $vehicle_arml_right to 0>>
<<set $vehicle_arml_top to 0>>
<<set $vehicle_armr_right to 0>>
<<set $vehicle_armr_top to 0>>
<<set $vehicle_legs_right to 0>>
<<set $vehicle_legs_top to 0>>
<<link [img[$Core_EXAMPLEUNDER_Paperdoll]]>>
<<set $Current_Part to "Core EXAMPLE">>
<<replace '#VehicleReport'>><<include "Core EXAMPLE">><</replace>><</link>>
<</if>>
<<if $Core_Equipped is "Goblin">>
<<set $vehicle_crown_right to 0>>
<<set $vehicle_crown_top to 0>>
<<set $vehicle_arml_right to 0>>
<<set $vehicle_arml_top to 0>>
<<set $vehicle_armr_right to 0>>
<<set $vehicle_armr_top to 0>>
<<set $vehicle_legs_right to 0>>
<<set $vehicle_legs_top to 0>>
<<link [img[$Core_Goblin_Paperdoll]]>>
<<set $Current_Part to "Core Goblin">>
<<replace '#VehicleReport'>><<include "Core Goblin">><</replace>><</link>>
<</if>>
<<if $Core_Equipped is "Goblet">>
<<set $vehicle_crown_right to 0>>
<<set $vehicle_crown_top to 0>>
<<set $vehicle_arml_right to 0>>
<<set $vehicle_arml_top to 0>>
<<set $vehicle_armr_right to 0>>
<<set $vehicle_armr_top to 0>>
<<set $vehicle_legs_right to 0>>
<<set $vehicle_legs_top to 0>>
<<link [img[$Core_Goblet_Paperdoll]]>>
<<set $Current_Part to "Core Goblet">>
<<replace '#VehicleReport'>><<include "Core Goblet">><</replace>><</link>>
<</if>>
<</nobr>><<nobr>>
<<if $Arms_Equipped is "EXAMPLE">>
<<link [img[$Arms_EXAMPLEUNDER_Paperdoll]]>>
<<set $Current_Part to "Arms EXAMPLE">>
<<replace '#VehicleReport'>><<include "Arms EXAMPLE">><</replace>><</link>>
<</if>>
<<if $Arms_Equipped is "Goblin">>
<<link [img[$Arms_Goblin_Paperdoll]]>>
<<set $Current_Part to "Arms Goblin">>
<<replace '#VehicleReport'>><<include "Arms Goblin">><</replace>><</link>>
<</if>>
<<if $Arms_Equipped is "Goblet">>
<<link [img[$Arms_Goblet_Paperdoll]]>>
<<set $Current_Part to "Arms Goblet">>
<<replace '#VehicleReport'>><<include "Arms Goblet">><</replace>><</link>>
<</if>>
<</nobr>><<nobr>>
<<if $Legs_Equipped is "EXAMPLE">>
<<link [img[$Legs_EXAMPLEUNDER_Paperdoll]]>>
<<set $Current_Part to "Legs EXAMPLE">>
<<replace '#VehicleReport'>><<include "Legs EXAMPLE">><</replace>><</link>>
<</if>>
<<if $Legs_Equipped is "Goblin">>
<<link [img[$Legs_Goblin_Paperdoll]]>>
<<set $Current_Part to "Legs Goblin">>
<<replace '#VehicleReport'>><<include "Legs Goblin">><</replace>><</link>>
<</if>>
<<if $Legs_Equipped is "Goblet">>
<<link [img[$Legs_Goblet_Paperdoll]]>>
<<set $Current_Part to "Legs Goblet">>
<<replace '#VehicleReport'>><<include "Legs Goblet">><</replace>><</link>>
<</if>>
<</nobr>><<nobr>>
<<if $Crown_Module_EXAMPLEUNDER_Equipped is 1>>
<<link [img[$Crown_Module_EXAMPLEUNDER_Icon]]>>
<<set $Current_Part to "Crown Module EXAMPLE">>
<<replace '#VehicleReport'>><<include "Crown Module EXAMPLE">><</replace>><</link>>
<</if>>
<</nobr>><<nobr>>
<<if $Core_Module_EXAMPLEUNDER_Equipped is 1>>
<<link [img[$Core_Module_EXAMPLEUNDER_Icon]]>>
<<set $Current_Part to "Core Module EXAMPLE">>
<<replace '#VehicleReport'>><<include "Core Module EXAMPLE">><</replace>><</link>>
<</if>>
<</nobr>><<nobr>>
<<if $Arm_Left_Module_EXAMPLEUNDER_Equipped is 1>>
<<link [img[$Arm_Left_Module_EXAMPLEUNDER_Icon]]>>
<<set $Current_Part to "Arm Left Module EXAMPLE">>
<<replace '#VehicleReport'>><<include "Arm Left Module EXAMPLE">><</replace>><</link>>
<</if>>
<</nobr>><<nobr>>
<<if $Arm_Right_Module_EXAMPLEUNDER_Equipped is 1>>
<<link [img[$Arm_Right_Module_EXAMPLEUNDER_Icon]]>>
<<set $Current_Part to "Arm Right Module EXAMPLE">>
<<replace '#VehicleReport'>><<include "Arm Right Module EXAMPLE">><</replace>><</link>>
<</if>>
<</nobr>><<nobr>>
<<if $Legs_Module_EXAMPLEUNDER_Equipped is 1>>
<<link [img[$Legs_Module_EXAMPLEUNDER_Icon]]>>
<<set $Current_Part to "Legs Module EXAMPLE">>
<<replace '#VehicleReport'>><<include "Legs Module EXAMPLE">><</replace>><</link>>
<</if>>
<</nobr>>Double-click this passage to edit it.<<nobr>>
<<set $Vehicle_Warning1 to "">>
<<set $Vehicle_Warning2 to "">>
<<if $part_target is "Crown" or $part_target is "Core" or $part_target is "Arms" or $part_target is "Legs">>
<<link [img[$Vehicle_Report_Icon]]>><<replace '#VehicleReport'>>
<<include "Vehicle Overall Stats">>
<</replace>><</link>>
<<link [img[$Vehicle_Mount_Invalid_Icon]]>><</link>>
<br>
<<else>>
<<link [img[$Vehicle_Report_Icon]]>><<replace '#VehicleReport'>>
<<include "Vehicle Overall Stats">>
<</replace>><</link>>
<<link [img[$Vehicle_unMount_Icon]]>>
<<include "Vehicle Remove Part">>
<</link>>
<br>
<</if>>
<</nobr>><<nobr>>
<<if $part_target is "Crown" or $part_target is "Core" or $part_target is "Arms" or $part_target is "Legs">>
<<else>>
<<set State.variables[_currentpart + "_Equipped"] = 0>>
<</if>>
<<include "Vehicle Stat Calculator">>
<</nobr>><<nobr>>
<<set $part_target to "Crown">>
<<set $part_target_name to "Goblet">>
<<set $structure_crown_pot to 5>>
<<set $response_crown_pot to 12>>
<<set $system_crown_pot to 8>>
<<set $slots_crown_pot to 0>>
<<set $slots_part_pot to 1>>
<<set $vehicle_target_slots_consumed to $vehicle_crown_slots_consumed>>
<<set $slots_consumed_part_pot to 0>>
<div align="center" style="font-size: 120%;">
<<link [img[$Crown_Goblet_Icon]]>><</link>>
<br>
<b>CROWN - GOBLET</b>
</div>
<hrt><hr></hrt>
<<include "Crown Stats">>
<hrt><hr></hrt>
ALineInBriefSummary
<br>
APhysicalDescription
<br><br>
SalesPitch
<br><br>
DiverConsensus
<<include "Vehicle Mount Check Cleanup">>
<<if $Crown_Equipped is "Goblet">>
<<include "Vehicle unMount">>
<<else>>
<<replace '#VehicleMount'>>
<<include "Vehicle Mount">>
<</replace>>
<</if>>
<</nobr>><<nobr>>
<<set $part_target to "Legs">>
<<set $part_target_name to "Goblet">>
<<set $structure_legs_pot to 12>>
<<set $speed_legs_pot to 21>>
<<set $pressure_legs_pot to 8>>
<<set $slots_legs_pot to 0>>
<<set $slots_part_pot to 2>>
<<set $vehicle_target_slots_consumed to $vehicle_legs_slots_consumed>>
<<set $slots_consumed_part_pot to 0>>
<div align="center" style="font-size: 120%;">
<<link [img[$Legs_Goblet_Icon]]>><</link>>
<br>
<b>LEGS - GOBLET</b>
</div>
<hrt><hr></hrt>
<<include "Legs Stats">>
<hrt><hr></hrt>
ALineInBriefSummary
<br>
APhysicalDescription
<br><br>
SalesPitch
<br><br>
DiverConsensus
<<include "Vehicle Mount Check Cleanup">>
<<if $Legs_Equipped is "Goblet">>
<<include "Vehicle unMount">>
<<else>>
<<replace '#VehicleMount'>>
<<include "Vehicle Mount">>
<</replace>>
<</if>>
<</nobr>><<nobr>>
<<set $part_target to "Legs">>
<<set $part_target_name to "Goblin">>
<<set $structure_legs_pot to 20>>
<<set $speed_legs_pot to 10>>
<<set $pressure_legs_pot to 12>>
<<set $slots_legs_pot to 0>>
<<set $slots_part_pot to 3>>
<<set $vehicle_target_slots_consumed to $vehicle_legs_slots_consumed>>
<<set $slots_consumed_part_pot to 0>>
<div align="center" style="font-size: 120%;">
<<link [img[$Legs_Goblin_Icon]]>><</link>>
<br>
<b>LEGS - GOBLIN</b>
</div>
<hrt><hr></hrt>
<<include "Legs Stats">>
<hrt><hr></hrt>
ALineInBriefSummary
<br>
APhysicalDescription
<br><br>
SalesPitch
<br><br>
DiverConsensus
<<include "Vehicle Mount Check Cleanup">>
<<if $Legs_Equipped is "Goblin">>
<<include "Vehicle unMount">>
<<else>>
<<replace '#VehicleMount'>>
<<include "Vehicle Mount">>
<</replace>>
<</if>>
<</nobr>><<nobr>>
<<set $part_target to "Arms">>
<<set $part_target_name to "Goblin">>
<<set $structure_arms_pot to 15>>
<<set $pressure_arms_pot to 10>>
<<set $power_arms_pot to 12>>
<<set $response_arms_pot to 8>>
<<set $slots_arms_pot to 0>>
<<set $slots_part_pot to 3>>
<<set $vehicle_target_slots_consumed to $vehicle_arms_slots_consumed>>
<<set $slots_consumed_part_pot to 0>>
<div align="center" style="font-size: 120%;">
<<link [img[$Arms_Goblin_Icon]]>><</link>>
<br>
<b>ARMS - GOBLIN</b>
</div>
<hrt><hr></hrt>
<<include "Arms Stats">>
<hrt><hr></hrt>
ALineInBriefSummary
<br>
APhysicalDescription
<br><br>
SalesPitch
<br><br>
DiverConsensus
<<include "Vehicle Mount Check Cleanup">>
<<if $Arms_Equipped is "Goblin">>
<<include "Vehicle unMount">>
<<else>>
<<replace '#VehicleMount'>>
<<include "Vehicle Mount">>
<</replace>>
<</if>>
<</nobr>><<nobr>>
<<set $part_target to "Arms">>
<<set $part_target_name to "Goblet">>
<<set $structure_arms_pot to 10>>
<<set $pressure_arms_pot to 6>>
<<set $power_arms_pot to 8>>
<<set $response_arms_pot to 13>>
<<set $slots_arms_pot to 0>>
<<set $slots_part_pot to 2>>
<<set $vehicle_target_slots_consumed to $vehicle_arms_slots_consumed>>
<<set $slots_consumed_part_pot to 0>>
<div align="center" style="font-size: 120%;">
<<link [img[$Arms_Goblet_Icon]]>><</link>>
<br>
<b>ARMS - GOBLET</b>
</div>
<hrt><hr></hrt>
<<include "Arms Stats">>
<hrt><hr></hrt>
ALineInBriefSummary
<br>
APhysicalDescription
<br><br>
SalesPitch
<br><br>
DiverConsensus
<<include "Vehicle Mount Check Cleanup">>
<<if $Arms_Equipped is "Goblet">>
<<include "Vehicle unMount">>
<<else>>
<<replace '#VehicleMount'>>
<<include "Vehicle Mount">>
<</replace>>
<</if>>
<</nobr>><<nobr>>
<<set $part_target to "Core">>
<<set $part_target_name to "Goblin">>
<<set $vehicle_core_structure to 30>>
<<set $vehicle_core_pressure to 12>>
<<set $vehicle_core_power to 10>>
<<set $vehicle_core_system to 8>>
<<set $slots_core_pot to 0>>
<<set $slots_part_pot to 4>>
<<set $vehicle_target_slots_consumed to $vehicle_core_slots_consumed>>
<<set $slots_consumed_part_pot to 0>>
<div align="center" style="font-size: 120%;">
<<link [img[$Core_Goblin_Icon]]>><</link>>
<br>
<b>CORE - GOBLIN</b>
</div>
<hrt><hr></hrt>
<<include "Core Stats">>
<hrt><hr></hrt>
ALineInBriefSummary
<br>
APhysicalDescription
<br><br>
SalesPitch
<br><br>
DiverConsensus
<<include "Vehicle Mount Check Cleanup">>
<<if $Core_Equipped is "Goblin">>
<<include "Vehicle unMount">>
<<else>>
<<replace '#VehicleMount'>>
<<include "Vehicle Mount">>
<</replace>>
<</if>>
<</nobr>><<nobr>>
<<set $part_target to "Core">>
<<set $part_target_name to "Goblet">>
<<set $vehicle_core_structure to 20>>
<<set $vehicle_core_pressure to 9>>
<<set $vehicle_core_power to 17>>
<<set $vehicle_core_system to 8>>
<<set $slots_core_pot to 0>>
<<set $slots_part_pot to 3>>
<<set $vehicle_target_slots_consumed to $vehicle_core_slots_consumed>>
<<set $slots_consumed_part_pot to 0>>
<div align="center" style="font-size: 120%;">
<<link [img[$Core_Goblet_Icon]]>><</link>>
<br>
<b>CORE - GOBLET</b>
</div>
<hrt><hr></hrt>
<<include "Core Stats">>
<hrt><hr></hrt>
ALineInBriefSummary
<br>
APhysicalDescription
<br><br>
SalesPitch
<br><br>
DiverConsensus
<<include "Vehicle Mount Check Cleanup">>
<<if $Core_Equipped is "Goblet">>
<<include "Vehicle unMount">>
<<else>>
<<replace '#VehicleMount'>>
<<include "Vehicle Mount">>
<</replace>>
<</if>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 120%;">
<<link [img[$Crown_Module_EXAMPLEUNDER_Icon]]>><</link>>
<br>
<b>CROWN MODULE - EXAMPLE</b>
</div>
<hrt><hr></hrt>
<div align="center" style="font-size: 120%;">
EFFECTSGOHERE
</div>
<hrt><hr></hrt>
APhysicalDescription
<br><br>
SalesPitch
<<include "Vehicle Mount Check Cleanup">>
<<set $part_target to "Crown Module">>
<<set $part_target_name to "EXAMPLE">>
<<if $EXAMPLE_Equipped is 1>>
<<include "Vehicle unMount">>
<<else>>
<<set $vehicle_target_slots_consumed to $vehicle_crown_slots_consumed>>
<<set $slots_consumed_part_pot to 1>>
<<replace '#VehicleMount'>>
<<include "Vehicle Mount">>
<</replace>>
<</if>>
<</nobr>>Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.<<nobr>>
<div align="center" style="font-size: 120%;">
<<link [img[$Crown_Module_Brighteye_Radar_Icon]]>><</link>>
<br>
<b>CROWN MODULE - BRIGHTEYE RADAR</b>
</div>
<hrt><hr></hrt>
<div align="center" style="font-size: 120%;">
EFFECTSGOHERE
</div>
<hrt><hr></hrt>
APhysicalDescription
<br><br>
SalesPitch
<<include "Vehicle Mount Check Cleanup">>
<<set $part_target to "Crown Module">>
<<set $part_target_name to "Brighteye Radar">>
<<set _currentpart to $Crown_Module_Brighteye_Radar_>>
<<if $Crown_Module_Brighteye_Radar_Equipped is 1>>
<<include "Vehicle unMount">>
<<else>>
<<set $vehicle_target_slots_consumed to $vehicle_crown_slots_consumed>>
<<set $slots_consumed_part_pot to 1>>
<<replace '#VehicleMount'>>
<<include "Vehicle Mount">>
<</replace>>
<</if>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 120%;">
<<link [img[$Crown_Module_Peek_Scanner_Icon]]>><</link>>
<br>
<b>CROWN MODULE - PEEK SCANNER</b>
</div>
<hrt><hr></hrt>
<div align="center" style="font-size: 120%;">
EFFECTSGOHERE
</div>
<hrt><hr></hrt>
APhysicalDescription
<br><br>
SalesPitch
<<include "Vehicle Mount Check Cleanup">>
<<set $part_target to "Crown Module">>
<<set $part_target_name to "Peek Scanner">>
<<if $Peek_Scanner_Equipped is 1>>
<<include "Vehicle unMount">>
<<else>>
<<set $vehicle_target_slots_consumed to $vehicle_crown_slots_consumed>>
<<set $slots_consumed_part_pot to 1>>
<<replace '#VehicleMount'>>
<<include "Vehicle Mount">>
<</replace>>
<</if>>
<</nobr>>Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.<<nobr>>
<div class="VehicleBackground">
<<link [img[$Vehicle_BG]]>><</link>>
</div>
<div class="VehicleCrown">
<<include "Crown Equipped">>
</div>
<div class="VehicleCore">
<<include "Core Equipped">>
</div>
<div class="VehicleArms">
<<include "Arms Equipped">>
</div>
<div class="VehicleLegs">
<<include "Legs Equipped">>
</div>
<div class="VehicleCrownSlotsText">
<b>𝗖𝗥𝗢𝗪𝗡 - $vehicle_crown_slots_consumed/$vehicle_crown_slots</b>
</div>
<div class="VehicleCrownSlots">
<<link [img[$Vehicle_Crown_Slots]]>><</link>>
<<include "Crown Equipped Modules">>
</div>
<div class="VehicleCoreSlotsText">
<b>𝗖𝗢𝗥𝗘 - $vehicle_core_slots_consumed/$vehicle_core_slots</b>
</div>
<div class="VehicleCoreSlots">
<<link [img[$Vehicle_Core_Slots]]>><</link>>
<<include "Core Equipped Modules">>
</div>
<div class="VehicleArmLSlotsText">
<b>𝗔𝗥𝗠 𝗟𝗘𝗙𝗧 - $vehicle_arml_slots_consumed/$vehicle_arml_slots</b>
</div>
<div class="VehicleArmLSlots">
<<link [img[$Vehicle_ArmL_Slots]]>><</link>>
<<include "Arm Left Equipped Modules">>
</div>
<div class="VehicleArmRSlotsText">
<b>𝗔𝗥𝗠 𝗥𝗜𝗚𝗛𝗧 - $vehicle_armr_slots_consumed/$vehicle_armr_slots</b>
</div>
<div class="VehicleArmRSlots">
<<link [img[$Vehicle_ArmR_Slots]]>><</link>>
<<include "Arm Right Equipped Modules">>
</div>
<div class="VehicleLegsSlotsText">
<b>𝗟𝗘𝗚𝗦 - $vehicle_legs_slots_consumed/$vehicle_legs_slots</b>
</div>
<div class="VehicleLegsSlots">
<<link [img[$Vehicle_Legs_Slots]]>><</link>>
<<include "Legs Equipped Modules">>
</div>
<</nobr>><<nobr>>
<div align="center" style="font-size: 120%;">
<<if $vehicle_crown_structure lte $structure_crown_pot>>
STRUCTURE -
<stata>$structure_crown_pot</stata>
<statb>($vehicle_crown_structure)</statb>
<<else>>
STRUCTURE -
<statb>$structure_crown_pot</statb>
<stata>($vehicle_crown_structure)</stata>
<</if>> |
<<if $vehicle_crown_response lte $response_crown_pot>>
RESPONSE -
<stata>$response_crown_pot</stata>
<statb>($vehicle_crown_response)</statb>
<<else>>
RESPONSE -
<statb>$response_crown_pot</statb>
<stata>($vehicle_crown_response)</stata>
<</if>> |
<<if $vehicle_crown_system lte $system_crown_pot>>
SYSTEM -
<stata>$system_crown_pot</stata>
<statb>($vehicle_crown_system)</statb>
<<else>>
SYSTEM -
<statb>$system_crown_pot</statb>
<stata>($vehicle_crown_system)</stata>
<</if>> |
<<if $vehicle_crown_slots lte $slots_crown_pot>>
SLOTS -
<stata>$slots_part_pot</stata>
<statb>($vehicle_crown_slots)</statb>
<<else>>
SLOTS -
<statb>$slots_part_pot</statb>
<stata>($vehicle_crown_slots)</stata>
<</if>>
</div>
<</nobr>><<nobr>>
<div align="center" style="font-size: 120%;">
<<if $vehicle_core_structure lte $structure_core_pot>>
STRUCTURE -
<stata>$structure_core_pot</stata>
<statb>($vehicle_core_structure)</statb>
<<else>>
STRUCTURE -
<statb>$structure_core_pot</statb>
<stata>($vehicle_core_structure)</stata>
<</if>> |
<<if $vehicle_core_pressure lte $pressure_core_pot>>
PRESSURE -
<stata>$pressure_core_pot</stata>
<statb>($vehicle_core_pressure)</statb>
<<else>>
PRESSURE -
<statb>$pressure_core_pot</statb>
<stata>($vehicle_core_pressure)</stata>
<</if>> |
<<if $vehicle_core_power lte $power_core_pot>>
POWER -
<stata>$power_core_pot</stata>
<statb>($vehicle_core_power)</statb>
<<else>>
POWER -
<statb>$power_core_pot</statb>
<stata>($vehicle_core_power)</stata>
<</if>> |
<<if $vehicle_core_system lte $system_core_pot>>
SYSTEM -
<stata>$system_core_pot</stata>
<statb>($vehicle_core_system)</statb>
<<else>>
SYSTEM -
<statb>$system_core_pot</statb>
<stata>($vehicle_core_system)</stata>
<</if>> |
<<if $vehicle_core_slots lte $slots_core_pot>>
SLOTS -
<stata>$slots_part_pot</stata>
<statb>($vehicle_core_slots)</statb>
<<else>>
SLOTS -
<statb>$slots_part_pot</statb>
<stata>($vehicle_core_slots)</stata>
<</if>>
</div>
<</nobr>><<nobr>>
<div align="center" style="font-size: 120%;">
<<if $vehicle_arms_structure lte $structure_arms_pot>>
STRUCTURE -
<stata>$structure_arms_pot</stata>
<statb>($vehicle_arms_structure)</statb>
<<else>>
STRUCTURE -
<statb>$structure_arms_pot</statb>
<stata>($vehicle_arms_structure)</stata>
<</if>> |
<<if $vehicle_arms_pressure lte $pressure_arms_pot>>
PRESSURE -
<stata>$pressure_arms_pot</stata>
<statb>($vehicle_arms_pressure)</statb>
<<else>>
PRESSURE -
<statb>$pressure_arms_pot</statb>
<stata>($vehicle_arms_pressure)</stata>
<</if>> |
<<if $vehicle_arms_power lte $power_arms_pot>>
POWER -
<stata>$power_arms_pot</stata>
<statb>($vehicle_arms_power)</statb>
<<else>>
POWER -
<statb>$power_arms_pot</statb>
<stata>($vehicle_arms_power)</stata>
<</if>> |
<<if $vehicle_arms_response lte $response_arms_pot>>
RESPONSE -
<stata>$response_arms_pot</stata>
<statb>($vehicle_arms_response)</statb>
<<else>>
RESPONSE -
<statb>$response_arms_pot</statb>
<stata>($vehicle_arms_response)</stata>
<</if>> |
<<if $vehicle_arms_slots lte $slots_arms_pot>>
SLOTS -
<stata>$slots_part_pot</stata>
<statb>($vehicle_arms_slots)</statb>
<<else>>
SLOTS -
<statb>$slots_part_pot</statb>
<stata>($vehicle_arms_slots)</stata>
<</if>>
</div>
<</nobr>><<nobr>>
<div align="center" style="font-size: 120%;">
<<if $vehicle_legs_structure lte $structure_legs_pot>>
STRUCTURE -
<stata>$structure_legs_pot</stata>
<statb>($vehicle_legs_structure)</statb>
<<else>>
STRUCTURE -
<statb>$structure_legs_pot</statb>
<stata>($vehicle_legs_structure)</stata>
<</if>> |
<<if $vehicle_legs_speed lte $speed_legs_pot>>
SPEED -
<stata>$speed_legs_pot</stata>
<statb>($vehicle_legs_speed)</statb>
<<else>>
SPEED -
<statb>$speed_legs_pot</statb>
<stata>($vehicle_legs_speed)</stata>
<</if>> |
<<if $vehicle_legs_pressure lte $pressure_legs_pot>>
PRESSURE -
<stata>$pressure_legs_pot</stata>
<statb>($vehicle_legs_pressure)</statb>
<<else>>
PRESSURE -
<statb>$pressure_legs_pot</statb>
<stata>($vehicle_legs_pressure)</stata>
<</if>> |
<<if $vehicle_legs_slots lte $slots_legs_pot>>
SLOTS -
<stata>$slots_part_pot</stata>
<statb>($vehicle_legs_slots)</statb>
<<else>>
SLOTS -
<statb>$slots_part_pot</statb>
<stata>($vehicle_legs_slots)</stata>
<</if>>
</div>
<</nobr>><<nobr>>
<<set $vehicle_structure to $vehicle_crown_structure>>
<<set $vehicle_response to $vehicle_crown_response>>
<<set $vehicle_system to $vehicle_crown_system>>
<<set $vehicle_pressure to $vehicle_crown_pressure>>
<<set $vehicle_power to $vehicle_crown_power>>
<<set $vehicle_speed to $vehicle_crown_speed>>
<<set $vehicle_structure to $vehicle_structure + $vehicle_core_structure>>
<<set $vehicle_response to $vehicle_response + $vehicle_core_response>>
<<set $vehicle_system to $vehicle_system + $vehicle_core_system>>
<<set $vehicle_pressure to $vehicle_pressure + $vehicle_core_pressure>>
<<set $vehicle_power to $vehicle_power + $vehicle_core_power>>
<<set $vehicle_speed to $vehicle_speed + $vehicle_core_speed>>
<<set $vehicle_structure to $vehicle_structure + $vehicle_arms_structure>>
<<set $vehicle_response to $vehicle_response + $vehicle_arms_response>>
<<set $vehicle_system to $vehicle_system + $vehicle_arms_system>>
<<set $vehicle_pressure to $vehicle_pressure + $vehicle_arms_pressure>>
<<set $vehicle_power to $vehicle_power + $vehicle_arms_power>>
<<set $vehicle_speed to $vehicle_speed + $vehicle_arms_speed>>
<<set $vehicle_structure to $vehicle_structure + $vehicle_legs_structure>>
<<set $vehicle_response to $vehicle_response + $vehicle_legs_response>>
<<set $vehicle_system to $vehicle_system + $vehicle_legs_system>>
<<set $vehicle_pressure to $vehicle_pressure + $vehicle_legs_pressure>>
<<set $vehicle_power to $vehicle_power + $vehicle_legs_power>>
<<set $vehicle_speed to $vehicle_speed + $vehicle_legs_speed>>
<<if $MODULE_EXAMPLE_EQUIPPED is 1>>
<</if>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 120%;">
$vehicle_name <<link "✎">><<dialog>>Rename $vehicle_name? <<textbox "$vehicle_name" $vehicle_name autofocus>> <<link "Use this name.">><<replace '#VehicleReport'>><<include "Vehicle Overall Stats">><</replace>><<dialogclose>><</link>><</dialog>><</link>>
<hrt><hr></hrt>
STRUCTURE - $vehicle_structure
|
SPEED - $vehicle_speed
|
PRESSURE - $vehicle_pressure
<br>
POWER - $vehicle_power
|
RESPONSE - $vehicle_response
|
SYSTEM - $vehicle_system
<hrt><hr></hrt>
</div>
<</nobr>><<nobr>>
<<set $chancehit to 20>>
<<if $Player_morale < 20>><<set $chancehit to $chancehit - 1>><</if>><<if $Player_morale < 40>><<set $chancehit to $chancehit - 1>><</if>><<if $Player_morale > 60>><<set $chancehit to $chancehit + 1>><</if>><<if $Player_morale > 80>><<set $chancehit to $chancehit + 1>><</if>>
<<if $Player_bogged_down > 0>>
<<set $chancehit to $chancehit - 3>>
<</if>>
<<if $Enemy_bogged_down > 0>>
<<set $chancehit to $chancehit + 3>>
<</if>>
<<if $Smart_Link_Cooldown gte 3>>
<<set $chancehit to $chancehit + 2>>
<</if>>
<<if $Actual_attack_type is "Forceful" or $Actual_attack_type is "forceful">>
<<set $chancehit to $chancehit + $Player_strength_total>>
<<elseif $Actual_attack_type is "Agile" or $Actual_attack_type is "agile">>
<<set $chancehit to $chancehit + $Player_agility_total>>
<<elseif $Actual_attack_type is "Tricky" or $Actual_attack_type is "tricky">>
<<set $chancehit to $chancehit + $Player_wits_total>>
<</if>>
<<set $chancehit to $chancehit + $hit_chance_weapon - $Enemy_dodge_buff + $Player_special_ability_accuracy - $Player_concussion_severity - $Enemy_attack_dodge + $Player_accuracy_food + $Player_accuracy_accessory + $Player_accuracy_decay_buff - $Enemy_dodge - $Enemy_agility - $Enemy_agility_decay_buff - $Player_blinded>>
<<set $chancehit to $chancehit * $Player_special_ability_accuracy_multiplier>>
<<set $chancehit to ($chancehit / 20) * 100>>
<<if $chancehit < 5>>
<<set $chancehit to 5>>
<<elseif $chancehit > 95>>
<<set $chancehit to 95>>
<</if>>
<<if def setup.attacks[_attack].auto_hit or def setup.attacks[_attack].auto_crit>>
<<set $chancehit to 100>>
<</if>>
<</nobr>><<nobr>>
Noxi gulps, an act she immediately regrets. It was loud, perking the arrogant Lob's ears... and it's answered by another creak of arousal from the brute's strained, roughshod pants. The wild-eyed Ghoul lightly bites her lower lip in a fit of nerves, looking off to the side before she scrunches her eyes shut, inhales sharply, and drops to her knees with an awkward slump. When she opens them, she's face-to-groin with the Lob, feeling - rather than seeing - his smirk bear down upon her. Shit. She did it! She's kneeling in front of him, and-- gosh, that bulge is a lot larger up close, and it was already intimidating to begin with!--
<br><br>
<span style="color:#FF7852">"Tch, your form's rubbish, lass."</span> the Lob rumbles, Noxi jolted back to proper awareness by the remark, turning her ever-shocked pupils onto the half-devil. His face looks so different from this angle, partially obscured as it is by the barrel chest of his body, brick-red hair flanking tan-red flesh like a waistcoat. His initial smirk of triumph has turned into an appraising stare - one that weighs heavy with disapproval.
<br><br>
<span style="color:#AEFFD0">"I-- does that matter!? I'm down here, am I not!?"</span> Noxi splutters, her eyes flitting from the brute's face down to his groin and back. On reflection, she narrowly prefers the face; for now, at least.
<br><br>
<span style="color:#FF7852">"'Course it matters! If a blowjob's worth doin', it's worth doin' right. Look like you've bloody fallen over onto me - which ent without its charm... but you can do better, Stitches. 'Sides... more y' rile me up, quicker I'll be with your mouth."</span> the Lob insists with a dismissive huff, leaving Noxi to frown in pause. That... makes sense, she supposes. And her knees are already getting rather uncomfortable in this kneel-- <span style="color:#FF7852">"Knees up. Back on your feet- but stay down..."</span> he insists, the fabric of his vest rustling as he reaches down with a broad arm and plants a hand atop Noxi's feathered mess of hair, shocking her into stiffened inaction for a moment. She absorbs the instruction. Rise no higher, but get off her knees. After mulling it over for a second, the overwhelmed Ghoul finds herself complying with the demand, in turn confused by the strange, strangled rush she feels around her electrified heart. His hand does not push, but remains stoic; she winces slightly as she pushes her weight back, her knees shakily tilting off from the ground, all her weight being pushed back onto her feet.
<br><br>
<span style="color:#AEFFD0">"Well, ah, I suppose my knees will hurt less... i-is that all--"</span> she stammers, once to shudder to a halt when he interrupts her casually, that rumbling voice now carried through his hand still upon her head.
<br><br>
<span style="color:#FF7852">"Step one complete. Get off your heels, weight on the balls of your feet-- the front, aye... feel yer heels digging into that perky backside of yours? Good. That's step two."</span> the Lob smirks, Noxi complying with his demand as he makes it, far quicker this time. Again, that strange thrill in her unbeating heart. Indeed, the cheeks of her rear are being dimpled by the backs of her feet in this position. She tries to turn back, to look over her shoulder out of curiosity, but his grip remains firm on her head - ensuring she has eyes only for him... or his bulge. <span style="color:#FF7852">"And step three... uncouple those knees."</span> he states plainly. Noxi blinks as she processes the command, taking a moment to realize he means that her knees shouldn't be locked so tightly together... in other words? Spread her legs.
<br><br>
<span style="color:#AEFFD0">"I... very well."</span> she mumbles, shuffling slightly - still forbidden to rise any higher by his grasp on her head. She trembles as her legs begin to part, and her eyes widen further yet still - fixated on his straining cloth - as that mere act causes a sizable throb from the leering Lob. Captivated by the reaction he has to her actions, her body, Noxi doesn't stop - not until she feels a tug and ache of the muscles that flank her groin, glancing down with a blink only to gasp at herself. Her knees are downright perpendicular to one another! It feels!... oh, she doesn't know how to put it into words, which is just as well; the Lob's hand suddenly ruffles through her hair to slide down her cheek, startling the Ghoul and forcing a stifled little <span style="color:#AEFFD0">'--gluh!?'</span> from her as he shoves a thick thumb past her lips to prop her jaw open, hooking her by the cheek and tilting her head back to face him once more. Noxi trembles, startled, maintaining that shaky pose as best she can, keenly aware of strands of her own spit linking her rows of teeth, of her tongue quivering like a reclusive serpent disturbed from its burrow, of her throat twitching down in the darkened depths of her gullet. All things much to his liking, judging by the continued creak of his trousers on her pointed ears and by the size of his leering grin down at her, tilting her head this way and that as his thumb is soaked in her drool.
<br><br>
<span style="color:#FF7852">"Gods be gutted, that's more bloody like it. Nice teeth... like a bit of danger, me."</span> the Lob chuckles briefly - a two-tone baritone huff. <span style="color:#FF7852">"Almost perfect marks, meatsucker. But you don't have a bloody clue what to do with yer hands, do you?"</span> he remarks cuttingly. Noxi winces, her jaw twitching in tune with her half-shut eyes as his thumb digs a little deeper. He's not wrong - they've been twitching in her lap, or weakly grasping his trousers, or just hanging by her sides. <span style="color:#FF7852">"Don't worry. Seein' how you like gettin' bossed around, you won't be needin' 'em. So, step four for the perfect back-alley slut-squat... wrap those arms behind your head and keep 'em there."</span> he commands.
<br><br>
Noxi is shocked. Not by the command, or by his crude remarks about her being bossed around... no. She's shocked by how swiftly she complies this time. Faster than she can blink, she finds her arms crossed behind her head, hands planted on opposing elbows. Her heart crackles, her breath comes short and ragged and heated from her as it puffs past his thumb. When he groans in approval, it feels good in ways she can't describe, tinged with a shame that only seems to burn as fuel for this complicated but overall pleasant sensation.
<br><br>
Well- pleasant or perverse. Perhaps it's both. Her brain's a tad too frazzled to give it much thought right now, just allowing herself to hang on his cheek-hooking grasp, keeping her legs spread in that squat. Her arms being stuck behind her head means her tits are thrust forwards, back arched... clever. She even finds herself tilting her chest slightly in tune with his small hints of approval...
<br><br>
... Before a very large hint finally and rudely makes itself known, his other hand needing no more than a slight tug of his overburdened belt to ferry a blunted, vein-ridden slab of half-giant cock down atop the Ghoul's face, thrusting her from heavy-lidded lust to her usual shocked and overwhelmed resting face.
<br><br>
<span style="color:#AEFFD0">"Hauuh?!-- Houuh foouhg!--"</span> she stammers around his thumb, her vision blacked out, her face basted in heat and humidity as her visage is repurposed into a plinth for the brute's pulsing slab... every last inch of that raging spire eager for relief because of her show, her body, her obedience.
<br><br>
<span style="color:#FF7852">"That's what they all say."</span> the Lob barks out another of those short laughs of his, before finally withdrawing his thumb; drying it off in her hair, his hand once again finding the top of her head and dragging her back to let his shaft slide down her face. Every angry vein, the sheer heat of it... it's every inch the fury of giants and the inferno of devils. Even in this unfamiliar territory and even overwhelmed as she is, the Alchemist can't help but admire how well it encapsulates the Lob as a species. Such clinical, scholarly thoughts are obliterated, however, when that weight is finally lifted from her face... the blunted tip now resting against her spittle-slickened lips, her eyes wide, her nose flaring slightly at the imposing scent of it. She twitches - she can't move back. She can't move forward, either. Not with his hand on her head. Gods-- which was she trying to do? She isn't even sure! Her wild eyes flutter from the seemingly endless inches before her up to his leering face, and before she knows it, her lips have parted ever so slightly, to encompass just half of that battering ram crown... the right move, judging by the widening of his grin and the tightening of his grasp on her skull.
<br><br>
His arm tenses. Noxi's face curls into a wince, jaw flexing as it's propped open a little wider, her slickened lips sliding across his crown as it occupies them, stretching them snug around his length. Now taste joins the brute's scent; a strange tingling sensation to it, almost... spicy. The Alchemist can't help but shudder, though even that tremble of motion is all but denied to her by the strength of his grasp, remarkably patient now that he's finally pushed inside of her mouth. It's for the best that she has time to adjust, but her mind can't help but drift towards lurid scenes of salacious art, consumed over and over again in the privacy of her room. It would be so easy for him to just grab her head in those massive, rough hands, and use her-- Mmh-- focus. Noxi's eyes flutter as she's brought back to reality, tensing her jaw slightly, feeling the unyielding girth of his length, testing it. There's a discomfort to it, but it's vastly outweighed by this strange, perverse thrill. Her eyes flicker to the mouth of the alleyway... but before she can dwell on the fear of being caught, the Lob's grip tightens on her head.
<br><br>
Noxi's bright eyes flick back up to him, meeting a gaze at the limit of its patience. She freezes like a deer in torchlight. Her arms twitch but remain obediently crossed behind her head. Her tongue springs forth, finally-- that's what she's supposed to do next, right?
<br><br>
But given how much instruction she's required thus far... it's little surprise that the Lob suddenly takes matters into his own hand. No- hands, plural. Those images are thrust back into Noxi's mind as her eyes shoot open wide, her shoulders hitch upwards!-
<br><br>
The Ghoul gags luridly as she goes from gently sucking on the final inch of his impressive length to feeling it batter against the tight, unprepared entry to her throat. His taste flares across her tongue. His grip feels tight enough to bend steel as fingers dig into her scalp. A snarl escapes his lips, breath foggy despite the relative warmth in the air - a signifier of the intense heat his half-devil body harbours. Noxi jolts, her eyes unevenly rolling down to behold the sheer size of the thing jamming her lips wide open-- before they wince shut, the light pressure on her throat building and overpowering her defences.
<br><br>
<span style="color:#AEFFD0">"Glh--GLOOUUUURH-khkhh!!-"</span> Noxi gags as her slender neck is reshaped around his length, the patchwork flesh taut but holding firm. Durable. This was supposed to be a blowjob! Now she's got half a dick as thick as her forearm jammed down her gullet, and-
<br><br>
F-fuck. This is better. This is easier. This is--
<br><br>
<span style="color:#FF7852">"Nrrrrh... gunna make you earn that info, Stitches!"</span> the Lob growls, his hips twitching, legs tensed like a sprinter at the gate.
<br><br>
This is about to get <b>rough,</b> and Noxi is shocked at how much she brims with anticipation. The pause to taunt her is actually welcome time to prepare, but it can only avail her so far; she winces as his cock is dragged back out of her throat hastily and emits an even more lurid <span style="color:#AEFFD0">'GLoouUUHK--'</span> when it's shoved right back in, the twitchy Ghoul's nose bumping against his groin, forced to bend to the right as she's mashed up against the base of his shaft. The base!... it's all the way in! Her eyelashes are tickling his stomach as they flutter and wince. Not for long, though. With a growl he pushes her back off of his length, almost dragging her right to the very tip before slamming back inside - his hips thrusting against her yanked-down head. Noxi can feel her throat bulge, her lips strain and tingle, her bolted-together heart whine and crackle.
<br><br>
But, with frankly admirable focus and wherewithal, she remembers to keep her arms crossed and stuck behind her head. Instincts cry out to unfurl them and place them on his hips, to grant her some modicum of control over this encounter - or the illusion, the lie of it. But no. Noxi's analytical mind demands to know why the fuck this is exciting her, making her feel good - and for once, the rest of her headspace tells that dominant part of her to can it.
<br><br>
This is no time for dominance on her part. It's simply time to--
<br><br>
<span style="color:#AEFFD0">"HYouuUULLLKH--"</span> - Yes, that. <span style="color:#AEFFD0">"GlhhrrmMMMPH- GLOuuUURKGh!-- HyyuuuUUrrlh- GYyOOUURLLKH!--"</span> - Each time he pulls her off, he thrusts back down her gullet just a little faster. <span style="color:#AEFFD0">"Gllllrrrmh- GHLluUKKH!-- Gllrrh- YrrRRLKH!--"</span> - She can feel her chest bouncing with the savage motions of their bodies colliding... <span style="color:#AEFFD0">"Gllhh- GLLRHK-- Gyhh- GlLRKH--"</span> - See the world of the alleyway blurring into nothing, her vision dominated by his brick-red skin... <span style="color:#AEFFD0">"Hyll- GLLRCH!-- Hrhh- HYRrrCH!--"</span> - Note the way the glow of her eyes paints and discolours that skin a pale pink shade whenever she's rammed against his groin... <span style="color:#AEFFD0">"Hrc-GLLRHKH--hyh-GLLRCH--"</span> - Feel him throb-- <span style="color:#AEFFD0">"GLH-GLRGKH--GLr-GHLLKRH--"</span> - Fingers clenching her hair-- <span style="color:#AEFFD0">"GLRg-HYHHKGH--HYGH-GLLOUUKH--"</span> - Heaving, heaving balls tensing against her bulging neck!-- <span style="color:#AEFFD0">"GLH-GLH-GLKH-GLHK-GLHKH-GLH-GLHK- "</span> - Her feet burning, legs trembling, arms twitching -- <span style="color:#AEFFD0">"HKH-HYLK-GLHK-GLHKH-YLHK-GLKH-"</span> - Her nose mashed left, left, right, left-- held!?--
<br><br>
Held. Held down, hands so tight around her head that her vision is blocked and blinkered by the base of his palms and the jut of his hips. Nose mashed obscenely to the left. Eyes unevenly half-shut, taut throat undulating in tune with the leaping throbs of his shaft buried deep inside of her. The glistening sheen of her stuffed lips... and everywhere they've been, drool painted around the base of his spire as he unloads down her throat, grunting through clenched teeth with each heavy spurt.
<br><br>
Noxi can feel it crash heavily into her stomach. Strange, monstrous instincts dance in the back of her mind, but she easily overcomes them. Keenly aware of her teeth against him, how her jaw is popped open, how she probably couldn't close it right now even if she wanted to. Completely trapped there, suffused with his scent - no need to breathe and no ability to do so right now, but it dances across her all the same.
<br><br>
As time seems to stand still, an illusion shattered only by the mounting protest of her ever fuller stomach, Noxi lets out one last <span style="color:#AEFFD0">'GllrrrrrrrRRrrrrhhch--'</span> as he pulls out. The Ghoul's eyes flutter in shock, some semblance of awareness crashing back into her mind - but before an iota of shock or shame can overcome her, his drool-layered prick slaps down upon her face, a simple twist of her head and a step to her side laying it across her eyes, blinding her as it rests upon the bridge of her nose. Mouth open, fangs bared, tongue panting. A mere plinth in the afterglow.
<br><br>
<span style="color:#FF7852">"Fuckin' hells. Bet you didn't think you had that in you, eh? Good view... and good job. Earned that info, I'd reckon."</span> the Lob finally deigns to speak. Deigns to return her sight, too, finally releasing her head, a phantom sensation marking where his fingers were gripping, her hair completely dishevelled, her outfit marked with splatters of her own spit - but nothing more than that, thankfully.
<br><br>
As Noxi blearily blinks away water from her eyes, she beholds the tip of the Lob's prick as he stows himself away, buckling his belt. Not a drop left hanging on it. She really did drain him dry, the evidence weighing heavy in her belly! Living essence... is this what she's been missing out on? She--
<br><br>
Noxi's protesting feet finally buckle and the Ghoul lets out a feeble gasp as she falls onto her backside with an undignified flail. The Lob smirks, but is enough of a gentleman - shockingly - to avoid quipping about it as she achingly picks herself back up, <span style="color:#AEFFD0">'ow-ow-ow-'</span>-ing as she stretches her legs back out. It gives her time to push the analysis of her behaviour just now from her mind - after all, she has leads to glean, before her... informant, gets bored.
<</nobr>>Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.Double-click this passage to edit it.<<nobr>>
<<if visited() is 1>>
<</if>>
<div align='center' style='font-size: 130%;'>Commerce District - Pitchland Street</div>
A cobbled street that stretches north and south, lined by buildings along the canyon's edge to the east - including Noxi's Apartment - and to the west, divided by an alleyway. Tall, black lamps burn with pink-flecked flame behind thick glass, casting a warming but eerie glow upon the stones that glisten with their traces of volcanic glass. <<linkreplace "More." t8n>>
<br><br>
It is a testament to Noxi's shut-in status that her home street is replete with details she's never noticed before. Moss stubbornly clings to the dark stone of the buildings the higher up one looks, no doubt amply fed by the mists dredged up from the canyon's heated waters below. The light from the lamps refracts in dazzling patterns from the glass-flecked cobbles, but only if one cares to focus their eyes upon them.
<br><br>
Pitchland Street sits just to the south of the Lapilli Square, Brimstonn's central marketplace adjacent to the western end of the titular Brimstonn Bridge. It is to the north of Morrow's climb, a mirrored stairwell that descends to Obsidian Avenue, home of the Rock's Roar Inn.
<br><br>
<<set $dice_amb to dice('1d4')>>
<<if $dice_amb is 1>>
-- A change in the breeze causes the canyon's mists to sweep over the street. The cobblestones glisten all the brighter.
<<elseif $dice_amb is 2>>
-- One of the streetlamps is flickering slightly. The enchanted fire within must be running low on... well, whatever makes it tick.
<<elseif $dice_amb is 3>>
-- Lights in the windows of the buildings opposite Noxi's tower flick on and off, a reminder of life beyond her walls.
<<else>>
-- Foot traffic down Pitchland Street is relatively common, but there are few reasons to linger here. Individuals and small groups mill past, either headed to the main market square or beelining down south.
<</if>>
<</linkreplace>>
<hrt><hr></hrt>
<span class="dest"><<link "Noxi's Apartment" "Noxi's Apartment">><</link>></span> -- Noxi's home, located on the 3rd floor of a slender, slate-black tower. <br><br>
<span class="dest"><<link "Beanromancer Café" "Beanromancer">><</link>></span> -- A 'greasy spoon' opposite Noxi's tower. Dismal, but good in a pinch.
<hrt><hr></hrt>
<span class="sub"><<link "Lapilli Square" "Lapilli Square">><</link>></span> -- Brimstonn's main market square, the prime real-estate for the merchant-minded. <br><br>
<span class="sub"><<link "Obsidian Avenue" "Obsidian Avenue">><</link>></span> -- Considered the secondary market, home to taverns, bars, and discrete business. <br><br>
<span class="sub"><<link "Malcontent Mallway" "Malcontent Mallway">><</link>></span> -- A tunnel arcadeway that packs shops into tight confines. <br><br>
<span class="sub"><<link "Ridge Park" "Ridge Park">><</link>></span> -- A quaint nature spot overlooking Brimstonn plateau's western edge.
<hrt><hr></hrt>
<b><<link "Travel to another district." "District Travel">><</link>></b>
<<include "Marker Cleanup">>
<<set $map to $MAP_MERCANOID_STORAGE_MODULE>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Workshop to 0>>
<<set $Crafting_Location to "Pitchland Street">>
<<set $Shop to 0>>
<</nobr>>Double-click this passage to edit it.<<nobr>>
<<widget "chooser">>
<<set _result to $args.random()>>
_result
<</widget>>
<<widget "codex" container>>
<<capture $Codex_Name, _contents>>
<<set $Codex_Name to _contents.replace(/ /g, '_')>>
<<if def setup.codex[$Codex_Name]>>
<span class="codex">
<<link _contents>>
<<dialog>>
<<set $Codex_Entry to setup.codex[$Codex_Name].entry>>
<<include "Codex Template">>
<</dialog>>
<</link>>
</span>
<<else>>
<<= _contents>>
<</if>>
<</capture>>
<</widget>>
<</nobr>><<nobr>>
<<if visited() is 1>>
<</if>>
<div align='center' style='font-size: 130%;'>Commerce District - Obsidian Avenue</div>
Dominated to the north by the Rock's Roar Inn, the path beneath Noxi's feet is a dulled obsidian, roughened so as to provide grip on which to walk. True to its avenue status, two lines of trees - each separated by a central cut-through that aligns with the inn's welcoming, centralized front door - stretch from east to west, with a square fountain brandishing a simple centerpiece between them. The trees are a withered black, but pulse with bioluminescent funghi. <<linkreplace "More." t8n>>
<br><br>
The trees are alive, even if they look long dead, their branches bare as can be. They are sustained by the rounded, glowing fungal clusters that gather beneath the base of each spindly branch. This funghi sustains itself from the tree's nutrients but, in turn, provides the tree with water it pulls from the humid mists of Brimstonn's canyon down below.
<br><br>
South from the flanking stairs of Morrow's Climb - down from Pitchland Street - Obsidian Avenue is considered the secondary marketplace of Brimstonn. It is generally speaking more useful to the residents of the town, containing a number of stores that cater to them rather than to the tourists who flock to the springs. To the west lies the Malcontent Mallway, a tunnel arcadeway of tight confines and even more shops. To the east lie views over the canyon's edge, whereas to the south the Commerce District's boundaries end at the foot of Serpent's Wind, a stairwell down to the Middle District.
<br><br>
<<set $dice_amb to dice('1d4')>>
<<if $dice_amb is 1>>
-- There are no streetlamps here. The funghi upon the trees provide plenty of light, growing brighter the darker it is.
<<elseif $dice_amb is 2>>
-- A chorus of cheers rumbles out from the tavern to the north. It sounds similar to a sea shanty, and just as out of tune.
<<elseif $dice_amb is 3>>
-- A subtle whistle of wind rushes from the gaps in the buildings that provide access to the Canyon Stoop.
<<else>>
-- People seem compelled to toss a Mint into the fountain if they linger near it for long enough. The lights of the funghi reflect off the water and the smooth metals within.
<</if>>
<</linkreplace>>
<hrt><hr></hrt>
<span class="dest"><<link "The Rock's Roar Inn" "The Rock's Roar Inn">><</link>></span> -- This tavern has stood for as long as Brimstonn itself. A little rowdy at times. <br><br>
<span class="dest"><<link "Canyon Stoop" "Canyon Stoop">><</link>></span> -- An overhang over the central canyon, it provides access to a temple burrowed into the stone.
<hrt><hr></hrt>
<span class="sub"><<link "Lapilli Square" "Lapilli Square">><</link>></span> -- Brimstonn's main market square, the prime real-estate for the merchant-minded. <br><br>
<span class="sub"><<link "Pitchland Street" "Pitchland Street">><</link>></span> -- A small residential street that links Obsidian Avenue to Lappili Square. <br><br>
<span class="sub"><<link "Malcontent Mallway" "Malcontent Mallway">><</link>></span> -- A tunnel arcadeway that packs shops into tight confines. <br><br>
<span class="sub"><<link "Ridge Park" "Ridge Park">><</link>></span> -- A quaint nature spot overlooking Brimstonn plateau's western edge.
<hrt><hr></hrt>
<b><<link "Travel to another district." "District Travel">><</link>></b>
<<include "Marker Cleanup">>
<<set $map to $MAP_MERCANOID_STORAGE_MODULE>>
<<set $Workshop to 0>>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<if visited() is 1>>
<</if>>
<div align='center' style='font-size: 130%;'>Commerce District - Malcontent Mallway</div>
Carved through an outcrop of the plateau's middle ridge, this tunnel is uniform in width and height with an archway at its east and western exits. Narrow benches without backrests line the middle, creating two lanes on either side that provide access to the numerous crammed-in shops that reside here. The lighting is somewhat harsh, with too many lamps bundled into the edges the ceiling, most of a warm tone but some spiked with bright colours - pinks and blues predominant among them. <<linkreplace "More." t8n>>
<br><br>
Despite its titular reputation, the Mallcontent Mallway is too confined to be of any real danger. It sees regular traffic as people pass through, visit shops or generally linger - perhaps to shelter from inclement weather. In combination with its bright lighting and the many eyes of its shopkeepers, trouble rarely finds the black-tiled grounds of the Mallway.
<br><br>
The eastern exit joins directly onto Obsidian Avenue, whereas to the west it exits out onto a small overlook on the edge of the plateau. Twinned elevators of a size suitable for large groups or even cargo tirelessly alternate up and down the side of the very ridge that the Mallway is carved through, providing access up to Ridge Park.
<br><br>
<<set $dice_amb to dice('1d4')>>
<<if $dice_amb is 1>>
-- One of the many lamps above keeps flickering, sometimes briefly, sometimes shutting off for seconds at a time.
<<elseif $dice_amb is 2>>
-- Despite the ample flow of people down this hall, there's plentiful graffiti carved into the wooden benches down its center. Much of it is rude.
<<elseif $dice_amb is 3>>
-- The Mallway is awash with all sorts of perculiar smells that vie for dominance. Many of them are enticingly edible - some are tragically less so.
<<else>>
-- Compounding matters of confined space are certain shops exterior displays, which unfairly spill beyond their confines. These tend to be the tackier ones.
<</if>>
<</linkreplace>>
<hrt><hr></hrt>
<span class="dest"><<link "LOCATION" "LOCATION">><</link>></span> -- DESCRIPTION. <br><br>
<span class="dest"><<link "LOCATION" "LOCATION">><</link>></span> -- DESCRIPTION.
<hrt><hr></hrt>
<span class="sub"><<link "Lapilli Square" "Lapilli Square">><</link>></span> -- Brimstonn's main market square, the prime real-estate for the merchant-minded. <br><br>
<span class="sub"><<link "Pitchland Street" "Pitchland Street">><</link>></span> -- A small residential street that links Obsidian Avenue to Lappili Square. <br><br>
<span class="sub"><<link "Obsidian Avenue" "Obsidian Avenue">><</link>></span> -- Considered the secondary market, home to taverns, bars, and discrete business. <br><br>
<span class="sub"><<link "Ridge Park" "Ridge Park">><</link>></span> -- A quaint nature spot overlooking Brimstonn plateau's western edge.
<hrt><hr></hrt>
<b><<link "Travel to another district." "District Travel">><</link>></b>
<<include "Marker Cleanup">>
<<set $map to $MAP_MERCANOID_STORAGE_MODULE>>
<<set $Workshop to 0>>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<if visited() is 1>>
<</if>>
<div align='center' style='font-size: 130%;'>Commerce District - Ridge Park</div>
Built upon the western edge of the plateau of Brimstonn, this quaint park consists of a number of flower beds and an assortment of trees, some native to the local caldera and some imported from all across Terra. The park is well-cared for, with the paths between the beds and trees kept clean of all but the most recent of fallen leaves. <<linkreplace "More." t8n>>
<br><br>
The pathways are hewn from large slates, cut to allow for smooth curves to wind around the beds in their many different shapes. Ridge Park is not a space of intensive planning - rather, it has evidently grown as time has gone by. Some of the trees and flowers on display clearly do not belong in the moderately humid biome of Brimstonn, but it's remarkable what a little touch of magic can do for our floral friends.
<br><br>
The view to the west is completely unobscured, all the way across the caldera basin. To the north lies a few buildings that separate this space from Lapilli Square, its closest connection being an alleyway through the houses to the east that connects to Pitchland Street. The eternally-toiling elevators to the south link to the Malcontent Mallway.
<br><br>
<<set $dice_amb to dice('1d4')>>
<<if $dice_amb is 1>>
-- Ridge Park's somewhat odd location affords it an atmosphere of peace. The traffic that exists is largely respectful and contemplative.
<<elseif $dice_amb is 2>>
-- Some of the trees here have individual warning signs posted near them. Apparently, these ones are fragile... or dangerous.
<<elseif $dice_amb is 3>>
-- A broom wafts past without an owner, sweeping away on an automated loop. Efficient magic!
<<else>>
-- Occasionally, small misting devices emerge from the ground and let loose with fine spray. They appear to be mundane technology.
<</if>>
<</linkreplace>>
<hrt><hr></hrt>
<span class="dest"><<link "LOCATION" "LOCATION">><</link>></span> -- DESCRIPTION. <br><br>
<span class="dest"><<link "LOCATION" "LOCATION">><</link>></span> -- DESCRIPTION.
<hrt><hr></hrt>
<span class="sub"><<link "Lapilli Square" "Lapilli Square">><</link>></span> -- Brimstonn's main market square, the prime real-estate for the merchant-minded. <br><br>
<span class="sub"><<link "Pitchland Street" "Pitchland Street">><</link>></span> -- A small residential street that links Obsidian Avenue to Lappili Square. <br><br>
<span class="sub"><<link "Obsidian Avenue" "Obsidian Avenue">><</link>></span> -- Considered the secondary market, home to taverns, bars, and discrete business. <br><br>
<span class="sub"><<link "Malcontent Mallway" "Malcontent Mallway">><</link>></span> -- A tunnel arcadeway that packs shops into tight confines. <br><br>
<hrt><hr></hrt>
<b><<link "Travel to another district." "District Travel">><</link>></b>
<<include "Marker Cleanup">>
<<set $map to $MAP_MERCANOID_STORAGE_MODULE>>
<<set $Workshop to 0>>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<if visited() is 1>>
<</if>>
<div align='center' style='font-size: 130%;'>Brimstonn Bridge</div>
A mighty bridge that spans the width of the deep canyon through which the heated waters - Brimstonn's lifeblood - do roar. Hewn from dark stones with tall guardrails down either side, it is designed for foot traffic and the occasional goods vehicle, which drive from the Airship Port down to the Commerce District. Its paving is smooth, albeit constantly glistening from the hazy mists that surround its central point, rising up from the churning waters far below.<<linkreplace "More." t8n>>
<br><br>
Brimstonn Bridge is one of two bridges present in the town, the other being a smaller bridge to the south which connects the Middle and Lower Districts. It is considerably more popular given its size, obvious durability, closer connection to desirable locations - the means to shop, the means to leave, and the means to travel to the famous onsen - and by virtue of not directly connecting to the Lower District.
<br><br>
The center lane of the bridge is completely smooth in appearance, but is actually rather gritted. This allows the cargo vehicles to gain traction even during the wettest of conditions. The mists from down below are parted by the bridge's bulk, like two grand curtains - but when the wind blows north or south, these mists sweep over the bridge, warming and wetting in equal measure.
<br><br>
<<set $dice_amb to dice('1d4')>>
<<if $dice_amb is 1>>
--
<<elseif $dice_amb is 2>>
--
<<elseif $dice_amb is 3>>
--
<<else>>
--
<</if>>
<</linkreplace>>
<hrt><hr></hrt>
<span class="dest"><<link "LOCATION" "LOCATION">><</link>></span> -- LOCATION <br><br>
<span class="dest"><<link "LOCATION" "LOCATION">><</link>></span> -- LOCATION
<hrt><hr></hrt>
<b><<link "Travel to another district." "District Travel">><</link>></b>
<<include "Marker Cleanup">>
<<set $map to $MAP_MERCANOID_STORAGE_MODULE>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Workshop to 0>>
<<set $Crafting_Location to "Pitchland Street">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<if visited() is 1>>
<</if>>
<div align='center' style='font-size: 130%;'>Commerce District - Lapilli Square</div>
Named for the glistening, smoothed glass in the paving stones beneath Noxi's feet, Lapilli Square attempts to dazzle tourists with its modest opulence. It features a small park in its center, built around a fountain and interpersed with sculptures, statues and trees, within which a number of small stalls peddle their wares. Along its square perimeter lie a number of businesses, restaurants and, of course, shops. It is directly connected to the western mouth of Brimstonn Bridge, which stretches out into the obscuring mists to the east.<<linkreplace "More." t8n>>
<br><br>
While Lapilli Square may not be the most direct route from the airships to the mighty onsen - the very heart of Brimstonn - it sees the most foot traffic by far. It is something of a ritual for visitors to first cross the massive bridge that spans the center of town, arriving in this marketplace - perhaps to a place of accomodation - before heading north on the path to the Upper District and the onsen.
<br><br>
While a number of the shops here are useful for residents, an equal number of them are purely focused on the demographic of tourists and Uppers - those who live in the better-off Upper District to the north. A meal here may cost twice as much Mint, but - if the tourism board is to be believed - would be a steal for its quality at thrice that! The square is awash with vibrant colours of tourists and residents, wonderful smells from the eateries, and given a backing track of gently competing buskers.
<br><br>
<<set $dice_amb to dice('1d4')>>
<<if $dice_amb is 1>>
-- The central park is home to a number of entertainers, mostly single-act buskers. Some aim for a traditional appearance - Noxi spies more than one lute - whereas one brave soul with wild hair is droning upon a keytar.
<<elseif $dice_amb is 2>>
-- It's easy to lose yourself in the background noise of people bustling to and fro. Thankfully, there's enough room for one to step to the side and let the world pass them by.
<<elseif $dice_amb is 3>>
-- Occasional changes in the wind see the mists of the canyon float across the square, lightly dampening people but not spirits. Not even the spirits of Spirits!
<<else>>
-- This is the most likely place to behold the outside world mingling with Brimstonn's populace. Fair-skinned elves, 'mundane' In/Vari, Gremlins... even Constructs.
<</if>>
<</linkreplace>>
<hrt><hr></hrt>
<span class="dest"><<link "LOCATION" "LOCATION">><</link>></span> -- LOCATION. <br><br>
<span class="dest"><<link "LOCATION" "LOCATION">><</link>></span> -- LOCATION.
<hrt><hr></hrt>
<span class="sub"><<link "Pitchland Street" "Pitchland Street">><</link>></span> -- A small residential street that links Obsidian Avenue to Lappili Square. <br><br>
<span class="sub"><<link "Obsidian Avenue" "Obsidian Avenue">><</link>></span> -- Considered the secondary market, home to taverns, bars, and discrete business. <br><br>
<span class="sub"><<link "Malcontent Mallway" "Malcontent Mallway">><</link>></span> -- A tunnel arcadeway that packs shops into tight confines. <br><br>
<span class="sub"><<link "Ridge Park" "Ridge Park">><</link>></span> -- A quaint nature spot overlooking Brimstonn plateau's western edge.
<hrt><hr></hrt>
<b><<link "Travel to another district." "District Travel">><</link>></b>
<<include "Marker Cleanup">>
<<set $map to $MAP_MERCANOID_STORAGE_MODULE>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Workshop to 0>>
<<set $Crafting_Location to "Pitchland Street">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<if visited() is 1>>
<</if>>
<div align='center' style='font-size: 130%;'>DISTRICT District - SUBSECTOR</div>
MAINPARA <<linkreplace "More." t8n>>
<br><br>
SECONDARYPARA
<br><br>
TERTIARYPARA
<br><br>
<<set $dice_amb to dice('1d4')>>
<<if $dice_amb is 1>>
-- RANDOM1CHANGEDICEIFNEEDED
<<elseif $dice_amb is 2>>
-- RANDOM2
<<elseif $dice_amb is 3>>
-- RANDOM3
<<else>>
-- RANDOM4
<</if>>
<</linkreplace>>
<hrt><hr></hrt>
<span class="dest"><<link "LOCATION" "LOCATION">><</link>></span> -- LOCATION. <br><br>
<span class="dest"><<link "LOCATION" "LOCATION">><</link>></span> -- LOCATION.
<hrt><hr></hrt>
<span class="sub"><<link "SUBSECTOR" "SUBSECTOR">><</link>></span> -- SUBSECTOR. <br><br>
<span class="sub"><<link "SUBSECTOR" "SUBSECTOR">><</link>></span> -- SUBSECTOR. <br><br>
<span class="sub"><<link "SUBSECTOR" "SUBSECTOR">><</link>></span> -- SUBSECTOR. <br><br>
<hrt><hr></hrt>
<b><<link "Travel to another district." "District Travel">><</link>></b>
<<include "Marker Cleanup">>
<<set $map to $MAP_MERCANOID_STORAGE_MODULE>>
<<set $map_player_marker to $Player_Icon>>
<<set $player_icon_right to 156>>
<<set $player_icon_top to 189>>
<<set $player_icon_style to "position:absolute; right:" + $player_icon_right + "px; top:" + $player_icon_top + "px; z-index:51;">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Workshop to 0>>
<<set $Crafting_Location to "Pitchland Street">>
<<set $Shop to 0>>
<</nobr>><<nobr>>
<<link "Return" "Combat Player Turn">><</link>>
<hrt><hr></hrt>
<<if $currentWeapon isnot "bare hands">>
<<hover>><IS>WEAPON ATTACKS</IS><<tip>>All attacks that the currently equipped Weapon can perform.<br>Weapon attacks most typically expend Flow.<br>Flow is constantly generated, but is lost between battles.<br>Spend it!<br>Some powerful or unique attacks may use other resources, or a combination.<</hover>> <br>
<<set $hit_chance_weapon to $Player_weapon_main_accuracy_bonus>>
<<for _i, _attack range setup.weapon[$currentWeapon].attacks>>
<<set _attackValid to 1>><<set _attackRejection to "">>
<<if def setup.attacks[_attack].flow and $Player_flow lt setup.attacks[_attack].flow>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Flow!">>
<</if>>
<<if def setup.attacks[_attack].glow and $Player_glow lt setup.attacks[_attack].glow>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Glow!">>
<</if>>
<<if def setup.attacks[_attack].focus and $Player_focus lt setup.attacks[_attack].focus>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Focus!">>
<</if>>
<<if def setup.attacks[_attack].gold and $Player_gold lt setup.attacks[_attack].gold>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Gold!">>
<</if>>
<<if def setup.attacks[_attack].hp and $Player_hp lt setup.attacks[_attack].hp>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Gold!">>
<</if>>
<<if def setup.attacks[_attack].cooldown>>
<<if $attacks[_attack].cooldown gt 0>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - On cooldown! (" + $attacks[_attack].cooldown + " rounds)">>
<</if>>
<</if>>
<<if def setup.attacks[_attack].attack_type>>
<<set $Actual_attack_type to setup.attacks[_attack].attack_type>>
<<else>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<</if>>
<<if def setup.attacks[_attack].special_ability_accuracy>>
<<set $Player_special_ability_accuracy to setup.attacks[_attack].special_ability_accuracy>>
<<else>>
<<set $Player_special_ability_accuracy to 0>>
<</if>>
<<if def setup.attacks[_attack].special_ability_accuracy_multiplier>>
<<set $Player_special_ability_accuracy_multiplier to setup.attacks[_attack].special_ability_accuracy_multiplier>>
<<else>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<</if>>
<<include "HitChance">>
<<capture _attack, _attackRejection>>
<<if _attackValid is 1>>
<<link setup.attacks[_attack].name setup.attacks[_attack].passage>><<set $attack to _attack>><</link>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>>
<<else>>
<<set _attackRejection to "Cannot use now!" + _attackRejection>>
<<hover>><BA><<= setup.attacks[_attack].name>></BA><<tip>><<= _attackRejection>><</hover>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>>
<</if>>
<</capture>>
<br>
<</for>>
/* !!! WEAPON MOD3 ATTACKS !!! WEAPON MOD3 ATTACKS !!! */
<<set _modAttack to "n0">>
<<for _key, _val range $Inventory>>
<<if $Inventory[_key].equipped is 1 and $Inventory[_key].type is "weapon">>
<<set _modAttack to "n" + $Inventory[_key].mod3>>
<</if>>
<</for>>
<<if _modAttack isnot "n0">>
<<for _i, _attack range setup.mods[_modAttack].attacks>>
<<set _attackValid to 1>><<set _attackRejection to "">>
<<if def setup.attacks[_attack].flow and $Player_flow lt setup.attacks[_attack].flow>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Flow!">>
<</if>>
<<if def setup.attacks[_attack].glow and $Player_glow lt setup.attacks[_attack].glow>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Glow!">>
<</if>>
<<if def setup.attacks[_attack].focus and $Player_focus lt setup.attacks[_attack].focus>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Focus!">>
<</if>>
<<if def setup.attacks[_attack].gold and $Player_gold lt setup.attacks[_attack].gold>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Gold!">>
<</if>>
<<if def setup.attacks[_attack].hp and $Player_hp lt setup.attacks[_attack].hp>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Gold!">>
<</if>>
<<if def setup.attacks[_attack].cooldown>>
<<if $attacks[_attack].cooldown gt 0>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - On cooldown! (" + $attacks[_attack].cooldown + " rounds)">>
<</if>>
<</if>>
<<if def setup.attacks[_attack].attack_type>>
<<set $Actual_attack_type to setup.attacks[_attack].attack_type>>
<<else>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<</if>>
<<if def setup.attacks[_attack].special_ability_accuracy>>
<<set $Player_special_ability_accuracy to setup.attacks[_attack].special_ability_accuracy>>
<<else>>
<<set $Player_special_ability_accuracy to 0>>
<</if>>
<<if def setup.attacks[_attack].special_ability_accuracy_multiplier>>
<<set $Player_special_ability_accuracy_multiplier to setup.attacks[_attack].special_ability_accuracy_multiplier>>
<<else>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<</if>>
<<include "HitChance">>
<<capture _attack, _attackRejection>>>
<<if _attackValid is 1>>
<<link setup.attacks[_attack].name setup.attacks[_attack].passage>><<set $attack to _attack>><</link>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>>
<<else>>
<<set _attackRejection to "Cannot use now!" + _attackRejection>>
<<hover>><BA><<= setup.attacks[_attack].name>></BA><<tip>><<= _attackRejection>><</hover>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>>
<</if>>
<</capture>>
<br>
<</for>>
<</if>>
<hrt><hr></hrt>
<</if>>
/* !!! SUBWEAPON ATTACKS !!! SUBWEAPON ATTACKS !!! */
<<if def $currentSubweapon and $currentSubweapon isnot "nothing">>
<<hover>><IS>SUBWEAPON ATTACKS</IS><<tip>>All attacks that the currently equipped Subweapon can perform.<br>Subweapon attacks, like Weapon attacks, most typically expend Flow.<br>Flow is constantly generated, but is lost between battles.<br>Spend it!<br>Some powerful or unique attacks may use other resources, or a combination.<</hover>> <br>
<<set $hit_chance_weapon to $Player_weapon_sub_accuracy_bonus>>
<<for _i, _attack range setup.subweapon[$currentSubweapon].attacks>>
<<set _attackValid to 1>><<set _attackRejection to "">>
<<if def setup.attacks[_attack].flow and $Player_flow lt setup.attacks[_attack].flow>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Flow!">>
<</if>>
<<if def setup.attacks[_attack].glow and $Player_glow lt setup.attacks[_attack].glow>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Glow!">>
<</if>>
<<if def setup.attacks[_attack].focus and $Player_focus lt setup.attacks[_attack].focus>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Focus!">>
<</if>>
<<if def setup.attacks[_attack].gold and $Player_gold lt setup.attacks[_attack].gold>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Gold!">>
<</if>>
<<if def setup.attacks[_attack].hp and $Player_hp lt setup.attacks[_attack].hp>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Gold!">>
<</if>>
<<if def setup.attacks[_attack].cooldown>>
<<if $attacks[_attack].cooldown gt 0>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - On cooldown! (" + $attacks[_attack].cooldown + " rounds)">>
<</if>>
<</if>>
<<if def setup.attacks[_attack].attack_type>>
<<set $Actual_attack_type to setup.attacks[_attack].attack_type>>
<<else>>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<</if>>
<<if def setup.attacks[_attack].special_ability_accuracy>>
<<set $Player_special_ability_accuracy to setup.attacks[_attack].special_ability_accuracy>>
<<else>>
<<set $Player_special_ability_accuracy to 0>>
<</if>>
<<if def setup.attacks[_attack].special_ability_accuracy_multiplier>>
<<set $Player_special_ability_accuracy_multiplier to setup.attacks[_attack].special_ability_accuracy_multiplier>>
<<else>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<</if>>
<<include "HitChance">>
<<capture _attack, _attackRejection>>
<<if _attackValid is 1>>
<<link setup.attacks[_attack].name setup.attacks[_attack].passage>><<set $attack to _attack>><</link>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>>
<<else>>
<<set _attackRejection to "Cannot use now!" + _attackRejection>>
<<hover>><BA><<= setup.attacks[_attack].name>></BA><<tip>><<= _attackRejection>><</hover>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>>
<</if>>
<</capture>>
<br>
<</for>>
<hrt><hr></hrt>
<</if>>
/* !!! CLASS ATTACKS !!! CLASS ATTACKS !!! */
<<set $hit_chance_weapon to 0>>
<<hover>><IS>CLASS ATTACKS</IS><<tip>>All attacks that <<= $Player_alias>>'s Class allows $her to perform.<br>Class attacks are powerful, but typically consume Glow.<br>Glow is harder to restore than Flow.<br>However, using Flow-based attacks will restore some Glow.<br>Balance rejuvenating Flow attacks with powerful Glow attacks.<</hover>> <br>
<<for _i, _attack range $classAttacks>>
<<set _attackValid to 1>><<set _attackRejection to "">>
<<if def setup.attacks[_attack].flow and $Player_flow lt setup.attacks[_attack].flow>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Flow!">>
<</if>>
<<if def setup.attacks[_attack].glow and $Player_glow lt setup.attacks[_attack].glow>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Glow!">>
<</if>>
<<if def setup.attacks[_attack].focus and $Player_focus lt setup.attacks[_attack].focus>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Focus!">>
<</if>>
<<if def setup.attacks[_attack].gold and $Player_gold lt setup.attacks[_attack].gold>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Gold!">>
<</if>>
<<if def setup.attacks[_attack].hp and $Player_hp lt setup.attacks[_attack].hp>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Gold!">>
<</if>>
<<if def setup.attacks[_attack].cooldown>>
<<if $attacks[_attack].cooldown gt 0>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - On cooldown! (" + $attacks[_attack].cooldown + " rounds)">>
<</if>>
<</if>>
<<if def setup.attacks[_attack].attack_type>>
<<set $Actual_attack_type to setup.attacks[_attack].attack_type>>
<<else>>
<<set $Actual_attack_type to "unaspected">>
<</if>>
<<if def setup.attacks[_attack].special_ability_accuracy>>
<<set $Player_special_ability_accuracy to setup.attacks[_attack].special_ability_accuracy>>
<<else>>
<<set $Player_special_ability_accuracy to 0>>
<</if>>
<<if def setup.attacks[_attack].special_ability_accuracy_multiplier>>
<<set $Player_special_ability_accuracy_multiplier to setup.attacks[_attack].special_ability_accuracy_multiplier>>
<<else>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<</if>>
<<include "HitChance">>
<<capture _attack, _attackRejection>>
<<if _attackValid is 1>>
<<link setup.attacks[_attack].name setup.attacks[_attack].passage>><<set $attack to _attack>><</link>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>>
<<else>>
<<set _attackRejection to "Cannot use now!" + _attackRejection>>
<<hover>><BA><<= setup.attacks[_attack].name>></BA><<tip>><<= _attackRejection>><</hover>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>>
<</if>>
<</capture>>
<br>
<</for>>
/* !!! LEARNED ATTACKS !!! LEARNED ATTACKS !!! */
<<if def $learnedAttacks and $learnedAttacks.length gt 0>>
<hrt><hr></hrt>
<<hover>><IS>LEARNED ATTACKS</IS><<tip>>Attacks that $Player_alias has learned throughout $her journey.<</hover>> <br>
<<for _i, _attack range $learnedAttacks>>
<<set _attackValid to 1>><<set _attackRejection to "">>
<<if def setup.attacks[_attack].flow and $Player_flow lt setup.attacks[_attack].flow>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Flow!">>
<</if>>
<<if def setup.attacks[_attack].glow and $Player_glow lt setup.attacks[_attack].glow>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Glow!">>
<</if>>
<<if def setup.attacks[_attack].focus and $Player_focus lt setup.attacks[_attack].focus>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Focus!">>
<</if>>
<<if def setup.attacks[_attack].gold and $Player_gold lt setup.attacks[_attack].gold>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Gold!">>
<</if>>
<<if def setup.attacks[_attack].hp and $Player_hp lt setup.attacks[_attack].hp>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Gold!">>
<</if>>
<<if def setup.attacks[_attack].cooldown>>
<<if $attacks[_attack].cooldown gt 0>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - On cooldown! (" + $attacks[_attack].cooldown + " rounds)">>
<</if>>
<</if>>
<<if def setup.attacks[_attack].attack_type>>
<<set $Actual_attack_type to setup.attacks[_attack].attack_type>>
<<else>>
<<set $Actual_attack_type to "unaspected">>
<</if>>
<<if def setup.attacks[_attack].special_ability_accuracy>>
<<set $Player_special_ability_accuracy to setup.attacks[_attack].special_ability_accuracy>>
<<else>>
<<set $Player_special_ability_accuracy to 0>>
<</if>>
<<if def setup.attacks[_attack].special_ability_accuracy_multiplier>>
<<set $Player_special_ability_accuracy_multiplier to setup.attacks[_attack].special_ability_accuracy_multiplier>>
<<else>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<</if>>
<<include "HitChance">>
<<capture _attack, _attackRejection>>
<<if _attackValid is 1>>
<<link setup.attacks[_attack].name setup.attacks[_attack].passage>><<set $attack to _attack>><</link>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>>
<<else>>
<<set _attackRejection to "Cannot use now!" + _attackRejection>>
<<hover>><BA><<= setup.attacks[_attack].name>></BA><<tip>><<= _attackRejection>><</hover>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>>
<</if>>
<</capture>>
<br>
<</for>>
<hrt><hr></hrt>
<</if>>
<<set _MenuItem to "nothing">>
<<for _key, _val range $consumables>>
<<if def $consumables[_key].combat>>
<<if $consumables[_key].stack gt 0 and $consumables[_key].stack isnot $consumables[_key].used>>
<<set _MenuItem to _key>>
<</if>>
<</if>>
<</for>>
<<if _MenuItem isnot "nothing">>
<hrt><hr></hrt>
<<hover>><IS>USABLE ITEMS</IS><<tip>>$Player_alias has items that may be useful in this fight.<br>They can also be used directly from the inventory.<br>Using an item - or changing a piece of equipped gear - will end the turn.<br>Only Consumables are shown here, and only if they have not been used to depletion.<</hover>> <br>
<<for _key, _val range $consumables>>
<<if def $consumables[_key].combat>>
<<if $consumables[_key].stack gt 0 and $consumables[_key].stack isnot $consumables[_key].used>>
<<for _key2, _val2 range $Inventory>>
<<if $Inventory[_key2].name is setup.consumable[_key].name and setup.consumable[_key].type is "consumable">>
<<set $whichNo to $Inventory[_key2].id>>
<</if>>
<</for>>
<<capture _key, _key2, $whichNo>>
<<if $game_gold is 1>>
<<set _icon to setup.consumable[_key].icon_path>>
<<else>>
<<set _icon to setup.consumable[_key].icon>>
<</if>>
<<hover>><<link [img[_icon]]>><<dialog>><<include "Item">><</dialog>><</link>><<tip>><<= setup.consumable[_key].name_formal>> - <<= $consumables[_key].stack>> remaining<</hover>>
<</capture>>
<</if>>
<</if>>
<</for>>
<</if>>
<</nobr>><<nobr>>
<<if $attacking is 0>>
<<if $Player_flow gte 20>>
<<link "Aimed Shot" "Special Attack Aimed Shot">><</link>>
<<else>>
<s>Aimed Shot</s>
<</if>>
-- A basic attack with +2 Acc. 20 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to 2>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<include "HitChance">> - $chancehit% To Hit.
<<else>>
<<set $Player_flow = $Player_flow - 20>>
<<set $Player_flow_spent to 20>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 2>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 1>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias pulls $her $Player_weapon_main up to $her shoulder and squints one eye shut. Aim... FIRE! <br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! <br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias hits <<= $Enemy_article>> dead on! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias hits $Enemy_article right in a vital spot! It's a critical hit! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $attacking is 0>>
<<if $Player_flow gte 120>>
<<link "Ammunition Dump" "Special Attack Ammunition Dump">><</link>>
<<else>>
<s>Ammunition Dump</s>
<</if>>
-- FIRE EVERYTHING. 2.5* Dam and Acc, but deals 33% Self-Damage. 120 Flow.
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_accuracy_multiplier to 2.5>>
<<include "HitChance">> - $chancehit% To Hit.
<<else>>
<<set $Player_flow = $Player_flow - 120>>
<<set $Player_flow_spent to 120>>
<<set $Player_special_ability_damage to 0>>
<<set $Player_special_ability_accuracy to 0>>
<<set $Player_special_ability_dodge to 0>>
<<set $Player_special_ability_armour_penetration to 0>>
<<set $Player_special_ability_dice_bonus to 0>>
<<set $Player_special_ability_defence to 0>>
<<set $Player_special_ability_damage_multiplier to 2.5>>
<<set $Player_special_ability_accuracy_multiplier to 2.5>>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<include "Weapon Damage Range">>
<<set $Actual_attack_modifier to $Player_weapon_main_modifier>>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_modifier_2>>
<<set $Actual_damage_type to "energy">>
<<set $Actual_damage_type_2 to "fire">>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<include "Combat Base Attack Calculation">>
$Player_alias exhales slow and long, removing the safety limiters on $her <<= $Player_weapon_main>>. At once, it begins to thrum with lethal energy, core boosted to dangerous levels... This is going to hurt - but it's going to hurt $Enemy_article a lot more. <b>FIRE!</b> <br><br>
<<if $Player_success is 0>>
$Player_alias misses <<= $Enemy_article>>! A sizable portion of the scenery behind them is obliterated...<br><br>
<<set $Player_hp_adjust to $Player_damage / 3>>
<<set $Player_hp_adjust to Math.round($Player_hp_adjust)>>
The recoil is too much! $Player_alias takes $Player_hp_adjust damage!
<<set $Player_hp_adjust to $Player_hp_adjust / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Modifiers Always">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 1>><<include "Combat Enemy HP Adjustment">>
$Player_alias utterly engulfs <<= $Enemy_article>> in destructive energies! <br><br>
$Enemy_Article takes $Player_damage damage! <br><br>
<<set $Player_hp_adjust to $Player_damage / 3>>
<<set $Player_hp_adjust to Math.round($Player_hp_adjust)>>
The recoil is too much! $Player_alias takes $Player_hp_adjust damage!
<<set $Player_hp_adjust to $Player_hp_adjust / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>><<include "Combat Enemy HP Adjustment">>
$Player_alias scores a direct hit on <<= $Enemy_article>>, causing critical damage! <br><br> <<set $Player_damage to $Player_damage * 2>>
$Enemy_Article takes $Player_damage critical damage! <br><br>
<<set $Player_hp_adjust to $Player_damage / 1.5>>
<<set $Player_hp_adjust to Math.round($Player_hp_adjust)>>
The recoil is too much! $Player_alias takes $Player_hp_adjust damage!
<<set $Player_hp_adjust to $Player_hp_adjust / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Player Modifiers Hit">> <<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $newItem to 1>>
<<set $pickup to 1>>
<<set $idNo to $idNo + 1>>
<<set _newID to $idNo>>
<<set _objectKeyP to Object.keys($Inventory).find(key => $Inventory[key].id === $I_N_Temp)>>
<<if $type is "consumable">>
<<set _objectKeyP to Object.keys($Inventory).find(key => $Inventory[key].internal === $item)>>
<</if>>
<<if def _objectKeyP and $Inventory[_objectKeyP].location isnot "Player">>
<<set $newItem to 0>>
<<set $type to $Inventory[_objectKeyP].type>>
<<set $item to $Inventory[_objectKeyP].internal>>
<<set $Inventory[_objectKeyP].location to "Player">>
<<set _newID to $Inventory[_objectKeyP].id>>
<</if>>
<<set State.variables[$type + '_slots'].sort(function (a, b) { return a - b; });>>
<<set _number to State.variables[$type + '_slots'].shift()>>
<<set $move_letter to setup[$type][$item].type_id>>
<<if $type is "consumable">>
<<if State.variables.consumables[$item].position isnot 0 and $inventory_restoration isnot 1>>
<<set _number to State.variables.consumables[$item].position>>
<<set State.variables['I_' + setup[$type][$item].type_id + '_' + _number + '_S'] to State.variables['I_' + setup[$type][$item].type_id + '_' + _number + '_S'] + 1>>
<<set $Inventory[_objectKeyP].stack to $Inventory[_objectKeyP].stack + 1>>
<<set State.variables.consumables[$item].stack to State.variables.consumables[$item].stack + 1>>
<<set $newItem to 0>>
<<set $pickup to 0>>
<<else>>
<<set $pickup to 1>>
<</if>>
<<else>>
<<set $pickup to 1>>
<</if>>
<<if $inventory_restoration is 1>>
<<if $Inventory["n" + $whichNo].position isnot 0>>
<<set _number to $Inventory["n" + $whichNo].position>>
<</if>>
<<set $newItem to 0>>
<<set $pickup to 1>>
<<set _newID to $Inventory["n" + $whichNo].id>>
<</if>>
<<if $pickup is 1>>
<<if $game_gold is 1>>
<<set State.variables['I_' + setup[$type][$item].type_id + '_' + _number] to setup[$type][$item].icon_path>>
<<else>>
<<set State.variables['I_' + setup[$type][$item].type_id + '_' + _number] to setup[$type][$item].icon>>
<</if>>
<<set State.variables['I_' + setup[$type][$item].type_id + '_' + _number + '_D'] to setup[$type][$item].name>>
<<set State.variables['I_' + setup[$type][$item].type_id + '_' + _number + '_T'] to setup[$type][$item].name>>
<<set State.variables['I_' + setup[$type][$item].type_id + '_' + _number + '_N'] to _newID>>
<<if $type is "consumable" and $inventory_restoration isnot 1>>
<<set State.variables['I_' + setup[$type][$item].type_id + '_' + _number + '_S'] to State.variables['I_' + setup[$type][$item].type_id + '_' + _number + '_S'] + 1>>
<<elseif $type is "consumable" and $inventory_restoration is 1>>
<<set State.variables['I_' + setup[$type][$item].type_id + '_' + _number + '_S'] to $consumables[$item].stack>>
<</if>>
<</if>>
<<if $newItem is 1>>
<<set $Inventory["n" + _newID] to {name: setup[$type][$item].name,
internal: setup[$type][$item].internal,
id: _newID,
type: $type,
location: "Player",
position: _number,
owned: $Player_name,
equipped: 0,
mod1: 0,
mod2: 0,
mod3: 0,
stack: 1}>>
<<if $type is "consumable" and $inventory_restoration isnot 1>>
<<set State.variables.consumables[$item].position to _number>>
<<set State.variables.consumables[$item].stack to 1>>
<<set State.variables.consumables[$item].used to 0>>
<</if>>
<<else>>
<<if $type isnot "consumable" and $inventory_restoration isnot 1>>
<<set $Inventory[_objectKeyP].position to _number>>
<<set $Inventory[_objectKeyP].owned to $Player_name>>
<<else>>
<</if>>
<<if $inventory_restoration is 1>>
<<set $Inventory["n" + _newID].owned to $Player_name>>
<</if>>
<<include "Slots Update">>
<</if>>
<<set $inventory_pane to $type>>
<<set $inventory_page to 1>>
<<replace "#inventory_replace">>
<<include "Inventory Base">>
<</replace>>
<<set $inventory_restoration to 0>>
<</nobr>><<nobr>>
/*This still needs to alter the x.slots array to make sure both sides are being updated. We may need a new '_N' variable to hold the Number information.
Update: Great Googly Moogly, It's All Gone to Shit! Moving any item into an empty slot will kill that item's Inventory key the next time it's accessed. Moving any item into another item's slot will swap, and will continue to work as expected, until the dialog is closed and reopened (fetching new data), at which point moving will move the wrong/previous slot.
Experiment: made 3 cannons. pos 123. Moved slot 1 right twice. 312. However, upon trying to move it, moved middle cannon(?). Now 331. 441. Etc.*/
<<set $I_Move2 to $I_Move + $I_Move3>>
<<if $I_Move2 lte 0>><<set $I_Move2 to $I_Move2 + 30>><</if>>
<<if $I_Move2 gte 31>><<set $I_Move2 to $I_Move2 - 30>><</if>>
<<set $I_TEMP to State.variables["I_" + $move_letter + "_" + $I_Move]>>
<<set $I_D_TEMP to State.variables["I_" + $move_letter + "_" + $I_Move + "_D"]>>
<<set $I_T_TEMP to State.variables["I_" + $move_letter + "_" + $I_Move + "_T"]>>
<<set $I_N_TEMP to State.variables["I_" + $move_letter + "_" + $I_Move + "_N"]>>
<<if $type is "consumable">>
<<set $I_S_TEMP to State.variables["I_" + $move_letter + "_" + $I_Move + "_S"]>>
<</if>>
<<set State.variables["I_" + $move_letter + "_P"] to $I_Move2>>
<<set State.variables["I_" + $move_letter + "_" + $I_Move] to State.variables["I_" + $move_letter + "_" + $I_Move2]>>
<<set State.variables["I_" + $move_letter + "_" + $I_Move + "_D"] to State.variables["I_" + $move_letter + "_" + $I_Move2 + "_D"]>>
<<set State.variables["I_" + $move_letter + "_" + $I_Move + "_T"] to State.variables["I_" + $move_letter + "_" + $I_Move2 + "_T"]>>
<<set State.variables["I_" + $move_letter + "_" + $I_Move + "_N"] to State.variables["I_" + $move_letter + "_" + $I_Move2 + "_N"]>>
<<if $type is "consumable">>
<<set State.variables["I_" + $move_letter + "_" + $I_Move + "_S"] to State.variables["I_" + $move_letter + "_" + $I_Move2 + "_S"]>>
<</if>>
<<set State.variables["I_" + $move_letter + "_Swap"] to $I_Move>>
<<include "Inventory Swap">>
<<set State.variables["I_" + $move_letter + "_" + $I_Move2] to $I_TEMP>>
<<set State.variables["I_" + $move_letter + "_" + $I_Move2 + "_D"] to $I_D_TEMP>>
<<set State.variables["I_" + $move_letter + "_" + $I_Move2 + "_T"] to $I_T_TEMP>>
<<set State.variables["I_" + $move_letter + "_" + $I_Move2 + "_N"] to $I_N_TEMP>>
<<if $type is "consumable">>
<<set State.variables["I_" + $move_letter + "_" + $I_Move2 + "_S"] to $I_S_TEMP>>
<<set $consumables[$item].position to $I_Move2>>
<</if>>
<<include "Slots Update">>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
/*This is unfinished, but in theory all it needs is to be provided with '$move_letter', which is already set under Move from the item page. Copy that.*/
<<set $removethis to 1>>
<<if $type is "consumable">>
<<set State.variables.consumables[$item].stack to State.variables.consumables[$item].stack - $Shop_Stack>>
<<set State.variables.Inventory["n" + $whichNo].stack to State.variables.Inventory["n" + $whichNo].stack - $Shop_Stack>>
<<set State.variables["I_" + $move_letter + "_" + $Remove_Position + "_S"] to State.variables["I_" + $move_letter + "_" + $Remove_Position + "_S"] - $Shop_Stack>>
<<if State.variables.consumables[$item].stack gt 0>>
<<set $removethis to 0>>
<</if>>
<</if>>
<<if $removethis is 1>>
<<set State.variables["I_" + $move_letter + "_" + $Remove_Position] to "empty">>
<<set $Inventory["n" + $whichNo].position to 0>>
<<if $type is "consumable">>
<<set $consumables[$item].position to 0>>
<</if>>
<<include "Slots Update">>
<</if>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>><<nobr>>
<<set $I_W_Temp to $weaponPickupIcon>>
<<set $I_W_D_Temp to $weaponPickupPlain>>
<<set $I_W_T_Temp to $weaponPickupPlain>>
<<include "Pickup Weapon Rework">>
<<set State.variables[$weaponPickup + "_Position"] to $I_W_P>>
<<set State.variables[$weaponPickup + "_Location"] to "Player">>
<</nobr>><<link "Pick it up." "Untitled Passage 3">>
<<set $type to "weapon">>
<<set $item to "Zipper_Arm_Cannon">>
<<include "Pickup">>
<</link>>
<<set $type to "weapon">>
<<set $item to "Zipper_Arm_Cannon">>
<<set State.variables['I_' + setup[$type][$item].type_id + '_Temp'] to setup.weapon[$item].icon>>
<<= setup.weapon.Zipper_Arm_Cannon.attacks>>
<<= $Inventory.n1.name>>
$Inventory.n1.mod1
<<= $Inventory>>
$Inventory.n0.mod2
<<= $Inventory.n0.mod1>>
<<set State.variables['I_W_' + $I_Move] to "$I_W_" + $I_Move2>>
$I_W_1
<<set $I_W_Move to $Inventory["n" + $idNo].position>>
$Inventory.n3.location
$Inventory.n3.name
$I_W_Move
<<set _inventory_pane to $type>>
_inventory_pane
<<link "Untitled Passage 5" "Untitled Passage 5">><</link>>
<<set $uhhhhhuh to 5>>
<<link "Untitled Passage $uhhhhhuh" "'Untitled Passage' + $uhhhhhuh">><</link>>
<<set $currentWeapon to "Zipper_Arm_Cannon">>
Weapon's accuracy: <<= setup.weapon[$currentWeapon].main_accuracy_bonus>>
<<set _testingtesting to setup.weapon[$currentWeapon].main_accuracy_bonus>> _testingtesting
<<= setup.weapon[$currentWeapon].main_accuracy_bonus>>
setup.weapon[$currentWeapon].main_accuracy_bonus
<<include "Dropped Items">><<set $droppedItems to []>>
<<set $droppedItems.push("Zipper Arm Cannon45Untitled Passage 3")>>
<<set $droppedItems.push("Bug Hunter29Untitled Passage 3")>>
<<link "Untitled Passage 3" "Untitled Passage 3">><</link>>
<<link "Drop Sword" "Untitled Passage 5">>
// if there is no entry for the current passage, create one, make it an empty array
<<if !$dropped[passage()]>>
<<set $dropped[passage()] = []>>
<</if>>
// we push the item to that array
<<set $dropped[passage()].push('Bronze Sword1')>>
<<set $dropped[passage()].push('Bronze Sword2')>>
<<set $dropped[passage()].push('Bronze Sword3')>>
<<set $dropped[passage()].push('Bronze Sword34')>>
<</link>>
<<= $dropped[passage()]>>
<<if $dropped[passage()]>>
Dropped items :
<<for _item range $dropped[passage()]>>
- _item
<</for>>
<</if>>
<<link "Untitled Passage 4" "Untitled Passage 4">><</link>>
<<set $type to "weapon">>
<<set $item to "Zipper_Arm_Cannon">>
<<set $Remove_Position to 5>>
$weapon_slots
<<set State.variables[setup[$type][$item].type + '_slots'].push($Remove_Position)>>
<<set State.variables[setup[$type][$item].type + '_slots'].sort(function (a, b) { return a - b; });>>
$weapon_slots
[img[setup[$type][$item].icon]]
<<set $uhuh to "Let us us this moment to remind ourselves of what a String can do. It can contain other variables, such as $type and $item, and it can even do <br> line <br> breaks <br> as shown. It can even include <<link 'links' 'Untitled Passage 4'>><</link>> and includes, such as this trash; <<include 'unused java and css'>>. However, care must be taken regarding the specific wrappers. I have used basic speech marks when setting this one, which means that I must use single apostrophes in my internal wrappers. Using “” does not work, unfortunately. We can use them for actual speech or quotes within the string - or their single ‘’ cousins - or we can shove a top-left to bottom-right slash in before the \", which you can't see when this is printed but tells the string to ignore that one. Can strings include their own set<<set $uhuh2 to 'yup!'>> commands?">>
$uhuh $uhuh2
<<set $attacksarray1 to ["Buggo", "Bingo"]>>
<<set $attacksarray2 to ["Bubby"]>>
<<set $attacksarray3 to $attacksarray1.concat($attacksarray2)>>
$attacksarray1
$attacksarray2
$attacksarray3
<<= $attacksarray3.length>>
<<set $arg to 1>>
<<link "womp" "Untitled Passage 5">>
<<if $arg is 1>>
<<set $arg2 to "piss">>
<<elseif $arg is 2>>
<<set $arg to "poop">>
<</if>>
<</link>>
$arg $arg2$Zipper_Arm_Cannon_Position <<link "Untitled Passage 6" "Untitled Passage 6">><</link>>
$I_W_1
$I_W_1_D
$I_W_1_T
$I_W_30
$I_W_30_D
$I_W_30_T
$I_TEMP
$I_D_TEMP
$I_T_TEMP
$I_W_P
$I_Move
$I_Move2
<<set $move_letter to "W">>
<<set $I_Move to $Zipper_Arm_Cannon_Position>>
<<set $I_Move3 to -1>>
<<include "Inventory Move">>
<<set $Zipper_Arm_Cannon_Position to $I_Move>>
$Zipper_Arm_Cannon_Position
$I_W_1
$I_W_1_D
$I_W_1_T
$I_W_30
$I_W_30_D
$I_W_30_T
$I_TEMP
$I_D_TEMP
$I_T_TEMP
$I_W_P
$I_Move
$I_Move2<<nobr>> /*Drop replace is vital, don't remove it. Dropped Items as contained within the JOMT block adds any dropped items to the tile you're in.*/
<span id="drop_replace">
<<set $droppedItemsLocation to passage()>>
<<if $droppedItems.some((str) => new RegExp(RegExp.escape(passage())).test(str))>>
<<set _number to 0>>
<<for _i, _droppedItemsFull range $droppedItems>>
<<set _number to _number + 1>>
<<if new RegExp( RegExp.escape(passage()) ).test( _droppedItemsFull )>>
<<set $droppedItemsName to _droppedItemsFull.replace(passage(), '')>>
<<set $droppedItemsNameNoNum to $droppedItemsName.replace(/\d/g,'')>>
<<set $droppedItemsNameUnder to $droppedItemsNameNoNum.replace(/ /g, '_')>>
<<set $droppedItemsNameNum to $droppedItemsName.replace(/[a-zA-Z]/g,'')>>
<<set $droppedItemsNameNum to Number($droppedItemsNameNum)>>
<<set _droppedIcon to Object.keys($Inventory).find(key => $Inventory[key].id === $droppedItemsNameNum)>>
<<set _type to $Inventory[_droppedIcon].type>>
<<set _item to $Inventory[_droppedIcon].internal>>
<<if $game_gold is 1>>
[img[setup[_type][_item].icon_path]]
<<else>>
[img[setup[_type][_item].icon]]
<</if>>
-- A $droppedItemsNameNoNum is here.
<<capture $droppedItemsNameNum, _droppedItemsFull, _type, _item>>
<<if State.variables[_type + "_slots"].length gte 1>>
/* THIS WAS CHANGED FROM JUST 'weapon_slots' BECAUSE I FORGOT TO AUTOMATE IT. IF IT FUCKS UP, HERE'S WHY*/
<<linkreplace "Pick it up?">>
<<set $I_N_Temp to Number($droppedItemsNameNum)>>
<<set $droppedItems.deleteWith(function (val) {return val === _droppedItemsFull;})>>
<<include "Pickup">>
<<replace "#drop_replace">><<include "Dropped Items">><</replace>>
<</linkreplace>>
<<else>>
But $Player_alias cannot carry any more of that item type!
<</if>>
<</capture>>
<br>
<</if>>
<</for>>
<</if>>
</span>
<</nobr>><<nobr>>
/*The theory is as follows; each Inventory.n# contains mod1, mod2, mod3. These are set in the 100's, 200's, and 300's, and correlate to specific mods. If they are 0, then there is no mod.
First, we check $Inventory.n#.mod1, and then use the fetched number to retrieve the mod data from an array. This might have to be an <<if>> block, but maybe we can avoid that. (update; hell yeah we could buddy)*/
<<set $mod1 to State.variables.Inventory["n" + $whichNo].mod1>>
<<set $mod2 to State.variables.Inventory["n" + $whichNo].mod2>>
<<set $mod3 to State.variables.Inventory["n" + $whichNo].mod3>>
<<if $mod1 is 0>>
<b>Mod 1:</b> No mod installed.
<<else>>
<b>Mod 1:</b> <<= setup.mods["n" + $mod1].name>> - <<= setup.mods["n" + $mod1].desc_brief>> || <b><<= setup.mods["n" + $mod1].stats>></b>
<br>
<</if>>
<br>
<<if $mod2 is 0>>
<b>Mod 2:</b> No mod installed.
<<else>>
<b>Mod 2:</b> <<= setup.mods["n" + $mod2].name>> - <<= setup.mods["n" + $mod2].desc_brief>> || <b><<= setup.mods["n" + $mod2].stats>></b>
<</if>>
<br>
<<if $mod3 is 0>>
<b>Mod 3:</b> No mod installed.
<<else>>
<b>Mod 3:</b> <<= setup.mods["n" + $mod3].name>> - <<= setup.mods["n" + $mod3].desc_brief>> || <b><<= setup.mods["n" + $mod3].stats>></b>
<</if>>
<</nobr>><<nobr>>
<<set setup.mods = {n0:{name: "",
desc: "",
desc_brief: "",
id: 0,
stats: "",
installation: "",
damage: 0,
damage_range: "",
damage_ranged_advanced: "",
accuracy: 0,
defence: 0,
penetration: 0,
damage_type: "unaspected",
damage_type_2: "unaspected",
modifier: "unaspected",
modifier_2: "unaspected",
handiwork: 0,
gold: 0,
bio: 0,
bits: 0,
chems: 0,
herbs: 0,
mats: 0,
meds: 0,
tek: 0,
cost: 0,
added_value: 0,
attacks: [],
rarity: 0},
n101:{name: "Sniper Scope",
desc: "This Sniper Scope is an adjustable magnified viewfinder that aids in target aquisition at long range, complete with markers to help estimate influences such as wind speed and bullet drop-off. In doing so, tt improves accuracy. This is actually just an example of a mod, but hey, it could happen!",
desc_brief: "A magnified scope for long-range accuracy.",
id: 101,
stats: "+1 accuracy",
installation: "Oiiiuuuugh fucking hell it's installing innit",
damage: 0,
damage_range: "",
damage_ranged_advanced: "",
accuracy: 0,
defence: 0,
penetration: 0,
damage_type: "unaspected",
damage_type_2: "unaspected",
modifier: "unaspected",
modifier_2: "unaspected",
handiwork: 0,
gold: 0,
bio: 0,
bits: 0,
chems: 0,
herbs: 0,
mats: 0,
meds: 0,
tek: 0,
cost: 0,
added_value: 0,
attacks: [],
rarity: 0},
n102:{name: "Heavy Barrel",
desc: "A Heavy Barrel provides significant improvements to a weapon's damage at the cost of making it harder to wield, thus lowering accuracy. This is just a theoretical mod, but hey, it could exist!",
desc_brief: "A heavy-duty barrel that improves damage at the cost of accuracy.",
id: 102,
stats: "+2 damage, -1 accuracy",
installation: "Oiiiuuuugh fucking hell it's installing innit",
damage: 0,
damage_range: "",
damage_ranged_advanced: "",
accuracy: 0,
defence: 0,
penetration: 0,
damage_type: "unaspected",
damage_type_2: "unaspected",
modifier: "unaspected",
modifier_2: "unaspected",
handiwork: 0,
gold: 0,
bio: 0,
bits: 0,
chems: 0,
herbs: 0,
mats: 0,
meds: 0,
tek: 0,
cost: 0,
added_value: 0,
attacks: [],
rarity: 0}
}>>
<<set $mods = {n0:{owned: 0, known: 0},
n100:{owned: 0, known: 0},
n101:{owned: 0, known: 1},
n102:{owned: 0, known: 1},
n200:{owned: 0, known: 0},
n300:{owned: 0, known: 0},
}>>
<</nobr>><<nobr>>
/*So, this time we need to check both the current item's .attack array, and if the current specific item's mod3 attachment - if applicable - adds further attacks onto this. With a temporary array formed from these two entries, we can then run a <<for>> loop against that temp array and print the unlocked attacks in alphabetical order, as fetched from a new setup array that stores attacks and their descriptions.*/
<<set $attacksarray1 to setup[$type][$item].attacks>>
<<set $thisMod to State.variables.Inventory["n" + $whichNo].mod3>>
<<set $attacksarray2 to setup.mods["n" + $thisMod].attacks>>
<<if $type is "weapon">>
<<hover>><IS>Weapon Special Attacks:</IS><<tip>>Weapon-based Special Attacks typically consume Flow.<br>They are much stronger than basic Attacks.<br>These listed Special Attacks are inherently tied to this weapon model.<</hover>> <br>
<<for _i, _attack range $attacksarray1>>
<b><<= setup.attacks[_attack].name>></b> - <<= setup.attacks[_attack].desc>>
<br>
<</for>>
<<if $attacksarray2.length > 0>>
------<br>
<<hover>><IS>Mod Special Attacks:</IS><<tip>>Slot 3 Mods often add extra Special Attacks to weapons.<br>These can supplement the weapon's latent attacks, or cover elemental gaps, for example.<</hover>> <br>
<<for _i, _attack range $attacksarray2>>
<b><<= setup.attacks[_attack].name>></b> - <<= setup.attacks[_attack].desc>>
<</for>>
<</if>>
<<else>>
<<hover>><IS>Subweapon Special Attacks:</IS><<tip>>Subweapon Special Attacks tend to be cheaper to execute.<br>They use the Subweapon's stats instead of the main Weapon.<</hover>> <br>
<<for _i, _attack range $attacksarray1>>
<b><<= setup.attacks[_attack].name>></b> - <<= setup.attacks[_attack].desc>>
<br>
<</for>>
<</if>>
<</nobr>><<nobr>>
<<set $classAttacks to []>>
<<set $learnedAttacks to []>>
<<set $aceAttacks to []>>
<<set $contextAttacks to []>>
<<set $attacks = {
example:{cooldown: 0, charge: 0},
Double_Tap:{cooldown: 0, charge: 0},
Charge_Shot:{cooldown: 0, charge: 0},
SLAM_F:{cooldown: 0, charge: 0},
Heal_Test:{cooldown: 0, charge: 0},
Buff_Test:{cooldown: 0, charge: 0},
Behind_You:{cooldown: 0, charge: 0},
Both_Barrels:{cooldown: 0, charge: 0},
Tear:{cooldown: 0, charge: 0},
Soul_Tear:{cooldown: 0, charge: 0},
Energy_Field:{cooldown: 0, charge: 0},
Thunder_Clap:{cooldown: 0, charge: 0},
Lightning_Spear:{cooldown: 0, charge: 0},
Revenant_Ravage:{cooldown: 0, charge: 0},
Terrify:{cooldown: 0, charge: 0},
Blood_In_The_Water:{cooldown: 0, charge: 0},
Groovy:{cooldown: 0, charge: 0},
Wide_Cleave:{cooldown: 0, charge: 0},
}>>
<<set setup.attacks = {
exampleattack:{name: "ExampleFullName",
internal: "KeyName",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "mainorsubdeleteifneither",
override_damage_range: "DiceRollForClassAttacksAndOtherNonWeaponAtts",
desc: "ExampleDescOfWhatThisAttackDoesEndingInABluntStatSummary<br>↪ Costs: <<= setup.attacks.INTERNALNAME.RESOURCE>> RESOURCE - Cooldown: <<= setup.attacks.INTERNALNAME.cooldown>>",
attack_pre: "ThisIsTheTextForWhenTheAttackBegins",
attack_hit: "ThisIsTheTextForWhenTheAttackHits",
attack_crit: "ThisIsTheTextForWhenTheAttackCrits",
attack_miss: "ThisIsTheTextForWhenTheAttackMisses",
flow: 0,
glow: 0,
focus: 0,
gold: 0,
hp: 0,
cooldown: 0,
special_ability_damage: 0,
special_ability_accuracy: 0,
special_ability_dodge: 0,
special_ability_armour_penetration: 0,
special_ability_dice_bonus: 0,
special_ability_defence: 0,
special_ability_damage_multiplier: 1,
special_ability_accuracy_multiplier: 1,
special_attack_modifier: "unaspected",
special_attack_modifier_2: "unaspected",
special_damage_type: "unaspected",
special_damage_type_2: "unaspected",
attack_type: "ForcefulAgileTrickyNone",
status_attack: "none",
status_bonus: 0,
status_bonus_crit: 0,
status_pure: 0,
status_duration_override: 0,
normal_or_adv: "normal",
auto_hit: 0,
auto_crit: 0,
half_miss: 0,
multiattacks: 1,
multiattack_accuracy_penalty: 2,
multiattack_damage_penalty: 0,
multiattack_hit: "TextThatPrintsWhenAMultiattackHits",
multiattack_crit: "TextThatPrintsWhenAMultiattackCrits",
multiattack_miss: "TextThatPrintsWhenAMultiattackMisses",
charge: 0,
charge_def: 0,
charge_dodge: 0,
charge_desc_1: "FlavourOnFirstTurnOfCharging",
charge_desc_2: "FlavourOnFirstTurnOfChargingIfApplicable",
free_action: 0,
recharge: 0,
special_case: 0
},
examplemultiattack:{name: "ExampleFullName",
internal: "KeyName",
type: "multiattack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "mainorsubdeleteifneither",
override_damage_range: "DiceRollForClassAttacksAndOtherNonWeaponAtts",
desc: "ExampleDescOfWhatThisAttackDoesEndingInABluntStatSummary<br>↪ Costs: <<= setup.attacks.INTERNALNAME.RESOURCE>> RESOURCE - Cooldown: <<= setup.attacks.INTERNALNAME.cooldown>>",
attack_pre: "ThisIsTheTextForWhenTheAttackBegins",
attack_hit: "ThisIsTheTextForWhenTheAttackHits",
attack_crit: "ThisIsTheTextForWhenTheAttackCrits",
attack_miss: "ThisIsTheTextForWhenTheAttackMisses",
normal_or_adv: "normal",
status_attack: "none",
status_bonus: 0,
status_bonus_crit: 0,
status_pure: 0,
status_duration_override: 0,
flow: 0,
glow: 0,
focus: 0,
gold: 0,
hp: 0,
cooldown: 0,
special_ability_damage: 0,
special_ability_accuracy: 0,
special_ability_dodge: 0,
special_ability_armour_penetration: 0,
special_ability_dice_bonus: 0,
special_ability_defence: 0,
special_ability_damage_multiplier: 1,
special_ability_accuracy_multiplier: 1,
special_attack_modifier: "unaspected",
special_attack_modifier_2: "unaspected",
special_damage_type: "unaspected",
special_damage_type_2: "unaspected",
attack_type: "ForcefulAgileTrickyNone",
auto_hit: 0,
auto_crit: 0,
half_miss: 0,
charge: 0,
charge_desc_1: "Flavour1TurnBeforeItFires",
charge_desc_2: "Flavour2TurnsBeforeItFires",
free_action: 0,
recharge: 0,
multiattacks: 2,
multiattack_accuracy_penalty: 2,
multiattack_damage_penalty: 0,
multiattack_hit: "TextThatPrintsWhenAMultiattackHits",
multiattack_crit: "TextThatPrintsWhenAMultiattackCrits",
multiattack_miss: "TextThatPrintsWhenAMultiattackMisses",
special_case: 0
},
exampleheal:{name: "ExampleFullName",
internal: "KeyName",
type: "heal",
passage: "Special Attack Heal",
main_or_sub: "mainorsubdeleteifneither",
desc: "ExampleDescOfWhatThisAttackDoesEndingInABluntStatSummary<br>↪ Costs: <<= setup.attacks.INTERNALNAME.RESOURCE>> RESOURCE - Cooldown: <<= setup.attacks.INTERNALNAME.cooldown>>",
attack_pre: "ThisIsTheTextForWhenTheHealBegins",
attack_hit: "ThisIsTheTextForWhenTheHealHits",
attack_clot: "ThisIsTheTextForWhenTheHealFailsDueToClot",
attack_cursed: "ThisIsTheTextForWhenTheHealFailsDueToCurse",
heal_override: 0,
heal_multiplier: 0.2,
heal_attribute_multiplier: 0.04,
heal_attribute_multiplier_max: 5,
healing: "HPorFocusorFloworGloworShield",
flow: 0,
glow: 0,
focus: 0,
gold: 0,
hp: 0,
attack_type: "ForcefulAgileTricky",
cooldown: 0,
charge: 0,
charge_desc_1: "Flavour1TurnBeforeItFires",
charge_desc_2: "Flavour2TurnsBeforeItFires",
free_action: 0,
recharge: 0,
special_case: 0
},
examplebuff:{name: "ExampleFullName",
internal: "KeyName",
type: "buff",
passage: "Special Attack Buff",
main_or_sub: "mainorsubdeleteifneither",
desc: "ExampleDescOfWhatThisAttackDoesEndingInABluntStatSummary<br>↪ Costs: <<= setup.attacks.INTERNALNAME.RESOURCE>> RESOURCE - Cooldown: <<= setup.attacks.INTERNALNAME.cooldown>>",
attack_pre: "ThisIsTheTextForWhenTheAttackBegins",
attack_hit: "ThisIsTheTextForWhenTheAttackHits",
strength_decay_buff: 0,
agility_decay_buff: 0,
wits_decay_buff: 0,
toughness_decay_buff: 0,
damage_decay_buff: 0,
accuracy_decay_buff: 0,
defence_decay_buff: 0,
dodge_decay_buff: 0,
dice_decay_buff: 0,
heal: 0,
flow: 0,
glow: 0,
focus: 0,
gold: 0,
hp: 0,
cooldown: 0,
charge: 0,
charge_flavour: "none",
free_action: 0,
recharge: 0,
special_case: 0
},
exampledebuff:{name: "ExampleFullName",
internal: "KeyName",
type: "debuff",
passage: "Special Attack Buff",
main_or_sub: "mainorsubdeleteifneither",
desc: "ExampleDescOfWhatThisAttackDoesEndingInABluntStatSummary<br>↪ Costs: <<= setup.attacks.INTERNALNAME.RESOURCE>> RESOURCE - Cooldown: <<= setup.attacks.INTERNALNAME.cooldown>>",
attack_pre: "ThisIsTheTextForWhenTheAttackBegins",
attack_hit: "ThisIsTheTextForWhenTheAttackHits",
strength_decay_buff: 0,
agility_decay_buff: 0,
wits_decay_buff: 0,
toughness_decay_buff: 0,
attack_decay_buff: 0,
accuracy_decay_buff: 0,
defence_decay_buff: 0,
dodge_decay_buff: 0,
dice_decay_buff: 0,
heal: 0,
flow: 0,
glow: 0,
focus: 0,
gold: 0,
hp: 0,
cooldown: 0,
charge: 0,
charge_desc_1: "Flavour1TurnBeforeItFires",
charge_desc_2: "Flavour2TurnsBeforeItFires",
free_action: 0,
recharge: 0,
special_case: 0
},
examplestatus:{name: "ExampleFullName",
internal: "KeyName",
type: "status pure",
passage: "Special Attack Buff",
main_or_sub: "mainorsubdeleteifneither",
desc: "ExampleDescOfWhatThisAttackDoesEndingInABluntStatSummary<br>↪ Costs: <<= setup.attacks.INTERNALNAME.RESOURCE>> RESOURCE - Cooldown: <<= setup.attacks.INTERNALNAME.cooldown>>",
attack_pre: "ThisIsTheTextForWhenTheAttackBegins",
attack_hit: "ThisIsTheTextForWhenTheAttackHits",
heal: 0,
status_attack: "none",
status_bonus: 0,
status_bonus_crit: 0,
status_pure: 1,
status_duration_override: 0,
flow: 0,
glow: 0,
focus: 0,
gold: 0,
hp: 0,
cooldown: 0,
charge: 0,
charge_desc_1: "Flavour1TurnBeforeItFires",
charge_desc_2: "Flavour2TurnsBeforeItFires",
free_action: 0,
recharge: 0,
special_case: 0
},
examplestatusself:{name: "ExampleFullName",
internal: "KeyName",
passage: "Special Attack Buff",
type: "status self",
main_or_sub: "mainorsubdeleteifneither",
desc: "ExampleDescOfWhatThisAttackDoesEndingInABluntStatSummary<br>↪ Costs: <<= setup.attacks.INTERNALNAME.RESOURCE>> RESOURCE - Cooldown: <<= setup.attacks.INTERNALNAME.cooldown>>",
attack_pre: "ThisIsTheTextForWhenTheAttackBegins",
attack_hit: "ThisIsTheTextForWhenTheAttackHits",
heal: 0,
status_attack: "none",
status_bonus: 0,
status_bonus_crit: 0,
status_pure: 1,
status_duration_override: 0,
flow: 0,
glow: 0,
focus: 0,
gold: 0,
hp: 0,
cooldown: 0,
charge: 0,
charge_desc_1: "Flavour1TurnBeforeItFires",
charge_desc_2: "Flavour2TurnsBeforeItFires",
free_action: 0,
recharge: 0,
special_case: 0
},
Double_Tap:{name: "Double Tap",
internal: "Double_Tap",
passage: "Special Attack Base",
type: "attack",
hurts: 1,
main_or_sub: "main",
desc: "Fire twice at -2/-4 Acc<br>↪ Costs: 30 Flow",
attack_pre: "ThisIsTheTextForWhenTheAttackBegins",
attack_hit: "ThisIsTheTextForWhenTheAttackHits",
attack_miss: "ThisIsTheTextForWhenTheAttackMisses",
attack_crit: "ThisIsTheTextForWhenTheAttackCrits",
flow: 30,
special_ability_accuracy: -2,
normal_or_adv: "normal",
multiattacks: 2,
multiattack_accuracy_penalty: 2,
multiattack_damage_penalty: 0,
multiattack_hit: "TextThatPrintsWhenAMultiattackHits",
multiattack_crit: "TextThatPrintsWhenAMultiattackCrits",
multiattack_miss: "TextThatPrintsWhenAMultiattackMisses"
},
Charge_Shot:{name: "Charge Shot",
internal: "Charge_Shot",
passage: "Special Attack Base",
type: "attack",
hurts: 1,
main_or_sub: "main",
desc: "Charge for 1 turn, then fire with 1.5* Acc and Dam<br>↪ Costs: <<= setup.attacks.Charge_Shot.flow>> Flow",
attack_pre: "ThisIsTheTextForWhenTheAttackBegins",
attack_hit: "ThisIsTheTextForWhenTheAttackHits",
attack_miss: "ThisIsTheTextForWhenTheAttackMisses",
attack_crit: "ThisIsTheTextForWhenTheAttackCrits",
flow: 30,
special_ability_damage_multiplier: 1.5,
special_ability_accuracy_multiplier: 1.5,
normal_or_adv: "normal",
charge: 1,
charge_desc_1: "FlavourOnFirstTurnOfCharging"
},
Behind_You:{name: "Behind You",
internal: "Behind_You",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "main",
desc: "An attack from behind that cannot miss<br>↪ Costs: <<= setup.attacks.Behind_You.flow>> Flow - Cooldown: <<= setup.attacks.Behind_You.cooldown>>",
attack_pre: "$Player_alias is there one moment. But all it takes is the slightest break of sight for $her to just... disappear. <<= $Enemy_Article>>'s confusion is short-lived, however, when $she suddenly appears from behind, $Player_weapon_main eager to meet them!",
attack_hit: "$Player_alias slashes $Enemy_article from behind! How terrifying.",
attack_crit: "$Player_alias guts $Enemy_article from behind! It's a critical hit!",
flow: 45,
cooldown: 2,
normal_or_adv: "normal",
auto_hit: 1
},
Both_Barrels:{name: "Both Barrels",
internal: "Both_Barrels",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "main",
desc: "A 2-hit attack with no penalties<br>↪ Costs: <<= setup.attacks.Both_Barrels.flow>> Flow - Cooldown: <<= setup.attacks.Both_Barrels.cooldown>>",
attack_pre: "$Player_alias narrows $her eyes as $she raises the $Player_weapon_main, zero hesitation in $her gaze. $Her finger curls as $she adjusts her aim... and there goes the trigger; <i>hard.</i>",
attack_hit: "The contents of the other barrel pepper $Enemy_article",
attack_crit: "The contents of the other barrel nail $Enemy_article critically dead-on",
attack_miss: "The contents of one barrel sail wide...",
flow: 50,
cooldown: 2,
normal_or_adv: "normal",
multiattacks: 2,
multiattack_accuracy_penalty: 0,
multiattack_damage_penalty: 0,
multiattack_hit: "The contents of one barrel pepper $Enemy_article",
multiattack_crit: "The contents of one barrel nail $Enemy_article critically dead-on",
multiattack_miss: "The contents of one barrel sail wide",
},
Far:{name: "Far",
internal: "Far",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "main",
desc: "An attack from afar at -2 damage for +4 accuracy<br>↪ Costs: <<= setup.attacks.Far.flow>> Flow",
attack_pre: "$Player_alias retreats back from $her foe then pivots mid-dash, holding $her $Player_weapon_main firm to $her hip as she fires.",
attack_hit: "$Player_alias blasts $Enemy_article!",
attack_crit: "$Player_alias blasts $Enemy_article right in a vital spot! It's a critical hit!",
attack_miss: "<<= $Player_alias>>'s shot goes wide...",
flow: 30,
special_ability_damage: -2,
special_ability_accuracy: 4,
normal_or_adv: "normal"
},
Groovy:{name: "Groovy",
internal: "Groovy",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "main",
desc: "Charge for 1 turn to unleash a 4-hit attack with no penalties<br>↪ Costs: <<= setup.attacks.Groovy.flow>> Flow - Charge: <<= setup.attacks.Groovy.charge>>",
attack_pre: "$Player_alias suddenly bursts into action, a terrifying burst of speed propelling $her and $her $Player_weapon_main towards $Enemy_article with murder in $her eyes! $She swings the weapon down with an icy glare...",
attack_hit: "The teeth roar in triumph as they pull free from $Enemy_article",
attack_crit: "The teeth howl in critical satiation as they pull free from $Enemy_article",
attack_miss: "The teeth slip from $Enemy_article with a whimper...",
flow: 55,
normal_or_adv: "normal",
multiattacks: 4,
multiattack_accuracy_penalty: 0,
multiattack_damage_penalty: 0,
multiattack_hit: "The teeth growl - <i>RRRRRRR</i> -",
multiattack_crit: "The teeth feast deeply - <i>RRRRRRR</i> -",
multiattack_miss: "The teeth slip and gnaw at nothing",
charge: 1,
charge_desc_1: "<<= $Player_alias>>'s breath seems to run cold as $she glares at $Enemy_article from afar, taking in every movement and action. A calculated charge formulates in $her head..."
},
Incendiary_Bullet:{name: "Incendiary Bullet",
internal: "Incendiary_Bullet",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "main",
desc: "Shoot a Piercing and Fire bullet with a high chance to inflict Burning<br>↪ Costs: <<= setup.attacks.Incendiary_Bullet.flow>> Flow",
attack_pre: "$Player_alias pitches the $Player_weapon_main up into $her other hand, clutching it tightly in both. $She fires - a mighty -crack- of thunder piercing the air - $her gun swinging up above her head to contain the recoil!",
attack_hit: "$Player_alias strikes $Enemy_article, bathing them in a gout of fire!",
attack_crit: "$Player_alias critically strikes $Enemy_article dead on, engulfing them in fire!",
attack_miss: "$Player_alias scowls as $her shot misses...",
flow: 35,
special_damage_type: "piercing",
special_damage_type_2: "fire",
status_attack: "burn",
status_bonus: 75,
status_bonus_crit: 125,
normal_or_adv: "normal"
},
Lunge:{name: "Lunge",
internal: "Lunge",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "main",
desc: "A sluggish lunge at -3 accuracy for +6 damage<br>↪ Costs: <<= setup.attacks.Lunge.flow>> Flow",
attack_pre: "$Player_alias is slow to raise $her weapon, a seemingly eternal climb giving way to a sudden and brutal swing downwards.",
attack_hit: "$Player_alias chops into $Enemy_article!",
attack_crit: "$Player_alias critically cleaves into $Enemy_article!",
attack_miss: "<<= $Player_alias>>'s mighty strike swings wide...",
flow: 30,
special_ability_damage: 6,
special_ability_accuracy: -3,
normal_or_adv: "normal"
},
Magic_Bullet:{name: "Magic Bullet",
internal: "Magic_Bullet",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "main",
desc: "A smart bullet with high accuracy that inflicts 50% damage on miss<br>↪ Costs: <<= setup.attacks.Magic_Bullet.flow>> Flow",
attack_pre: "$Player_alias whispers something in half a dozen voices at once, a glowing trail emitting from $her eyes as $she loads this bullet. Symbols glow upon its surface before it disappears into $her weapon. With eyes unfocused on $her target, $she fires with an eerily casual attitude.",
attack_hit: "The bullet sings and curves, hitting as $she knew it would.",
attack_crit: "$Player_alias doesn't even look as the bullet curls through the air to critically strike $Enemy_article in a vital area.",
attack_miss: "Just when it seems that the bullet has missed, it ricochets to strike $Enemy_article in a graze!",
flow: 50,
special_ability_accuracy: 4,
half_miss: 0,
normal_or_adv: "normal"
},
Near:{name: "Near",
internal: "Near",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "main",
desc: "A point-blank attack with +4 damage but -2 accuracy<br>↪ Costs: <<= setup.attacks.Near.flow>> Flow",
attack_pre: "$Player_alias rushs towards $her foe with a steely determination in $her eyes, barrel of her $Player_weapon_main almost touching $Enemy_article before $she fires!",
attack_hit: "$Player_alias blasts $Enemy_article square-on!",
attack_crit: "$Player_alias critically blasts $Enemy_article right in a vital spot!",
attack_miss: "$Player_alias is too close - $she misses...",
flow: 30,
special_ability_damage: 4,
special_ability_accuracy: -2,
normal_or_adv: "normal"
},
Rip:{name: "Rip",
internal: "Rip",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "main",
desc: "A 3-hit attack that deals -0/-4/-8 damage each hit<br>↪ Costs: <<= setup.attacks.Rip.flow>> Flow",
attack_pre: "$Player_alias growls in tune with $her $Player_weapon_main as $she brings it down upon <<= $Enemy_article>>!",
attack_hit: "The saw rumbles in satiation one last time",
attack_crit: "The saw flourishes as it's pulled free with a critical yank",
attack_miss: "The saw slips as it sputters out...",
flow: 45,
normal_or_adv: "normal",
multiattacks: 3,
multiattack_accuracy_penalty: 0,
multiattack_damage_penalty: 4,
multiattack_hit: "The saw growls as it consumes",
multiattack_crit: "The saw snarls as it feasts",
multiattack_miss: "The saw slips..."
},
Tear:{name: "Tear",
internal: "Tear",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "main",
desc: "A 3-hit attack that may inflict Bleeding each hit, at -0/-2/-4 accuracy<br>↪ Costs: <<= setup.attacks.Tear.flow>> Flow - Cooldown: <<= setup.attacks.Tear.cooldown>>",
attack_pre: "With a cruel barrage of whispers in $her head, $Player_alias lets the saw rip!",
attack_hit: "Satiated for now, the saw sprays crimson",
attack_crit: "Greedy are the teeth as they conjure one final spray of crimson",
attack_miss: "The saw slips as it sputters out...",
flow: 65,
cooldown: 3,
status_attack: "bleed",
status_bonus: 25,
status_bonus_crit: 50,
status_duration_override: 2,
normal_or_adv: "normal",
multiattacks: 3,
multiattack_accuracy_penalty: 2,
multiattack_damage_penalty: 0,
multiattack_hit: "The saw seeks blood",
multiattack_crit: "The saw is famished for blood",
multiattack_miss: "The saw slips..."
},
Toxic_Bullet:{name: "Toxic Bullet",
internal: "Toxic_Bullet",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "main",
desc: "Shoot a Piercing and Poison bullet with a high chance to inflict Poisoning<br>↪ Costs: <<= setup.attacks.Toxic_Bullet.flow>> Flow",
attack_pre: "$Player_alias finds $herself holding $her breath as $she loads the ominously purple-tipped bullet, closing it into place. $She only releases that breath once $she fires - BAM!",
attack_hit: "The bullet strikes true, exploding into a purple mist all over <<= $Enemy_article>>!",
attack_crit: "The bullet strikes dead-on, utterly engulfing $Enemy_article in foul fog!",
attack_miss: "The bullet sails wide, a splurt of its toxic contents painting the wall...",
flow: 35,
special_damage_type: "piercing",
special_damage_type_2: "poison",
status_attack: "poison",
status_bonus: 75,
status_bonus_crit: 125,
normal_or_adv: "normal"
},
Wide_Cleave:{name: "Wide Cleave",
internal: "Wide_Cleave",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "main",
desc: "Charge 1 turn with 3 bonus def, then attack for 150% dam and acc<br>↪ Costs: <<= setup.attacks.Wide_Cleave.flow>> Flow - Charge: <<= setup.attacks.Wide_Cleave.charge>>",
attack_pre: "$Player_alias bursts into action, dashing towards $Enemy_article with $her weapon held high above $her head, bringing every last joule of energy into a mighty swing down!",
attack_hit: "$Player_alias feels $her blade swing cleanly down through $her foe.",
attack_crit: "$Player_alias damn near chops $her foe clean in half!",
attack_miss: "$Player_alias scowls as $her swing goes astray...",
flow: 45,
special_ability_damage_multiplier: 1.5,
special_ability_accuracy_multiplier: 1.5,
normal_or_adv: "normal",
charge: 1,
charge_def: 3,
charge_desc_1: "$Player_alias takes a guarded stance as $she observes $her foe, gripping $her $Player_weapon_main tightly with a grim determination. $She defends as she plots her course for retaliation..."
},
examplesubweaponbreak:{name: "THIS IS WHERE SUBWEAPON ATTACKS BEGIN"},
Slash:{name: "Slash",
internal: "Slash",
passage: "Special Attack Base",
type: "attack",
hurts: 1,
main_or_sub: "sub",
desc: "A simple strike that deals Slashing damage<br>↪ Costs: Free.",
attack_pre: "ThisIsTheTextForWhenTheAttackBegins",
attack_hit: "ThisIsTheTextForWhenTheAttackHits",
attack_miss: "ThisIsTheTextForWhenTheAttackMisses",
attack_crit: "ThisIsTheTextForWhenTheAttackCrits",
special_damage_type: "slashing",
normal_or_adv: "normal"
},
Stab:{name: "Stab",
internal: "Stab",
passage: "Special Attack Base",
type: "attack",
hurts: 1,
main_or_sub: "sub",
desc: "A simple strike that deals Piercing damage<br>↪ Costs: Free.",
attack_pre: "ThisIsTheTextForWhenTheAttackBegins",
attack_hit: "ThisIsTheTextForWhenTheAttackHits",
attack_miss: "ThisIsTheTextForWhenTheAttackMisses",
attack_crit: "ThisIsTheTextForWhenTheAttackCrits",
special_attack_modifier: "piercing",
normal_or_adv: "normal"
},
Bloodletter:{name: "Bloodletter",
internal: "Bloodletter",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "sub",
desc: "A slashing attack with a high chance to inflict Bleeding<br>↪ Costs: <<= setup.attacks.Bloodletter.flow>> Flow",
attack_pre: "$Player_alias feels the good old call. $She grips $her blade tightly, arm tensing as $she swings upwards.",
attack_hit: "The $Player_weapon_sub sings through the air as it cleaves into $Enemy_article",
attack_crit: "The $Player_weapon_sub bellows obscene joy as it strikes a vital spot.",
attack_miss: "The $Player_weapon_sub scowls in outrage at missing...",
flow: 25,
special_damage_type: "slashing",
special_damage_type_2: "unaspected",
status_attack: "bleed",
status_bonus: 75,
status_bonus_crit: 125,
normal_or_adv: "normal"
},
Bloodseeker:{name: "Bloodseeker",
internal: "Bloodseeker",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "sub",
desc: "A piercing attack that cannot miss<br>↪ Costs: <<= setup.attacks.Bloodseeker.flow>> Flow",
attack_pre: "$Player_alias grimaces as she allows the $Player_weapon_sub to guide $her hand, a sickening yet liberating feeling. Just let go, and let the blade do its work.",
attack_hit: "Sure enough, the blade strikes true.",
attack_crit: "Bloody work. The blade critically strikes true.",
flow: 40,
special_damage_type: "piercing",
special_damage_type_2: "unaspected",
normal_or_adv: "normal"
},
Drill_Seek:{name: "Drill Seek",
internal: "Drill_Seek",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "sub",
desc: "A piercing attack that ignores 2 points of armour<br>↪ Costs: <<= setup.attacks.Drill_Seek.flow>> Flow",
attack_pre: "$Player_alias whispers something under $her breath and lightly swings $her arm upwards, gentle fist opening to a sky-facing palm. The $Player_weapon_sub leaps from her hand in a strange arc, hovers, and then homes in on $Enemy_article as blades extend!",
attack_hit: "The $Player_weapon_sub strikes true, spinning with devilish brutality.",
attack_crit: "The $Player_weapon_sub locks onto a vital area and slams against $Enemy_article, making $Player_alias wince.",
attack_miss: "The $Player_weapon_sub forsakes $her, flitting right past <<= $Enemy_article>>!",
flow: 40,
special_ability_armour_penetration: 2,
special_damage_type: "piercing",
special_damage_type_2: "unaspected",
normal_or_adv: "normal"
},
Eye_For_An_Eye:{name: "Eye For An Eye",
internal: "Eye_For_An_Eye",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "sub",
desc: "A double-edged piercing attack that costs HP but deals double damage<br>↪ Costs: <<= setup.attacks.Eye_For_An_Eye.flow>> Flow - <<= setup.attacks.Eye_For_An_Eye.hp>> HP",
attack_pre: "$Player_alias feels a rush of voices surge through $her head, but does her best to ignore them. $Her best, however, can't stop the toll from being extracted, $her flesh weakening as the weapon is empowered... Gritting $her teeth, $she fires.",
attack_hit: "$Player_alias exhales as $her sacrifice is rewarded with brutal damage.",
attack_crit: "$Player_alias has to keep a manic grin off of $her face as the weapon screams in bloody triumph.",
attack_miss: "$Player_alias feels a wave of deepest despair as her sacrifice amounts to nothing...",
flow: 40,
hp: 10,
special_ability_damage_multiplier: 2,
special_damage_type: "piercing",
special_damage_type_2: "unaspected",
normal_or_adv: "normal"
},
Get_The_Point:{name: "Get The Point",
internal: "Get_The_Point",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "sub",
desc: "A piercing attack that ignores 2 points of armour<br>↪ 25 Flow",
attack_pre: "$Player_alias narrows $her eyes, searching for weakpoints. Raising $her weapon, $she lets it guide $her hand... Fire!",
attack_hit: "The bolt strikes true.",
attack_crit: "The bolt slams through a vital area!",
attack_miss: "The bolt misses...",
flow: 25,
special_ability_armour_penetration: 2,
special_damage_type: "piercing",
special_damage_type_2: "unaspected",
normal_or_adv: "normal"
},
Painful_Puzzle:{name: "Painful Puzzle",
internal: "Painful_Puzzle",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "sub",
desc: "A 2-hit attack that deals piercing and slashing damage, -2/-4 accuracy<br>↪ Costs: <<= setup.attacks.Painful_Puzzle.flow>> Flow>>",
attack_pre: "$Player_alias clenches $her jaw as her hands blur across the puzzle box, sections clicking and -chik-ing into place. When each side glows in sequence, $she knows it's time to throw! The box sails from $her hand, but stops short of hitting the ground, suspended by evil forces...",
attack_hit: "When the chains return with brutal force, $Enemy_article is struck",
attack_crit: "When the chains return with brutal force, $Enemy_article is critically cleaved",
attack_miss: "When the chains return with brutal force, $Enemy_article escapes unscathed...",
flow: 40,
special_ability_damage: 0,
special_ability_accuracy: -2,
special_damage_type: "piercing",
special_damage_type_2: "slashing",
normal_or_adv: "normal",
multiattacks: 2,
multiattack_accuracy_penalty: 2,
multiattack_damage_penalty: 0,
multiattack_hit: "The chains that erupt from each side of the box rip into $Enemy_article",
multiattack_crit: "The chains that erupt from each side of the box rip deep into << $Enemy_article>>'s vital areas",
multiattack_miss: "The chains that erupt from each side of the box fail to hit <<= $Enemy_article>>..."
},
Sonic_Seek:{name: "Sonic Seek",
internal: "Sonic_Seek",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "sub",
desc: "A sonic explosive attack that deals 50% damage on a miss<br>↪ Costs: <<= setup.attacks.Sonic_Seek.flow>> Flow",
flow: 35,
attack_pre: "$Player_alias whispers something under $her breath and lightly swings $her arm upwards, gentle fist opening to a sky-facing palm. The $Player_weapon_sub leaps from her hand in a strange arc only to stop in mid-air. $Player_alias ducks with $her hands over $her ears as strings emerge and coil about one another from the orb, grinding and vibrating, the air torn with horrific noise.",
attack_hit: "$Player_alias peers through half-shut eyes as $Enemy_article is saturated by the sonic assault.",
attack_crit: "$Player_alias feels rather than sees <<= $Enemy_article>>'s torment as they're swept over by the sonic assault!",
attack_miss: "$Enemy_Article reacts quickly, but the effects of the sonic assault can only be dampened, not negated!",
special_damage_type: "sonic",
special_damage_type_2: "unaspected",
half_miss: 1,
normal_or_adv: "normal"
},
Soul_Tear:{name: "Soul Tear",
internal: "Soul_Tear",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
main_or_sub: "sub",
desc: "An unaspected attack that always crits<br>↪ Costs: <<= setup.attacks.Soul_Tear.flow>> Flow - Cooldown: <<= setup.attacks.Soul_Tear.cooldown>>",
flow: 45,
cooldown: 3,
attack_pre: "$Player_alias clenches $her jaw as her hands blur across the puzzle box, sections clicking and -chik-ing into place. $She presses a large button that emerges from the north pole of the device as it glows, then quickly tosses it towards <<= $Enemy_article>>!",
attack_crit: "The box halts in mid-air, glows brightly, and then reality seems to blur around its vicinity. Awful, dreadful things flit through peripheral vision. $Enemy_Article is stuck at the center of it all - whether they are the origin of the wretched howling that shrieks through the room is unclear. The terrible light fades, leaving a terrible silence in its wake.",
special_damage_type: "unaspected",
special_damage_type_2: "unaspected",
auto_crit: 1,
normal_or_adv: "normal"
},
exampleclassattack:{name: "THIS IS WHERE CLASS ATTACKS BEGIN"},
SLAM_F:{name: "SLAM F",
internal: "SLAM_F",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
override_damage_range: "3d3",
desc: "ExampleDescOfWhatThisAttackDoesEndingInABluntStatSummary",
attack_pre: "ThisIsTheTextForWhenTheAttackBegins",
attack_hit: "ThisIsTheTextForWhenTheAttackHits",
attack_crit: "ThisIsTheTextForWhenTheAttackCrits",
attack_miss: "ThisIsTheTextForWhenTheAttackMisses",
glow: 15,
cooldown: 2,
special_ability_damage: 4,
special_ability_accuracy: 4,
special_damage_type: "fire",
special_damage_type_2: "unaspected",
attack_type: "Tricky",
status_attack: "burn",
status_bonus: 75,
status_bonus_crit: 125
},
Heal_Test:{name: "Heal Test",
internal: "Heal_Test",
type: "heal",
passage: "Special Attack Heal",
desc: "This is a test of the Healing template.",
attack_pre: "ThisIsTheTextForWhenTheHealBegins",
attack_hit: "ThisIsTheTextForWhenTheHealHits",
attack_clot: "ThisIsTheTextForWhenTheHealFailsDueToClot",
attack_cursed: "ThisIsTheTextForWhenTheHealFailsDueToCurse",
attack_type: "Tricky",
heal_multiplier: 0.2,
heal_attribute_multiplier: 0.04,
heal_attribute_multiplier_max: 5,
healing: "HP",
glow: 25,
cooldown: 5
},
Buff_Test:{name: "Buff Test",
internal: "Buff_Test",
type: "buff",
passage: "Special Attack Buff",
desc: "This is a test of the Buffing template.",
attack_pre: "ThisIsTheEntireAttackText",
strength_decay_buff: 5,
agility_decay_buff: 4,
wits_decay_buff: 3,
toughness_decay_buff: 2,
damage_decay_buff: 9,
accuracy_decay_buff: 8,
defence_decay_buff: 7,
dodge_decay_buff: 6,
dice_decay_buff: 5,
glow: 23
},
Energy_Field:{name: "Energy Field",
internal: "Energy_Field",
type: "heal",
passage: "Special Attack Heal",
desc: "Helen fully restores her shield and overcharges it, gaining 5 Defence for one turn.<br>↪ Costs: <<= setup.attacks.Energy_Field.glow>> Flow - Cooldown: <<= setup.attacks.Energy_Field.cooldown>>",
attack_pre: "Helen steps back with a determined look on her face, clutching the fist of her brass arm. The electrical rods that lie concealed in her bicep emerge suddenly, crackling with green electricity.",
attack_hit: "Just as suddenly, the rods slam back into her arm, the joints glowing with that same minty glow. A field crackles across Helen's body, her shield restored and bolstered temporarily!",
attack_type: "Tricky",
special_ability_defence: 5,
heal_multiplier: 1,
heal_attribute_multiplier: 0.00,
heal_attribute_multiplier_max: 5,
healing: "Shield",
glow: 10,
cooldown: 6
},
Thunder_Clap:{name: "Thunder Clap",
internal: "Thunder_Clap",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
override_damage_range: "2d6",
desc: "A Blunt and Elec punch. Deals 2d6+2 damage. May paralyze.<br>↪ Costs: <<= setup.attacks.Thunder_Clap.glow>> Glow",
attack_pre: "Helen pulls her brass arm back and clenches her fist, the electrical rods concealed within her bicep emerging. Electricity begins to crackle between the rods as she stoops low and charges forward, that same energy gathering around her arm!",
attack_hit: "Helen's thunder clap punch strikes $Enemy_article square-on! Mint-green electricity surges down her arm as the rods retract!",
attack_crit: "Helen's thunder clap punch lands true, critically striking $Enemy_article square-on! Mint-green electricity surges down her arm as the rods retract!",
attack_miss: "Helen staggers as her punch misses, barely stopping herself from tumbling to the floor with a yelp. The electricity in her arm dissipates!",
glow: 15,
cooldown: 2,
special_ability_damage: 2,
special_ability_accuracy: 2,
special_damage_type: "blunt",
special_damage_type_2: "elec",
attack_type: "Tricky",
status_attack: "paralyze",
status_bonus: 50,
status_bonus_crit: 75,
status_duration_override: 2
},
Lightning_Spear:{name: "Lightning Spear",
internal: "Lightning_Spear",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
override_damage_range: "4d6",
desc: "A 2-turn charge Elec attack that deals 4d6*2 damage!<br>↪ Costs: <<= setup.attacks.Lightning_Spear.glow>> glow - Charge: <<= setup.attacks.Lightning_Spear.charge>>",
attack_pre: "Helen's brass thumb flips back at the end knuckle, a targeting lens emerging. Squinting one eye shut, she lines her target up with the crosshair... and then the rods in her arm slam back inside their housings.",
attack_hit: "A massive bolt of lightning erupts from her extended fingers, striking $Enemy_article with a terrifyingly bright flash. Helen sharply exhales a breath she didn't realize she'd been holding, eyes wide and wild as she gasps for air. She rises to a stand as her smoking arm's mechanicals reset back into place.",
attack_crit: "A massive bolt of lightning erupts from her extended fingers, striking $Enemy_article with a terrifyingly bright flash, the beam sustaining and frying her foe from within. Helen sharply exhales a breath she didn't realize she'd been holding, eyes wide and wild as she gasps for air. She rises to a stand as her smoking arm's mechanicals reset back into place.",
attack_miss: "A massive bolt of lightning erupts from her extended fingers, but it crashes past $Enemy_article as Helen watches in wide-eyed shock. She scowls, her arm smoking as she hurries back up to her feet, arm resetting.",
glow: 30,
special_ability_damage: 2,
special_ability_damage_multiplier: 1.5,
special_ability_accuracy_multiplier: 1,
special_damage_type: "elec",
special_damage_type_2: "unaspected",
attack_type: "Tricky",
charge: 2,
charge_desc_1: "Helen clutches her brass fist, emerald flashing in her eyes as the electrical rods in her bicep emerge. They tremble as they begin to charge, energy crackling between them.",
charge_desc_2: "Helen's foot slides back from under her, her stance bracing for a massive attack. She clutches her organic hand close to her chest as she drops to a kneel, pointing her index and middle finger towards $Enemy_article with her brass arm straight."
},
Revenant_Ravage:{name: "Revenant Ravage",
internal: "Revenant_Ravage",
type: "attack",
passage: "Special Attack Base",
hurts: 1,
override_damage_range: "1d12",
desc: "Jaycie bites the foe for 1d12 Piercing, restoring partial HP<br>↪ Costs: <<= setup.attacks.Revenant_Ravage.glow>> Glow - Cooldown: <<= setup.attacks.Revenant_Ravage.cooldown>>",
attack_pre: "Jaycie's eyes flash a cold blue as she charges forward, pulling her mask up with one hand and attempting to grab $Enemy_article with the other! Her teeth elongate as she parts her lips...",
attack_hit: "Jaycie grabs with her claws - and then Jaycie bites with her jaws. A short but savage chomp with her shark-like teeth before she pulls back, long, pointed tongue slathering back into her maw.",
attack_crit: "Jaycie latches on - and then Jaycie bites, and bites, and bites. She pulls back with a shudder and a shake of her head, long, pointed tongue hanging past her lips for a moment.",
attack_miss: "Jaycie fumbles her grab and her shark-like teeth bite down on nothing!",
glow: 5,
cooldown: 2,
special_attack_modifier: "vampire",
special_damage_type: "piercing",
special_damage_type_2: "unaspected",
attack_type: "Forceful"
},
Terrify:{name: "Terrify",
internal: "Terrify",
type: "status pure",
passage: "Special Attack Base",
hurts: 1,
desc: "Jaycie freezes the enemy for 3 turns, preventing them from dodging<br>↪ Costs: <<= setup.attacks.Terrify.glow>> Glow - Cooldown: <<= setup.attacks.Terrify.cooldown>>",
attack_pre: "Jaycie glares through her mask, an aura of menace all but oozing out from around her!",
attack_hit: "It's so terrifying, $Enemy_article finds themselves frozen stiff from it!",
attack_crit: "It's so terrifying, $Enemy_article finds themselves frozen stiff from it!",
attack_miss: "Jaycie blinks and scowls, $Enemy_article seemingly unaffected by her malice!",
glow: 10,
cooldown: 5,
status_attack: "freeze",
status_bonus: 130,
status_bonus_crit: 260,
status_pure: 1,
status_duration_override: 3
},
Blood_In_The_Water:{name: "Blood In The Water",
internal: "Blood_In_The_Water",
type: "buff",
passage: "Special Attack Buff",
desc: "Jaycie's Revenant abilities awaken, buffing her Strength by 4 (decays per turn)<br>↪ Costs: <<= setup.attacks.Blood_In_The_Water.glow>> Glow - Cooldown: <<= setup.attacks.Blood_In_The_Water.cooldown>>",
attack_pre: "Jaycie's eyes flash from behind her mask as she takes a tensed stance. She rolls her neck, a lurching -crck- heard as her black blood surges with supernatural strength!<br><br>Strength increased by 4! It will soon decay by 1 per turn!",
strength_decay_buff: 4,
glow: 10,
cooldown: 6,
},
exampleContextMove:{name: "THIS IS WHERE CONTEXT MOVES BEGIN"},
Breakout:{name: "Breakout",
internal: "Breakout",
type: "buff",
passage: "Context Move Breakout",
desc: "Enough is enough.",
attack_pre: "Jaycie's eyes flash brightly as her rage overcomes her. She just about keeps it together enough to avoid hurting anyone around her as she flares with strength, pitching one foot backwards and leaning forward to simply rip the tentacles around her clean off from the wall!",
},
Daria_Spirit:{name: "Daria's Blessing - Ethereal Form",
internal: "Daria_Spirit",
type: "buff",
passage: "Context Move Daria Spirit",
desc: "Daria can turn the Agent's bodies ethereal.",
},
Daria_Flesh:{name: "Daria's Blessing - Revoke Ethereal Form",
internal: "Daria_Flesh",
type: "buff",
passage: "Context Move Daria Flesh",
desc: "Daria can revert the Agents back to normal.",
},
exampleitemattack:{name: "THIS IS WHERE CLASS ATTACKS BEGIN MAKE SURE THEIR NAMES MATCH THEIR ASSOCIATED ITEMS"},
Improvised_Grenade:{name: "Improvised Grenade",
internal: "Improvised_Grenade",
type: "item attack",
passage: "Special Attack Base",
hurts: 1,
override_damage_range: "2d6",
attack_pre: "ThisIsTheTextForWhenTheAttackBegins",
attack_hit: "ThisIsTheTextForWhenTheAttackHits",
attack_crit: "ThisIsTheTextForWhenTheAttackCrits",
attack_miss: "ThisIsTheTextForWhenTheAttackMisses",
special_ability_damage: 2,
special_ability_accuracy: 2,
half_miss: 1,
special_damage_type: "fire",
special_damage_type_2: "piercing",
attack_type: "Tricky"
},
Improvised_Grenade2:{name: "Improvised Grenade",
internal: "Improvised_Grenade2",
type: "item attack",
passage: "Special Attack Base",
hurts: 1,
override_damage_range: "2d4",
attack_pre: "ThisIsTheTextForWhenTheAttackBegins",
attack_hit: "ThisIsTheTextForWhenTheAttackHits",
attack_crit: "ThisIsTheTextForWhenTheAttackCrits",
attack_miss: "ThisIsTheTextForWhenTheAttackMisses",
special_ability_damage: 2,
special_ability_accuracy: 2,
half_miss: 1,
special_damage_type: "ice",
special_damage_type_2: "unaspected",
attack_type: "Tricky"
},
Smart_Bandage:{name: "Smart Bandage",
internal: "Smart_Bandage",
type: "heal",
passage: "Special Attack Heal",
attack_pre: "ThisIsTheTextForWhenTheHealBegins",
attack_hit: "ThisIsTheTextForWhenTheHealHits",
attack_clot: "ThisIsTheTextForWhenTheHealFailsDueToClot",
attack_cursed: "ThisIsTheTextForWhenTheHealFailsDueToCurse",
attack_type: "Tricky",
heal_multiplier: 0,
heal_attribute_multiplier: 0,
heal_attribute_multiplier_max: 0,
heal_override: 15,
healing: "HP",
},
Lightning_In_A_Bottle:{name: "Lightning In A Bottle",
internal: "Lightning_In_A_Bottle",
type: "heal",
passage: "Special Attack Heal",
attack_pre: "$Player_alias takes a tight grip on the glass-like 'Bottle' and squeezes with $her right arm.",
attack_hit: "The casing crumples in $her hand, a flare of energy shooting up $her arm and crackling in $her eyes! $She tosses the spent vessel aside, mind and body tingling as the effect equalizes across $her body.",
attack_type: "Tricky",
heal_multiplier: 0.3,
heal_attribute_multiplier: 0,
heal_attribute_multiplier_max: 0,
healing: "Glow",
},
Memory_Mender:{name: "Memory Mender",
internal: "Memory_Mender",
type: "heal",
passage: "Special Attack Heal",
attack_pre: "With gritted teeth, $Player_alias hurriedly extends the Memory Mender's emitter and flips the device over to face $herself. $She resists the urge to blink as a bright flash illuminates $her face, and--",
attack_hit: "--Wait, what $she doing again?... Oh! This is no time to zone out, <<= $she>>'s fighting! $She quickly stows the spent device in $her pocket, dimly aware that $she shouldn't leave it behind.",
attack_type: "Tricky",
heal_multiplier: 0.5,
heal_attribute_multiplier: 0,
heal_attribute_multiplier_max: 0,
healing: "Focus",
},
Mildly_Evil_Knife:{name: "Mildly Evil Knife",
internal: "Mildly_Evil_Knife",
type: "item attack",
passage: "Special Attack Base",
hurts: 1,
override_damage_range: "2d6",
attack_pre: "Letting the whispers of the blade guide $her hand, $Player_alias tosses it without focusing on it.",
attack_hit: "The blade whistles through the air and strikes true!",
attack_crit: "The blade seems to curve in mid-air to strike a vital area! Ouch...",
auto_hit: 1,
special_damage_type: "piercing",
},
Spirit_Grenade:{name: "Spirit Grenade",
internal: "Spirit_Grenade",
type: "item attack",
passage: "Special Attack Base",
hurts: 1,
override_damage_range: "4d4",
attack_pre: "$Player_alias pushes the button hard and hurriedly over-arm tosses the Spirit Grenade, ducking and covering as it hits the floor and bounces in a curiously slowed-down manner.",
attack_hit: "The Spirit Grenade erupts, yet not even dust is kicked up in the wake of a shockwave that tickles <<= $Player_alias>>'s very soul.",
attack_crit: "$Enemy_Article is caught at ground zero of the Spirit Grenade's eruption, bathed in destructive energies that have absolutely zero effect on the environment around them!",
attack_miss: "$Enemy_Article scurries out of the way, but the strange pulse of energy the Grenade emits still sears at their essence!",
half_miss: 1,
special_damage_type: "unaspected",
special_damage_type_2: "unaspected",
},
Embrace_Of_Our_Lady:{name: "Embrace Of Our Lady",
internal: "Embrace_Of_Our_Lady",
type: "status self",
passage: "Special Attack Buff",
attack_pre: "$Player_alias clutches the strange effigy to $her chest, focusing $her thoughts on $her aches and ailments. $She shivers as she feels a cold hand brush against $her neck, but then sighs as it is joined by a gentle, reassuring whisper. Green energies flicker through $her eyes as she opens them, feeling at peace. $Her body is regenerating!",
status_attack: "regen",
status_duration_override: 5,
},
}>>
<</nobr>><<nobr>>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 1 and State.variables.Inventory["n" + $whichNo].equipped is 1>>
<<goto "Combat Player Change Equipment">>
<<dialogclose>>
<</if>>
<<if State.variables.Inventory["n" + $whichNo].equipped is 0>>
<<link "Equip">>
<<if State.variables.Inventory["n" + $whichNo].type is "weapon">>
<<include "Unequip Weapon">>
<<elseif State.variables.Inventory["n" + $whichNo].type is "subweapon">>
<<include "Unequip Subweapon">>
<<elseif State.variables.Inventory["n" + $whichNo].type is "armour">>
<<include "Unequip Armour">>
<<elseif State.variables.Inventory["n" + $whichNo].type is "clothing">>
<<include "Unequip Clothing">>
<<elseif State.variables.Inventory["n" + $whichNo].type is "accessory">>
<<include "Unequip Accessory">>
<</if>>
<<include "Equip Function">>
<<replace "#item-screen">><<include "Item">><</replace>>
<</link>>
<<else>>
<<link "Unequip">>
<<set State.variables.Inventory["n" + $whichNo].equipped to 0>>
<<if $game_gold is 1>>
<<set $I_I_U to setup[$type][$item].icon_path>>
<<else>>
<<set $I_I_U to setup[$type][$item].icon>>
<</if>>
<<set $I_P to State.variables.Inventory["n" + $whichNo].position>>
<<if State.variables.Inventory["n" + $whichNo].type is "weapon">>
<<include "Unequip Weapon">>
<<elseif State.variables.Inventory["n" + $whichNo].type is "subweapon">>
<<include "Unequip Subweapon">>
<<elseif State.variables.Inventory["n" + $whichNo].type is "armour">>
<<include "Unequip Armour">>
<<elseif State.variables.Inventory["n" + $whichNo].type is "clothing">>
<<include "Unequip Clothing">>
<<elseif State.variables.Inventory["n" + $whichNo].type is "accessory">>
<<include "Unequip Accessory">>
<</if>>
<<include "Icon Equip Changer">>
<<replace "#item-screen">><<include "Item">><</replace>>
<</link>>
<</if>>
<</nobr>><<nobr>>
<<set State.variables['I_' + setup[$type][$item].type_id + '_' + State.variables.Inventory["n" + $whichNo].position] to $I_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</nobr>> <<nobr>>
<<set _objectKey to Object.keys($Inventory).find(key => $Inventory[key].type === "weapon" && $Inventory[key].equipped === 1 && $Inventory[key].owned === $Player_name)>>
<<if def _objectKey>>
<<set $Inventory[_objectKey].equipped to 0>>
<<set $item2 to $Inventory[_objectKey].internal>>
<<if $game_gold is 1>>
<<set $I_I_U to setup.weapon[$item2].icon_path>>
<<else>>
<<set $I_I_U to setup.weapon[$item2].icon>>
<</if>>
<<set State.variables['I_W_' + $Inventory[_objectKey].position] to $I_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</if>>
<<if def $currentWeapon and $currentWeapon isnot "bare hands">>
<<if $game_gold is 1>>
<<set $I_I_U to setup[$type][$currentWeapon].icon_path>>
<<else>>
<<set $I_I_U to setup[$type][$currentWeapon].icon>>
<</if>>
<</if>>
<<if $Character_Swapping is 1>>
<<if $Character_Restore isnot 1>>
<<set $I_P to State.variables.Inventory["n" + $whichNo].position>>
<</if>>
<</if>>
<<set $currentWeapon to "bare hands">>
<<set $currentWeaponID to 0>>
<<set $Player_weapon_main = "bare hands">>
<<set $Player_weapon_main_damage_type = "blunt">>
<<set $Player_weapon_main_damage_type_2 = "unaspected">>
<<set $Player_weapon_main_modifier = "unaspected">>
<<set $Player_weapon_main_modifier_2 = "unaspected">>
<<set $Player_weapon_main_archetype = "fists">>
<<set $Player_weapon_main_damage_range = "1d4">>
<<set $Player_weapon_main_damage = 0>>
<<set $Player_weapon_main_advanced_range = "1d4">>
<<set $Player_weapon_main_attack_type = "Forceful">>
<<set $Player_weapon_main_accuracy_bonus = 0>>
<<set $Player_weapon_main_defence = 0>>
<<set $Player_weapon_main_armour_penetration = 0>>
<</nobr>><<codex>>Test Codex<</codex>>
<<include "Untitled Passage 7-7">>
<<link "Let's do a fight! (Glob)" "Combat Enemy Glob Intro">><</link>>
<<link setup.consumable.ExampleJunk.passage setup.consumable.ExampleJunk.passage>><</link>>
<<link "Pick up Cannon." "Untitled Passage 7">>
<<set $type to "weapon">>
<<set $item to "Zipper_Arm_Cannon">>
<<include "Pickup">>
<</link>>
<<link "Pick up Shotgun." "Untitled Passage 7">>
<<set $type to "weapon">>
<<set $item to "Bug_Hunter">>
<<include "Pickup">>
<</link>>
<<link "Pick up Freqblade." "Untitled Passage 7">>
<<set $type to "subweapon">>
<<set $item to "Freqblade">>
<<include "Pickup">>
<</link>>
<<link "Pick up MERCANOID Test Armour" "Untitled Passage 7">>
<<set $type to "armour">>
<<set $item to "MERCANOID_Standard_Issue_Impact_Vest">>
<<include "Pickup">>
<</link>>
<<link "Pick up MERCANOID Test Accessory" "Untitled Passage 7">>
<<set $type to "accessory">>
<<set $item to "MERCANOID_Breaching_Jacket">>
<<include "Pickup">>
<</link>>
<<link "Pick up MERCANOID Test Clothing" "Untitled Passage 7">>
<<set $type to "clothing">>
<<set $item to "MERCANOID_Breaching_Wear">>
<<include "Pickup">>
<</link>>
<<link "Pick up Level 1 Keycard." "Untitled Passage 7">>
<<set $type to "key">>
<<set $item to "Level_1_Keycard">>
<<include "Pickup">>
<</link>>
<<link "Pick up Smart Bandage." "Untitled Passage 7">>
<<set $type to "consumable">>
<<set $item to "Smart_Bandage">>
<<include "Pickup">>
<</link>>
<<link "Pick up Autopick." "Untitled Passage 7">>
<<set $type to "consumable">>
<<set $item to "Autopick">>
<<include "Pickup">>
<</link>>
<<link "Pick up Improvised Grenade." "Untitled Passage 7">>
<<set $type to "consumable">>
<<set $item to "Improvised_Grenade">>
<<include "Pickup">>
<</link>> -- <<= setup.consumable.Improvised_Grenade.shop_type>>
<<link "Pick up Glob Core." "Untitled Passage 7">>
<<set $type to "consumable">>
<<set $item to "Glob_Core">>
<<include "Pickup">>
<</link>>
<<link "Refresh" "Untitled Passage 7">><</link>>
<<link "Refresh" `passage()`>><<notify>>uhhhhhhhhhhhhh<</notify>><</link>>
<span style="color:#bcffd0">"Why, hello there! My name is Helen."</span>
<span style="color:#bedcf3">"... I'm Jaycie. What do you want?"</span>
<<link "notify?">><<notify>>uhhhhhhhhhhhhh<</notify>><</link>>
<<= $weapon_slots>>
<<= setup.weapon.Bug_Hunter.name>>
<<set $Shop to 1>><<set $Workshop to 1>>
$Shop_Allowed
<<= passage()>>
$Remove_Position
<<include "JOMT">>
$droppedItemsNameNum
$droppedItemsNameIcon
<<set _try1 to "Owned: ">>
<<set _try2 to 2>>
<<set _try3 to "<span style='color:#61EC68'> ✔</span> || ">>
<<set _try4 to "Known: ">>
<<set _try5 to "<span style='color:#F65050'>">>
<<set _try6 to " ✖</span>">>
<<set _try to _try1 + _try2 + _try3 + _try4 + _try5 + _try6>>
<<set _trythis to "<span style='color:#61EC68'><b>Success!</b></span>">>
<<nobr>>
<<details _try "Bongo">>
...contents...
<br>
<<details "Does this work?" "Bingo">>
Yes it doesn't
<</details>>
<</details>>
<</nobr>>
<<nobr>>
<div style = "align-items: center;display: flex;height: 700px;">
<div align="left" style="border-width: 4px 2px 4px 4px;border-style: solid;border-color: #191919;width: 99%;height: 70%;background-color: rgba(0, 0, 0, 0.2);">
penis penis penis
</div><div align="left" style="border-width: 4px 4px 4px 2px;border-style: solid;border-color: #191919;width: 99%;height: 70%;background-color: rgba(0, 0, 0, 0.2);">
balls balls balls
</div>
</div>
<<hover>><<tip>><</hover>>
<<for _key, _val range setup.consumable>>
<<if Object.hasOwn(_val, 'combat')>>
<<set _MenuItem to _key>>
<<if $consumables[_MenuItem].stack gt 0 and $consumables[_MenuItem].stack isnot $consumables[_MenuItem].used>>
<</if>>
<</if>>
<</for>>
<</nobr>><<nobr>>
/*This still needs to alter the x.slots array to make sure both sides are being updated. We may need a new '_N' variable to hold the Number information.
Update: we now have an '_N' variable. */
<<set _objectKey1 to Object.keys($Inventory).find(key => $Inventory[key].id === State.variables["I_" + $move_letter + "_" + $I_Move + "_N"])>>
<<set _objectKey2 to Object.keys($Inventory).find(key => $Inventory[key].id === State.variables["I_" + $move_letter + "_" + $I_Move2 + "_N"])>>)>>
<<if def _objectKey1>>
<<set $Inventory[_objectKey1].position to $I_Move2>>
<<set $this1 to $Inventory[_objectKey1].internal>>
<<if $type is "consumable">>
<<set $consumables[$this1].position to $I_Move2>>
<</if>>
<</if>>
<<if def _objectKey2>>
<<set $Inventory[_objectKey2].position to $I_Move>>
<<set $this2 to $Inventory[_objectKey1].internal>>
<<if $type is "consumable">>
<<set $consumables[$this2].position to $I_Move>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Slots_Temp to []>>
<<if $type is "weapon" or $type is "armour" or $type is "consumable" or $type is "key">>
<<set $Slots_X to $Slots_30>>
<<else>>
<<set $Slots_X to $Slots_20>>
<</if>>
<<for _i, _Slots range $Slots_X>>
<<if State.variables["I_" + $move_letter + "_" + _Slots] is "empty">>
<<set $Slots_Temp.push(_Slots)>>
<<set State.variables["I_" + $move_letter + "_" + _Slots + "_N"] to 0>>
<<set State.variables["I_" + $move_letter + "_" + _Slots + "_S"] to 0>>
<</if>>
<</for>>
<<set State.variables[$type + '_slots'] to $Slots_Temp>>
<<set State.variables[$type + '_slots'].sort(function (a, b) { return a - b; });>>
<</nobr>><<nobr>>
<<set $currentWeapon to "bare hands">>
<<set setup.weapon = {
Example:{main: "TheNameOfTheWeaponInCombat",
type: "weapon",
type_id: "W",
shop_type: "AdvancedWeaponOrSimpleWeapon",
value: 0,
name: "PlaintextNameOfWeapon",
name_formal: "FancyNameOfWeapon",
internal: "NameOfWeaponWithUnderscoringMUSTMATCHITEMKEYNAME",
icon: "LinkToItemIcon",
icon_equipped: "LinkToEquippedItemIcon",
icon_path: "assets/items/Example.png",
icon_equipped_path: "assets/items/ExampleE.png",
desc: "FullDescOfItemInPage",
main_damage_type: "unaspected",
main_damage_type_2: "unaspected",
damage_type_verbose: "None",
damage_type_2_verbose: "None",
main_modifier: "unaspected",
main_modifier_2: "unaspected",
modifier_verbose: "None",
modifier_2_verbose: "None",
main_archetype: "TypeOfWeaponInCombat",
main_damage_range: "xdy",
main_damage: 0,
main_advanced_range: "xdy",
main_attack_type: "ForcefulAgileTricky",
main_accuracy_bonus: 0,
main_defence: 0,
main_armour_penetration: 0,
attacks: ["AttacksGoHere", "AndHere"],
brand: "BrandForItemDisplayWithASpaceAtTheEnd ",
archetype: "TypeOfWeaponButForItemDisplay",
modding_1: [100],
modding_2: [200],
modding_3: [300]},
Zipper_Arm_Cannon:{main: "'Zipper' Arm Cannon",
type: "weapon",
type_id: "W",
shop_type: "Advanced Weapon",
value: 30,
name: "Zipper Arm Cannon",
name_formal: "'Zipper' Arm Cannon",
internal: "Zipper_Arm_Cannon",
icon: "https://i.imgur.com/qLagmnQ.png",
icon_equipped: "https://i.imgur.com/MHWuFyE.png",
icon_path: "FilepathToItemIcon",
icon_equipped_path: "FilepathToEquippedItemIcon",
desc: "A gunmetal-grey arm-mounted energy cannon, with a barrel wider than a man's fist at the exhaust point and tapering larger towards the base in compressing segments. The Glow core at the base, by the internal grip, shines brightly. It is a <span class='tricky'>Tricky</span> weapon, due to the balancing act of heat build-up and a duty to avoid charging shots too far.<br><br><i><span class='codex'><<link 'Arrowhead'>><<set $Codex_Return to 'Item'>><<set $Codex_Loop to 'yes'>><<dialog>><<include 'Codex Arrowhead Designs'>><</dialog>><</link>></span> are known for a great variety of weaponry with a rollercoaster of highs and lows in quality. The Zipper sits firmly upon the throne of 'average'. Designed for integration with humanoid synthetics, heavier cyborgs, exosuits and <span class='codex'><<link 'EVA'>><<set $Codex_Return to 'Item'>><<set $Codex_Loop to 'yes'>><<dialog>><<include 'Codex EVA'>><</dialog>><</link>></span> spacesuits, the Zipper is relatively slim in profile compared to contemporaries and competitors, but packs a similarly reduced punch as a result. It is decently modifiable, low cost, and mostly reliable; traits that prevent it from being consigned to a <span class='codex'><<link 'Landfill Planet'>><<set $Codex_Return to 'Item'>><<set $Codex_Loop to 'yes'>><<dialog>><<include 'Codex Landfill Planet'>><</dialog>><</link>></span>, but that leave it the calling card of the underfunded and/or uncaring.</i>",
main_damage_type: "energy",
main_damage_type_2: "unaspected",
damage_type_verbose: "Energy",
damage_type_2_verbose: "None",
main_modifier: "unaspected",
main_modifier_2: "unaspected",
modifier_verbose: "None",
modifier_2_verbose: "None",
main_archetype: "arm cannon",
main_damage_range: "1d6",
main_damage: 0,
main_advanced_range: "1d6",
main_attack_type: "Tricky",
main_accuracy_bonus: 2,
main_defence: 0,
main_armour_penetration: 0,
attacks: ["Double_Tap", "Charge_Shot"],
brand: "Arrowhead ",
archetype: "Arm Cannon",
modding_1: [101, 102],
modding_2: [],
modding_3: []},
DeAnimator:{main: "De-Animator",
type: "weapon",
type_id: "W",
shop_type: "AdvancedWeapon",
value: 0,
name: "De-Animator",
name_formal: "De-Animator",
internal: "DeAnimator",
icon: "https://i.imgur.com/Fj7UncG.png",
icon_equipped: "https://i.imgur.com/7zWOB0g.png",
icon_path: "assets/items/DeAnimator.png",
icon_equipped_path: "assets/items/DeAnimatorE.png",
desc: "A heavily-modified revolver of Helen's own design, this weapon bears her namesake within the Anomalous Investigations Unit. It carries high-calibre rounds for the sake of utilizing exotic ammunition, making it a flexible but somewhat unwieldy weapon. Helen's extensive modifications make it a <span class='tricky'>Tricky</span> weapon to handle.<br><br><i>“At the end of the day, a lot of the things we fight will fall over if you shoot them enough times with bullets big enough. But every now and then, we run into something that defies this logic. And every single time, I found myself thinking 'wow, I wish this bloody thing would bloody fall over when I shoot at it'.<br><br>Thus do we strive to be the change we wish to see in the world, Jaycie.” - Helen, when asked why her gun is so bloody complicated.</i>",
main_damage_type: "piercing",
main_damage_type_2: "unaspected",
damage_type_verbose: "Piercing",
damage_type_2_verbose: "None",
main_modifier: "heavy",
main_modifier_2: "unaspected",
modifier_verbose: "Heavy",
modifier_2_verbose: "None",
main_archetype: "slug pistol",
main_damage_range: "1d8",
main_damage: 0,
main_advanced_range: "1d10",
main_attack_type: "Tricky",
main_accuracy_bonus: 0,
main_defence: 0,
main_armour_penetration: 0,
attacks: ["Incendiary_Bullet", "Toxic_Bullet", "Magic_Bullet"],
brand: "Helen's own ",
archetype: "Revolver",
modding_1: [],
modding_2: [],
modding_3: []},
Crystal:{main: "Crystal",
type: "weapon",
type_id: "W",
shop_type: "SimpleWeapon",
value: 0,
name: "Crystal",
name_formal: "Crystal",
internal: "Crystal",
icon: "https://i.imgur.com/jze900K.png",
icon_equipped: "https://i.imgur.com/Jaj83xQ.png",
icon_path: "assets/items/Crystal.png",
icon_equipped_path: "assets/items/CrystalE.png",
desc: "An imposingly large machete, made to order by Helen on Jaycie's behalf. It sees regular polish and cleaning, even keeping the serrated edges clear of... debris. A regular person would struggle to lift this with both hands, yet Jaycie is comfortable carrying it in just one. Even so, its weight and heft make it a <span class='forceful'>Forceful</span> weapon.<br><br>Jaycie named it herself, though nobody knows the meaning behind the name.<br><br><i>“... No.”</i> - Jaycie, when asked if it's true that she sleeps cuddling the sheathed weapon.",
main_damage_type: "slashing",
main_damage_type_2: "unaspected",
damage_type_verbose: "Slashing",
damage_type_2_verbose: "None",
main_modifier: "serrated",
main_modifier_2: "unaspected",
modifier_verbose: "Serrated",
modifier_2_verbose: "None",
main_archetype: "2h blade",
main_damage_range: "1d10",
main_damage: 2,
main_advanced_range: "N/A",
main_attack_type: "Forceful",
main_accuracy_bonus: 0,
main_defence: 0,
main_armour_penetration: 0,
attacks: ["Lunge", "Wide_Cleave", "Behind_You"],
brand: "Jaycie's beloved ",
archetype: "Machete",
modding_1: [],
modding_2: [],
modding_3: []},
Mini_Chainsaw:{main: "Mini Chainsaw",
type: "weapon",
type_id: "W",
shop_type: "AdvancedWeapon",
value: 0,
name: "Mini Chainsaw",
name_formal: "Mini Chainsaw",
internal: "Mini_Chainsaw",
icon: "https://i.imgur.com/1uwxnwH.png",
icon_equipped: "https://i.imgur.com/3Q6EkoX.png",
icon_path: "assets/items/MiniChainsaw.png",
icon_equipped_path: "assets/items/MiniChainsawE.png",
desc: "A lightweight chainsaw with a durable plastic casing and a dual-handle system, though it is light enough to wield with one hand. Various warning symbols plastered all over the casing make it abundantly clear that you should not wield this with one hand, but by a funny coincidence, these warnings are covered from view by wielding it by its primary handle. Out of sight, out of mind, out of limbs.<br><br>Despite this light weight, it is still a chainsaw, and thus is it a <span class='forceful'>Forceful</span> weapon.<br><br><i>This humble, miniaturized power tool thought it knew its lot in life. 'I exist', it may have thought, 'to trim branches and trees of moderate size'. And yet a lifetime - so to speak - of being a prop in a demented party clown's arsenal of show stoppers has left it hungry for things other than flora...</i>",
main_damage_type: "slashing",
main_damage_type_2: "unaspected",
damage_type_verbose: "Slashing",
damage_type_2_verbose: "None",
main_modifier: "serrated",
main_modifier_2: "vampire",
modifier_verbose: "Serrated",
modifier_2_verbose: "Vampire",
main_archetype: "power tool",
main_damage_range: "4d3",
main_damage: 2,
main_advanced_range: "N/A",
main_attack_type: "Forceful",
main_accuracy_bonus: 0,
main_defence: 0,
main_armour_penetration: 1,
attacks: ["Rip", "Tear", "Groovy"],
brand: "'Smack Und Decha' ",
archetype: "Chainsaw",
modding_1: [],
modding_2: [],
modding_3: []},
Winchester:{main: "Winchester",
type: "weapon",
type_id: "W",
shop_type: "SimpleWeapon",
value: 0,
name: "Winchester",
name_formal: "Winchester",
internal: "Winchester",
icon: "https://i.imgur.com/4uP5nFj.png",
icon_equipped: "https://i.imgur.com/U12zDMJ.png",
icon_path: "assets/items/Winchester.png",
icon_equipped_path: "assets/items/WinchesterE.png",
desc: "A very old, very large-gauge shotgun that seems to have steeped deeply in the history of this manor. Not to be confused with the rifle of the same name, Winchester's moniker is instead derived from the word being scratched into the receiver guard. While not an inherently enchanted weapon, it does seem to have developed a stubborn streak. Patience, however, is rewarded with brutal blasts capable of giving even the most seasoned of supernatural foes pause.<br><br>These quirks make it somewhat difficult to operate unless you happen to know how to placate minorly-cursed weaponry, thus it is a <span class='tricky'>Tricky</span> weapon to handle.<br><br><i>“I fucking knew it! What did I tell you? Big Al was right.”</i>",
main_damage_type: "piercing",
main_damage_type_2: "unaspected",
damage_type_verbose: "Piercing",
damage_type_2_verbose: "None",
main_modifier: "recharge",
main_modifier_2: "unaspected",
modifier_verbose: "Recharge",
modifier_2_verbose: "None",
main_archetype: "slug shotgun",
main_damage_range: "4d3",
main_damage: 0,
main_advanced_range: "N/A",
main_attack_type: "Tricky",
main_accuracy_bonus: 3,
main_defence: 0,
main_armour_penetration: 0,
attacks: ["Near", "Far", "Both_Barrels"],
brand: "The inexplicably non-deactivated ",
archetype: "Shotgun",
modding_1: [],
modding_2: [],
modding_3: []},
}>>
<</nobr>><<nobr>>
<<set $currentSubweapon to "nothing">>
<<set setup.subweapon = {
Example:{sub: "TheNameOfTheSubweaponInCombat",
type: "subweapon",
type_id: "SW",
shop_type: "AdvancedWeaponOrSimpleWeapon",
value: 0,
name: "PlaintextNameOfSubweapon",
name_formal: "FancyNameOfSubweapon",
internal: "NameOfSubweaponWithUnderscoringMUSTMATCHITEMKEYNAME",
icon: "LinkToItemIcon",
icon_equipped: "LinkToEquippedItemIcon",
icon_path: "assets/items/Example.png",
icon_equipped_path: "assets/items/ExampleE.png",
desc: "FullDescOfItemInPage",
sub_damage_range: "xdy",
sub_advanced_range: "xdy",
sub_damage: 0,
sub_accuracy_bonus: 0,
sub_defence: 0,
sub_armour_penetration: 0,
sub_damage_type: "unaspected",
sub_damage_type_2: "unaspected",
damage_type_verbose: "None",
damage_type_2_verbose: "None",
sub_modifier: "unaspected",
sub_modifier_2: "unaspected",
modifier_verbose: "None",
modifier_2_verbose: "None",
sub_attack_type: "ForcefulAgileTricky",
attacks: ["AttacksGoHere", "AndHere"],
sub_archetype: "TypeOfSubweaponInCombat",
brand: "BrandForItemDisplayWithASpaceAtTheEnd ",
archetype: "TypeOfWeaponButForItemDisplay"
},
Freqblade:{sub: "Freqblade",
type: "subweapon",
type_id: "SW",
shop_type: "Simple Weapon",
value: 20,
name: "Freqblade",
name_formal: "Freqblade",
internal: "Freqblade",
icon: "https://i.imgur.com/1fz2wxZ.png",
icon_equipped: "https://i.imgur.com/DWgtCDW.png",
icon_path: "assets/items/Freqblade.png",
icon_equipped_path: "assets/items/FreqbladeE.png",
desc: "A short-bladed knife with a somewhat oversized hilt. The blade gleams brightly, at odds with its dull edge. When activated via a firm grip upon the hilt, the blade begins to vibrate at intense speeds, allowing it to cut through most things like melted butter - but, given its short length, it can't inflict major wounds. A common backup weapon for Synthetics, as they are unlikely to suffer <span class='codex'><<link 'FFS'>><<set $Codex_Return to 'Item'>><<set $Codex_Loop to 'yes'>><<dialog>><<include 'Codex FFS'>><</dialog>><</link>></span> from extended use. It is an <span class='agile'>Agile</span> weapon due to its small size and recommended attack patterns.<br><br><i>Freqblades are a common sight across the galaxy, and just more proof - were it needed - that no weapon is ever rendered obsolete... merely in need of an occasional upgrade. Freqblades are particularly popular against Kinetic Shielding, for while it can stop a high-speed bullet, it cannot stop a comparatively sluggishly-swiped melee strike. Whereas a normal blade would be stopped by backup armour, however, a Freqblade can sing through cleanly.</i>",
sub_damage_range: "1d4",
sub_advanced_range: "N/A",
sub_damage: 0,
sub_accuracy_bonus: 0,
sub_defence: 0,
sub_armour_penetration: 0,
sub_damage_type: "slashing",
sub_damage_type_2: "piercing",
damage_type_verbose: "Slashing",
damage_type_2_verbose: "Piercing",
sub_modifier: "unaspected",
sub_modifier_2: "unaspected",
modifier_verbose: "None",
modifier_2_verbose: "None",
sub_attack_type: "Agile",
attacks: ["Slash", "Stab"],
sub_archetype: "1h blade",
brand: "",
archetype: "1-handed Blade"},
Ecto_Orb:{sub: "Ecto Orb",
type: "subweapon",
type_id: "SW",
shop_type: "Advanced Weapon",
value: 0,
name: "Ecto Orb",
name_formal: "Ecto Orb",
internal: "Ecto_Orb",
icon: "https://i.imgur.com/05sP3cL.png",
icon_equipped: "https://i.imgur.com/h5vL029.png",
icon_path: "assets/items/EctoOrb.png",
icon_equipped_path: "assets/items/EctoOrbE.png",
desc: "A shiny black orb around the size of a billiard ball, this unusual weapon is a gadget of Helen's own creation, but not her design. Rather, it was based on a series of relics discovered in a cache of supernatural objects being hoarded by a collector - after he was found killed via the accidental activation of one such device.<br><br>When activated - and given proper mental instruction - the Orb will home in on its target and produce an implement of injury, typically either spikes or a series of grinding strings across its surface that emit a painful, bone-rattling vibration. It goes without saying, then, that this is a <span class='tricky'>Tricky</span> weapon.<br><br><i>“Well, they wouldn't let me have one of the originals, but I think my replica is quite faithful. Minus the... killing me bit. One hopes.” - Helen.</i>",
sub_damage_range: "1d6",
sub_advanced_range: "N/A",
sub_damage: 1,
sub_accuracy_bonus: 1,
sub_defence: 0,
sub_armour_penetration: 0,
sub_damage_type: "piercing",
sub_damage_type_2: "sonic",
damage_type_verbose: "Piercing",
damage_type_2_verbose: "Sonic",
sub_modifier: "unaspected",
sub_modifier_2: "unaspected",
modifier_verbose: "None",
modifier_2_verbose: "None",
sub_attack_type: "Tricky",
attacks: ["Drill_Seek", "Sonic_Seek"],
sub_archetype: "THE ORB",
brand: "",
archetype: "Ominous Orb"
},
Speargun:{sub: "Speargun",
type: "subweapon",
type_id: "SW",
shop_type: "Simple Weapon",
value: 0,
name: "Speargun",
name_formal: "Speargun",
internal: "Speargun",
icon: "https://i.imgur.com/5v4Vaz1.png",
icon_equipped: "https://i.imgur.com/11WYwX5.png",
icon_path: "assets/items/Speargun.png",
icon_equipped_path: "assets/items/SpeargunE.png",
desc: "A classical-looking speargun with a dark aura. Ever since 'The Vampire Incident', Jaycie's need for a ranged option has been made abundantly clear. Given her size - or rather that of her hands - her options were limited, until she stumbled upon this weapon by chance during 'The Merman Kerfuffle'. Designed for industrial use, it folds at the stock for easy portability when not in use, though the large canister-style guard for spare harpoons that also shields its components does make it rather cumbersome still. The kick when it fires is rather brutal, too, earning its reputation as a <span class='forceful'>Forceful</span> weapon.<br><br><i>“Dude, be thankful. Mermen are terrifying. And the cleanup on them is a nightmare.” - Anonymous AIU Cleaner.</i>",
sub_damage_range: "1d8",
sub_advanced_range: "N/A",
sub_damage: 2,
sub_accuracy_bonus: 0,
sub_defence: 0,
sub_armour_penetration: 1,
sub_damage_type: "piercing",
sub_damage_type_2: "unaspected",
damage_type_verbose: "Piercing",
damage_type_2_verbose: "None",
sub_modifier: "unaspected",
sub_modifier_2: "unaspected",
modifier_verbose: "None",
modifier_2_verbose: "None",
sub_attack_type: "Forceful",
attacks: ["Get_The_Point", "Eye_For_An_Eye"],
sub_archetype: "Speargun",
brand: "",
archetype: "Speargun"
},
Incredibly_Evil_Knife:{sub: "Incredibly Evil Knife",
type: "subweapon",
type_id: "SW",
shop_type: "Simple Weapon",
value: 0,
name: "Incredibly Evil Knife",
name_formal: "Incredibly Evil Knife",
internal: "Incredibly_Evil_Knife",
icon: "https://i.imgur.com/SHiAiRi.png",
icon_equipped: "https://i.imgur.com/aIu3JWh.png",
icon_path: "assets/items/IncrediblyEvilKnife.png",
icon_equipped_path: "assets/items/IncrediblyEvilKnifeE.png",
desc: "Appearing as nothing more than an ordinary kitchen knife with a wooden handle, the reflections in its age-worn blade are twisted and warped. It is said that this weapon was long wielded by a man who was 'nothing less than pure evil', and under such circumstances, even inanimate objects can be corrupted by their wielders. And yet, a funny thing happened with this one; it became so evil that it wrapped right back around to being good. It's strangely heavy in one's hand, feeling thrice its size - this awkward quirk makes it a <span class='forceful'>Forceful</span> weapon.<br><br>While it is unpleasant to hold, the whispers it transmits make its mission abundantly clear; to slice and dice all manner of evil-doers. <i>Perhaps some evil vegetables, too, time permitting.</i>",
sub_damage_range: "2d5",
sub_advanced_range: "N/A",
sub_damage: 0,
sub_accuracy_bonus: 2,
sub_defence: 0,
sub_armour_penetration: 2,
sub_damage_type: "piercing",
sub_damage_type_2: "slashing",
damage_type_verbose: "Piercing",
damage_type_2_verbose: "Slashing",
sub_modifier: "unaspected",
sub_modifier_2: "unaspected",
modifier_verbose: "None",
modifier_2_verbose: "None",
sub_attack_type: "Forceful",
attacks: ["Bloodletter", "Bloodseeker"],
sub_archetype: "1h blade",
brand: "",
archetype: "Cursed Blade"
},
Deplorable_Composition:{sub: "Deplorable Composition",
type: "subweapon",
type_id: "SW",
shop_type: "Advanced Weapon",
value: 0,
name: "Deplorable Composition",
name_formal: "Deplorable Composition",
internal: "Deplorable_Composition",
icon: "https://i.imgur.com/GsZfk74.png",
icon_equipped: "https://i.imgur.com/2oeZLqz.png",
icon_path: "assets/items/DeplorableComposition.png",
icon_equipped_path: "assets/items/DeplorableCompositionE.png",
desc: "An ornate black and gold box composed of sliding and rotating parts. It is around the size of a mug, and each side bears an intricate design that can be assembled with careful positioning of its pieces. Doing so is ill-advised under most circumstances, however, for the box will soon there-after subject its immediate surroundings to a terrible assault.<br><br>AIU researchers aren't entirely sure if there are multiple Deplorable Compositions, or if the ones encountered thus far are replicas of the real article, effects warped and muted to punish this mimickry. Given how surprisingly easy it is to solve, however, they lean towards the theory that whoever is creating these <span class='tricky'>Tricky</span> traps is a right bastard. Or, bastard collective.<br><br><i>“Ugh. Just got a call from upstairs. Yeah, some guy found another Spicy Cube.”</i>",
sub_damage_range: "3d3",
sub_advanced_range: "N/A",
sub_damage: 1,
sub_accuracy_bonus: 2,
sub_defence: 0,
sub_armour_penetration: 0,
sub_damage_type: "piercing",
sub_damage_type_2: "slashing",
damage_type_verbose: "Piercing",
damage_type_2_verbose: "Slashing",
sub_modifier: "unaspected",
sub_modifier_2: "unaspected",
modifier_verbose: "None",
modifier_2_verbose: "None",
sub_attack_type: "Tricky",
attacks: ["Painful_Puzzle", "Soul_Tear"],
sub_archetype: "cursed box",
brand: "",
archetype: "Puzzle Box"
},
}>>
<</nobr>><<nobr>>
<<set setup.armour = {
Example:{armour: "LowercaseNameOfArmour",
armour_verbose: "4To7WordNiceDescription",
armour_description: "ParagraphDescriptionForTheBio",
type: "armour",
type_id: "A",
shop_type: "Armour",
value: 0,
name: "PlaintextNameOfArmour",
name_formal: "FancyNameOfArmour",
internal: "NameOfArmourWithUnderscoringMUSTMATCHITEMKEYNAME",
icon: "LinkToItemIcon",
icon_equipped: "LinkToEquippedItemIcon",
icon_path: "assets/items/Example.png",
icon_equipped_path: "assets/items/ExampleE.png",
brand: "NameOfBrandIfApplicableWithSpaceAtEnd ",
desc: "DescriptionForItemTemplate",
armour_on: 1,
armour_defence: 0,
armour_dodge: 0,
armour_sexy: 0,
armour_badass: 0,
shield_armour: 0,
armour_spec1: "ElementalPlusElementNameORStatusPlusStatusName",
armour_spec1_read: "+ TheThingItdoes - <i>ExplainWhy.</i>",
armour_spec1_amount: 1,
resist_poison_armour: 0,
resist_burn_armour: 0,
resist_freeze_armour: 0,
resist_paralyze_armour: 0,
resist_silence_armour: 0,
resist_bleed_armour: 0,
resist_confuse_armour: 0,
resist_petrify_armour: 0,
resist_blind_armour: 0,
resist_soft_armour: 0,
resist_charm_armour: 0,
resist_drain_armour: 0,
resist_disable_armour: 0,
resist_clot_armour: 0,
resist_curse_armour: 0,
resist_oil_armour: 0,
resist_chill_armour: 0,
resist_infirm_armour: 0,
resist_glue_armour: 0,
resist_bogged_down_armour: 0,
resist_drowning_armour: 0,
resist_choking_armour: 0,
resist_concussion_armour: 0,
blunt_armour: 0,
piercing_armour: 0,
slashing_armour: 0,
fire_armour: 0,
elec_armour: 0,
ice_armour: 0,
poison_armour: 0,
holy_armour: 0,
void_armour: 0,
earth_armour: 0,
water_armour: 0,
wind_armour: 0,
emp_armour: 0,
sonic_armour: 0,
energy_armour: 0,
acid_armour: 0,
radiation_armour: 0,
strength_armour: 0,
agility_armour: 0,
wits_armour: 0,
toughness_armour: 0,
damage_armour: 0,
accuracy_armour: 0,
armour_penetration_armour: 0,
dice_bonus_armour: 0},
MERCANOID_Standard_Issue_Impact_Vest:{armour: "impact vest",
armour_verbose: "sleek, body-hugging impact vest",
armour_description: "$Player_alias is protected by an Impact Vest: a padded leotard made from a stretchy, impact-absorbant material. It clings tightly, conforming to curves, nigh-impossible to rip - though it does creak with more pronounced movements.",
type: "armour",
type_id: "A",
shop_type: "Armour",
value: 25,
name: "Impact Vest",
name_formal: "Impact-Vest",
internal: "MERCANOID_Standard_Issue_Impact_Vest",
icon: "https://i.imgur.com/WIK762S.png",
icon_equipped: "https://i.imgur.com/K6GuSPi.png",
icon_path: "assets/items/ImpactVest.png",
icon_equipped_path: "assets/items/ImpactVestE.png",
brand: "MERCANOID Standard Issue ",
desc: "Created by the same company who made Mio and her fellow MERCANOIDS, the Impact Vest is a one-size-fits-all basic armour solution which fits snug around the torso of a synthetic unit akin to a leotard. While most easily fitted before modular limbs are attached, it can be removed with some... 'creative' wiggling. It hardens in response to blunt force impact, and as a side effect of the material used it is also resistant to acid.<br><br>This particular model is a slate grey-black, and is comprised of a shock-absorbing, compressable material somewhat akin to rubber, but far more pliable. It bears no patterns or marks save for Mio's serial number and barcode at the turtleneck seal beneath her jawline, tightened with two hanging tassles flanking her neck. It is sleeveless, and conforms to Mio's torso tightly so as not to inhibit her movement. As a result, it accentuates her body's bustline. <br><br>When not worn, it reverts to a default, highly compact shape - no more than a slightly mishapen triangle of flobbery material. In this case, the old line 'your clothes would look better on my floor' is objectively untrue.",
armour_on: 1,
armour_defence: 1,
armour_dodge: 0,
armour_sexy: 1,
armour_badass: 1,
shield_armour: 0,
armour_spec1: "elemental blunt",
armour_spec1_read: "+ Blunt Resist - <i>The impact-absorbing material does what it says in the name.</i>",
armour_spec1_amount: 1,
blunt_armour: 1,
armour_spec2: "elemental acid",
armour_spec2_read: "+ Acid Resist - <i>The material is also resilient in contact with acidic substances.</i>",
armour_spec2_amount: 1,
acid_armour: 1
},
Discrete_Vest:{armour: "discrete vest",
armour_verbose: "slender, chest-conforming protective vest",
armour_description: "<<= $Player_alias>>'s torso is protected by a Discrete Vest - AIU standard issue. This charcoal-black armour is supported by wrap-around straps instead of shoulder straps, and it provides remarkable protection despite how thin it is. It's tight, however, compressing $her bust.",
type: "armour",
type_id: "A",
shop_type: "Armour",
value: 0,
name: "Discrete Vest",
name_formal: "Discrete Vest",
internal: "Discrete_Vest",
icon: "https://i.imgur.com/vCjqE7x.png",
icon_equipped: "https://i.imgur.com/iQO3uv6.png",
icon_path: "assets/items/DiscreteVest.png",
icon_equipped_path: "assets/items/DiscreteVestE.png",
brand: "AIU-Approved ",
desc: "A charcoal-black protective vest designed to be slender and concealable. It accomplishes this through a lack of shoulder straps, instead utilizing two rear straps which can be tightened without assistance. It's designed to be anonymous, too, which is why it bears no markings relating to the Anomalous Investigations Unit.<br><br>The unassuming vest is anything but mundane, however. Created in-house off the back of decades of research, the Discrete Vest offers general protection without compromising movement, though aside from a particular resistance to being pierced, it excels in no specific areas.<br><br>Helen will typically wear this under her coat, though it's always something of a relief when it comes time to remove it.",
armour_on: 1,
armour_defence: 1,
armour_dodge: 1,
armour_sexy: 1,
armour_badass: 2,
shield_armour: 0,
armour_spec1: "elemental piercing",
armour_spec1_read: "+ Piercing Resist - <i>“Standard issue. Not always needed, but always missed.”</i>",
armour_spec1_amount: 1,
piercing_armour: 1
},
Padded_Jacket:{armour: "padded jacket",
armour_verbose: "heavy, tattered jacket",
armour_description: "$Player_alias looks fearsome in $her padded jacket; a heavy, long garment covered in rips and rough patches from extended use, coloured a dark, chestnut-brown. It frames $her shoulders broadly.",
type: "armour",
type_id: "A",
shop_type: "Armour",
value: 0,
name: "Padded Jacket",
name_formal: "Padded Jacket",
internal: "Padded_Jacket",
icon: "https://i.imgur.com/CmuApNK.png",
icon_equipped: "https://i.imgur.com/FvB4Ncv.png",
icon_path: "assets/items/PaddedJacket.png",
icon_equipped_path: "assets/items/PaddedJacketE.png",
brand: "Thriftshop Find ",
desc: "A massive, oversized jacket favoured by Jaycie, who for obvious reasons struggles to find clothes in her size. Originally coloured a dark chestnut-brown, various stains of her work life have discoloured it darker and brighter in places, and the occasional patch of mismatching fabric adds splashes of earthy colours to the mix. Part of its protective properties is down to the sheer amount of things she keeps in her pockets - trinkets and treasures to her, junk to anyone else. It's somewhat difficult to move in, but could probably shrug off a tank shell on a good day.<br><br>It's far past time that Jaycie got a new one, but this advice has been taken into consideration and discarded. Unlike the jacket.",
armour_on: 1,
armour_defence: 2,
armour_dodge: -1,
armour_sexy: 0,
armour_badass: 3,
shield_armour: 0,
armour_spec1: "elemental blunt",
armour_spec1_read: "+ Blunt Resist - <i>The junk within Jaycie's jacket fairly mitigates blunt-force trauma.</i>",
armour_spec1_amount: 1,
blunt_armour: 1
},
Knight_Shards:{armour: "knight shards",
armour_verbose: "haphazard plates of shining armour",
armour_description: "$Player_alias is protected by haphazardly-strewn plates of shining armour about her person. They mostly cover her limbs, with a mangled breastplate across her chest. Even damaged, the enchantments behind the metal keep it strong... <i>very</i> strong.",
type: "armour",
type_id: "A",
shop_type: "Armour",
value: 0,
name: "Knight Shards",
name_formal: "Knight Shards",
internal: "Knight_Shards",
icon: "https://i.imgur.com/IjPVlWC.png",
icon_equipped: "https://i.imgur.com/YwzFLk0.png",
icon_path: "assets/items/KnightShards.png",
icon_equipped_path: "assets/items/KnightShardsE.png",
brand: "",
desc: "Pulled right off of a defeated foe, these armour plates aren't really designed to be mounted onto a person in the way a true set of knight's armour would be. This doesn't make them useless - it just requires some creative use of straps and rope. Jaycie has focused on pieces that enhance protection without compromising her movement.<br><br>The plates are buckled and bent in places, but they shine with an almost mirror sheen, and seem to glow radiantly. Wearing them makes one feel like they could take on a windmill - and win.",
armour_on: 1,
armour_defence: 3,
armour_dodge: 0,
armour_sexy: 0,
armour_badass: 2,
shield_armour: 0,
armour_spec1: "elemental piercing",
armour_spec1_read: "+ Piercing Resist - <i>They're plates of knightly armour.</i>",
armour_spec1_amount: 1,
armour_spec2: "elemental slashing",
armour_spec2_read: "+ Slashing Resist - <i>This seems rather straight-forward.</i>",
armour_spec2_amount: 1,
armour_spec3: "strength bonus",
armour_spec3_read: "+ Strength Bonus - <i>A lingering will within the plates imbues one with strength.</i>",
armour_spec3_amount: 1,
piercing_armour: 1,
slashing_armour: 1,
strength_armour: 1
},
Fae_Threads:{armour: "fae threads",
armour_verbose: "a breezy, Fae-enchanted sash",
armour_description: "$Player_alias is protected by a sash worn diagonally over her right shoulder, spun from silken threads in a resplendant wash of verdant green hues. While it doesn't exactly look protective, it fills the wearer with a sort of manic serenity - oxymoron acknowledged - and makes them feel like they could skip through a battlefield without taking a single hit.",
type: "armour",
type_id: "A",
shop_type: "Armour",
value: 0,
name: "Fae Threads",
name_formal: "Fae Threads",
internal: "Fae_Threads",
icon: "https://i.imgur.com/2OsaBgg.png",
icon_equipped: "https://i.imgur.com/OEdejjA.png",
icon_path: "assets/items/FaeThreads.png",
icon_equipped_path: "assets/items/FaeThreadsE.png",
brand: "",
desc: "A vibrant, verdent green sash to be worn over one shoulder. A few wispy strands of the gossamer from which it is spun occasionally seem to flit loose from the fabric, but after drifting for a while they always find their way back home. It is abundantly clear that this is Fae-enchanted, and thus should be handled with care - or, rather, with glee. Fae are not always friends, but Fae are friendly to the friendly - so long as one can keep up with their whims and whimsy.<br><br>Wearing this sash makes one feel lighter than air, yet in tune with the immovable stone of the world.",
armour_on: 1,
armour_defence: 1,
armour_dodge: 2,
armour_sexy: 1,
armour_badass: 0,
shield_armour: 5,
armour_spec1: "elemental fire",
armour_spec1_read: "+ Fire Resist - <i>The magicks of earth dull the roar of flames.</i>",
armour_spec1_amount: 1,
armour_spec2: "elemental elec",
armour_spec2_read: "+ Elec Resist - <i>The mightiest lightning shall be silenced by earth.</i>",
armour_spec2_amount: 1,
armour_spec3: "shield",
armour_spec3_read: "+ Shield - <i>Even the tiniest pebble can throw a bullet off-course.</i>",
armour_spec3_amount: 5,
fire_armour: 1,
elec_armour: 1,
},
}>>
<</nobr>><<nobr>>
<<set setup.accessory = {
Example:{accessory: "LowercaseNameOfAccessory",
type: "accessory",
type_id: "AC",
shop_type: "Accessory",
value: 0,
name: "PlaintextNameOfAccessory",
name_formal: "FancyNameOfAccessory",
internal: "NameOfAccessoryWithUnderscoringMUSTMATCHITEMKEYNAME",
icon: "LinkToItemIcon",
icon_equipped: "LinkToEquippedItemIcon",
icon_path: "assets/items/Example.png",
icon_equipped_path: "assets/items/ExampleE.png",
brand: "NameOfBrandIfApplicableWithSpaceAtEnd ",
desc: "DescriptionForItemTemplate",
accessory_on: 1,
accessory_spec1: "ElementalPlusElementNameORStatusPlusStatusName",
accessory_spec1_read: "+ TheThingItdoes - <i>ExplainWhy.</i>",
resist_poison_accessory: 0,
resist_burn_accessory: 0,
resist_freeze_accessory: 0,
resist_paralyze_accessory: 0,
resist_silence_accessory: 0,
resist_bleed_accessory: 0,
resist_confuse_accessory: 0,
resist_petrify_accessory: 0,
resist_blind_accessory: 0,
resist_soft_accessory: 0,
resist_charm_accessory: 0,
resist_drain_accessory: 0,
resist_disable_accessory: 0,
resist_clot_accessory: 0,
resist_curse_accessory: 0,
resist_oil_accessory: 0,
resist_chill_accessory: 0,
resist_infirm_accessory: 0,
resist_glue_accessory: 0,
resist_bogged_down_accessory: 0,
resist_drowning_accessory: 0,
resist_choking_accessory: 0,
resist_concussion_accessory: 0,
blunt_accessory: 0,
piercing_accessory: 0,
slashing_accessory: 0,
fire_accessory: 0,
elec_accessory: 0,
ice_accessory: 0,
poison_accessory: 0,
holy_accessory: 0,
void_accessory: 0,
earth_accessory: 0,
water_accessory: 0,
wind_accessory: 0,
emp_accessory: 0,
sonic_accessory: 0,
energy_accessory: 0,
acid_accessory: 0,
radiation_accessory: 0,
strength_accessory: 0,
agility_accessory: 0,
wits_accessory: 0,
toughness_accessory: 0,
damage_accessory: 0,
accuracy_accessory: 0,
armour_penetration_accessory: 0,
dice_bonus_accessory: 0,
defence_accessory: 0,
dodge_accessory: 0,
shield_accessory: 0
},
MERCANOID_Breaching_Jacket:{accessory: "breaching jacket",
type: "accessory",
type_id: "AC",
shop_type: "Accessory",
value: 25,
name: "Breaching Jacket",
name_formal: "Breaching Jacket",
internal: "MERCANOID_Breaching_Jacket",
icon: "https://i.imgur.com/hizmL3j.png",
icon_equipped: "https://i.imgur.com/P3PoNQe.png",
icon_path: "assets/items/BreachingJacket.png",
icon_equipped_path: "assets/items/BreachingJacketE.png",
brand: "MERCANOID Standard Issue ",
desc: "A standard Breaching Jacket, worn by operators of Breaching Pods. Whilst malfunctions with such rigid hardware are unlikely, it never hurts to be prepared for the worst, and the worst-case-scenario in a Breaching Pod is an internal fire. Breaching Jackets improve the pilot's survival rate dramatically by providing composite layers of heat-resistant materials.<br><br>While most protective wear of this sort is a full-body suit and sealed helmet, for a MERCANOID, it only needs to protect the central torso, where heat-sensitive vital hardware ticks away behind synthskin and plastic-metal compositions.<br><br>Typically, such Breaching Jackets are removed upon landing in hostile territory, as their bulk threatens to slow the user down. Mio has no such issues, but fire protection is unlikely to be of aid in this assignment.",
accessory_on: 1,
accessory_spec1: "elemental fire",
accessory_spec1_read: "+ Fire Resist - <i>Keeps things cool.</i>",
accessory_fire: 1
},
See_More:{accessory: "See More",
type: "accessory",
type_id: "AC",
shop_type: "Accessory",
value: 0,
name: "See More",
name_formal: "See More",
internal: "See_More",
icon: "https://i.imgur.com/BNvgKNc.png",
icon_equipped: "https://i.imgur.com/kzRacrO.png",
icon_path: "assets/items/SeeMore.png",
icon_equipped_path: "assets/items/SeeMoreE.png",
brand: "",
desc: "A diminutive, predatory plant that appears to be corrupted. It is incapable of communication, but one of its fly-trap maws opens up to reveal a peering, human eye. The stalks of its fly-traps are strangely prehensile, and it seems to use this vision - along with the plant's more typical array of sensory hairs - to react to incoming danger and foolish prey.<br><br>It seems that it would be wise to pay attention to this odd little plant's actions. Or, rather, reactions.",
accessory_on: 1,
accessory_spec1: "dodge bonus",
accessory_spec1_read: "+2 Dodge Bonus - <i>It's quick to pick up on incoming threats, twisting accordingly.</i>",
dodge_accessory: 2
},
Pixie_Pebbles:{accessory: "Pixie Pebbles",
type: "accessory",
type_id: "AC",
shop_type: "Accessory",
value: 0,
name: "Pixie Pebbles",
name_formal: "Pixie Pebbles",
internal: "Pixie_Pebbles",
icon: "https://i.imgur.com/u2eBzfZ.png",
icon_equipped: "https://i.imgur.com/ttqr9Jm.png",
icon_path: "assets/items/PixiePebbles.png",
icon_equipped_path: "assets/items/PixiePebblesE.png",
brand: "",
desc: "A collection of colourful little stones, some jagged, some river-smooth. They form a little rainbow in the palm of one's hand. Holding them up to one's ear reveals whispered giggles and unintelligable jokes, and they carry an earthy scent.",
accessory_on: 1,
accessory_spec1: "defence bonus",
accessory_spec1_read: "+1 Defence Bonus - <i>They numbing effect when you squeeze them is from one's flesh hardening.</i>",
defence_accessory: 1,
},
}>>
<</nobr>><<nobr>>
<<set setup.clothing = {
Example:{outfit: "LowercaseNameOfClothing",
outfit_verbose: "4To7WordNiceDescription",
type: "clothing",
type_id: "CL",
shop_type: "Clothing",
value: 0,
name: "PlaintextNameOfClothing",
name_formal: "FancyNameOfClothing",
internal: "NameOfClothingWithUnderscoringMUSTMATCHITEMKEYNAME",
icon: "LinkToItemIcon",
icon_equipped: "LinkToEquippedItemIcon",
icon_path: "assets/items/Example.png",
icon_equipped_path: "assets/items/ExampleE.png",
brand: "NameOfBrandIfApplicableWithSpaceAtEnd ",
desc: "DescriptionForItemTemplate",
outfit_description: "ParagraphDescriptionForTheBio",
outfit_top: "DescriptionOfTop",
outfit_bottom: "DescriptionOfBottom",
outfit_legs: "DescriptionOfLegs",
outfit_boots: "DescriptionOfFeet",
outfit_arms: "DescriptionOfArms",
outfit_gloves: "DescriptionOfHands",
outfit_on: 1,
outfit_sexy: 0,
outfit_badass: 0
},
MERCANOID_Breaching_Wear:{outfit: "breaching wear",
outfit_verbose: "sleek, body-hugging impact vest",
type: "clothing",
type_id: "CL",
shop_type: "Clothing",
value: 20,
name: "Breaching Wear",
name_formal: "Breaching Wear",
internal: "MERCANOID_Breaching_Wear",
icon: "https://i.imgur.com/elP4mni.png",
icon_equipped: "https://i.imgur.com/10CiCPB.png",
brand: "MERCANOID Standard Issue ",
desc: "A tactical outfit with plenty of carefully-placed slits, openings and zippers to accomodate the standard limbset of a Breacher-module MERCANOID. Whilst not mass-produced as such, and thus made from whatever materials are to hand (usually as the result of extensive repair jobs), they follow a strict blueprint followed by rigidly programmed mechanical manufactories.<br><br>Designed in tandem with the Impact-Vest, it doesn't provide much upper or lower torso coverage; just a dull plum-purple tanktop which stops short of the midriff, and daring shorts of matching tone that stop before the connection ports of the MERCANOID's legs, worn beneath an Impact-Vest. Loose, adjustable padded sleeves and leggings in gunmetal black grace the arms and legs, parting along the shoulder, elbow and knee joints and strapped tight elsewhere via the provided buckles. A bandolier of pouches wraps around the torso diagonally opposite from the shoulder with the weapon-mount. Overall, it provides a distinctive and intimidating look.",
outfit_description: "Mio is wearing her Breaching Wear. It is a tactical outfit designed to work in tandem with an Impact-Vest, coloured in muted, dull purples, with a number of precisely measured slits and zips to allow for the potential placement of modular attachments. It consists of a tanktop, low-slung shorts that stop before the legs connection ports, and padded, individually-separated sleeves and leggings in gunmetal black, along with plenty of pouches - most prominently of all upon a bandolier that crosses the torso.",
outfit_top: "snug tanktop",
outfit_bottom: "low-slung shorts",
outfit_legs: "padding-protected legs",
outfit_boots: "armoured feet",
outfit_arms: "sleeve-covered arms",
outfit_gloves: "knuckle-gloved hands",
outfit_on: 1,
outfit_sexy: 1,
outfit_badass: 1
},
Helens_Work_Attire:{outfit: "Helen's work attire",
outfit_verbose: "monochrome smart-casual vest and leggings",
type: "clothing",
type_id: "CL",
shop_type: "Clothing",
value: 0,
name: "Helen's Work Attire",
name_formal: "Helen's Work Attire",
internal: "Helens_Work_Attire",
icon: "https://i.imgur.com/0YL5Pkr.png",
icon_equipped: "https://i.imgur.com/Qn8UBWe.png",
icon_path: "assets/items/HelenOutfit.png",
icon_equipped_path: "assets/items/HelenOutfitE.png",
brand: "",
desc: "An outfit that Helen favours for operations during the colder months. It is designed to obscure her supernatural features, most notably her brass arm - shiny and bright as it is - and the plating that creeps across her shoulder and part of her back. This is largely accomplished through a thick white coat with a high collar, almost meshing a scientist's attire with a winter catwalk model. The high collar allows her to partially obscure her face in its deathly pallor, and its sleeves are removable, allowing her to keep it on while freeing her arm up for use.<br><br>Beneath the coat, a smart black waistcoast is worn over a frilly white dress shirt with one sleeve removed - again, freeing her arm - with a pair of matching white gloves to cover both hands, organic and mechanical. A heavy belt resplendant with pouches and satchels adorns her gracious hips, and beneath that, her legs are clad in shiny, tight black leggings. While stretchy, they're durable, and would look at home straddling a motorbike - not that Helen would ever trust such a vehicle. Without her coat on, the outfit accentuates Helen's modest, bottom-heavy frame rather well. With it on - well, that just makes the occasional glimpse all the sweeter.",
outfit_description: "$Player_alias is wearing an outfit that is both suitable for the cold weather and possesses pockets in abundance. The centerpiece is a roomy white coat with a thick collar and discretely removable sleeves, one of which has been discarded to free her artifice arm. Beneath that, a smart black waistcoat over a white dress shirt - equally lopsided of sleeves - ends in a clinical white glove on her good hand. Beneath a large utility belt, her lower half is clad in tight, shiny-black leggings made of a stretchy but durable material - when not obscured by her coat, they frame her backside in remarkable detail. A pair of large, black work-boots with capped toes completes the attire.",
outfit_top: "coat, waistcoat and shirt",
outfit_bottom: "tight leggings",
outfit_legs: "shiny leggings",
outfit_boots: "black work-boots",
outfit_arms: "single sleeve",
outfit_gloves: "clinical white gloves",
outfit_on: 1,
outfit_sexy: 2,
outfit_badass: 2
},
Jaycies_Jumpsuit:{outfit: "Jaycie's jumpsuit",
outfit_verbose: "torn and worn jumpsuit",
type: "clothing",
type_id: "CL",
shop_type: "Clothing",
value: 0,
name: "Jaycie's Jumpsuit",
name_formal: "Jaycie's Jumpsuit",
internal: "Jaycies_Jumpsuit",
icon: "https://i.imgur.com/DtkJdim.png",
icon_equipped: "https://i.imgur.com/gUJlMh4.png",
icon_path: "assets/items/JaycieOutfit.png",
icon_equipped_path: "assets/items/JaycieOutfitE.png",
brand: "",
desc: "A once-navy jumpsuit of XXL size that has faded in colour over many post-mission washes. It is covered in rips and nicks, some haphazardly stitched, many left unrepaired. The zipper seems to be perpetually stuck halfway down, but that's how Jaycie tends to wear them anyway - not out of any percieved desire to flaunt or provoke, but simply because she finds that more comfortable, and rarely if ever complains about the cold.<br><br>A utility belt narrows the waist of the outfit, while a pair of thick worksmans gloves in pale gray protect her working hands. Her boots, meanwhile, are haggard and black, covered in scuffs and loosely tied.<br><br>It's not that she's had this jumpsuit anywhere near as long as her coat - she just really, really gets through these things at a record pace.",
outfit_description: "$Player_alias is wearing a battered and torn jumpsuit over some simple underwear, baggy in places and tight in other - notable - areas. The central zipper of the faded-navy blue one piece is stuck halfway unzipped, affording $her chest some room to breathe. A belt narrows the thick, ripped fabric around $her waist, and $her hands are protected by pale gray work gloves. A pair of loose-tied, thick-soled boots protects $her feet, the jumpsuit's ankle bands tucked into them.",
outfit_top: "unzipped jumpsuit top",
outfit_bottom: "jumpsuit bottoms",
outfit_legs: "jumpsuit legs",
outfit_boots: "battered black boots",
outfit_arms: "jumpsuit sleeves",
outfit_gloves: "thick gray gloves",
outfit_on: 1,
outfit_sexy: 1,
outfit_badass: 3
},
}>>
<</nobr>><<nobr>>
<<set $consumables = {
example:{position: 0, stack: 0},
Glob_Core:{position: 0, stack: 0},
Smart_Bandage:{position: 0, stack: 0, used: 0, combat: 1},
Autopick:{position: 0, stack: 0},
Improvised_Grenade:{position: 0, stack: 0, used: 0, combat: 1},
AIU_MediKit:{position: 0, stack: 0},
Lightning_In_A_Bottle:{position: 0, stack: 0, used: 0, combat: 1},
Memory_Mender:{position: 0, stack: 0, used: 0, combat: 1},
Mildly_Evil_Knife:{position: 0, stack: 0, used: 0, combat: 1},
Spirit_Grenade:{position: 0, stack: 0, used: 0, combat: 1},
Embrace_Of_Our_Lady:{position: 0, stack: 0, used: 0, combat: 1},
}>>
/* Don't forget to add the comma to the new entry! Unless it's last! Actually this might not even be needed! Woo!*/
<<set setup.consumable = {
ExampleBase:{name: "TheNameOfTheConsumableInCombat",
name_formal: "NameToBeDisplayed",
internal: "NameWithUnderscoring",
plural: "PluralityOfThisObjectsThatDoesNotEndInS",
plural_s: "sOrNos",
type: "consumable",
type_id: "C",
type_usage: "<b>Type:</b> WhatThisItemIsForTheItemTemplate || <b>Usage:</b> HowItIsUsed",
usage: "UniversalOrCombatOrOutOfCombat",
shop_type: "MedicalOrToolOrCombatItemOrJunkOrPrecious",
value: 4,
icon: "ItemURLGoesHere",
icon_path: "assets/items/Example.png",
desc: "DescriptionForInventoryTemplate",
passage: "NameOfCombatAttackPassageHere",
consumption_type: "ConsumedOrReusable",
consumption_text: "TextToPrintWhenTheItemIsUsedOutsideCombat",
consumption_text_combat: "TextToPrintWhenTheItemIsUsedInsideCombat",
junk: 0,
use_desc: "TellThePlayerHowThisItemIsUsed",
stats_to_do: ""},
/* !! HEALS START HERE !! HEALS START HERE !! HEALS START HERE !! !! HEALS START HERE !! HEALS START HERE !! HEALS START HERE !! */
ExampleHeal:{name: "TheNameOfTheConsumableInCombat",
name_formal: "NameToBeDisplayed",
internal: "NameWithUnderscoring",
plural: "PluralityOfThisObjectsThatDoesNotEndInS",
plural_s: "sOrNos",
type: "consumable",
type_id: "C",
type_usage: "<b>Type:</b> Healing || <b>Usage:</b> Universal (in or out of combat)",
usage: "UniversalOrCombatOrOutOfCombat",
shop_type: "Medical",
value: 4,
icon: "ItemURLGoesHere",
icon_path: "assets/items/Example.png",
desc: "DescriptionForInventoryTemplate",
passage: "NameOfCombatAttackPassageHere",
consumption_type: "ConsumedOrReusableorCooldown",
consumption_text: "TextToPrintWhenTheItemIsUsedOutsideCombat",
consumption_text_combat: "TextToPrintWhenTheItemIsUsedInsideCombatFirst",
consumption_text_combat_success: "TextToPrintWhenTheItemIsUsedInsideCombatSuccessfully",
consumption_text_combat_clot: "TextToPrintWhenTheItemIsUsedInsideCombatButClotIsUp",
consumption_text_combat_cursed: "TextToPrintWhenTheItemIsUsedInsideCombatButCursedIsUp",
junk: 0,
heal_multiplier: 0.2,
heal_wits_multiplier: 0.04,
use_desc: "Restores $Player_Heal HPorFocusorGloworBuff. (20% Max HPorFocusorGlowor, + 4% per Wits up to 20%)",
heals: "HPorFocusorGloworBuff",
combat: 0
},
Smart_Bandage:{name: "smart bandage",
name_formal: "Smart Bandage",
internal: "Smart_Bandage",
plural: "bundle of smart bandage",
plural_s: "s",
type: "consumable",
type_id: "C",
type_usage: "<b>Type:</b> Healing - HP || <b>Usage:</b> Universal (in or out of combat)",
usage: "Universal",
passage: "Special Attack Heal",
shop_type: "Medical",
value: 8,
icon: "https://i.imgur.com/RT1u1JB.png",
icon_path: "assets/items/Example.png",
desc: "A single-use, slate-toned flexible strip with a peelable backing on one side and a small, disposable CPU glowing a striking magenta upon the other side. The Smart Bandage is a universal first-aid solution, used universally! Simply remove the protective backing and apply it to the damaged area, and the onboard nanomachines will identify the surface and get to work. Flesh, cybernetics, it does it all - mimicking materials both organic and inorganic to seal wounds and repair damage like new!<i>By using a Smart Bandage, you agree to the terms of conditions as laid out by the Sera-Sera Corporation and absolve them of responsibility in the 1/100000000 likelihood of a 'Grey Goo' scenario.</i>",
passage: "Special Attack Item Heal",
consumption_type: "Consumed",
consumption_text: "$Player_alias grumbles with a furrowed brow as $she fiddles with the peelable backing of the hi-tech bandage. The magenta LED upon the other side glows brightly as $she places it gingerly against $her body, a slight wince giving way to a relieved sigh as the gray strip swiftly changes to match $her skin tone.<br><br>Within seconds it's disappeared, fully fused with $her body, restoring $Player_Heal HP!",
consumption_text_combat: "$Player_alias puts some cover between $herself and $Enemy_article - just enough to give $her a moment's peace to handle the peeling side of the bandage. The magenta LED upon the other side glows brightly as $she places it gingerly against $her body, a slight wince giving way to a relieved sigh as the gray strip swiftly changes to match $her skintone.",
consumption_text_combat_success: "Within seconds it's disappeared, fully fused with $her body, restoring $Player_Heal HP!",
consumption_text_combat_clot: "But... nothing happens! Clot is preventing healing! The Smart Bandage shrivels up and disintegrates before $her eyes!",
consumption_text_combat_cursed: "$Player_alias gasps out in wide-eyed shock as her curse turns healing to harm, dealing $Player_healing damage as the Smart Bandage's healing turns into a burning sensation! $She rips it off with a hiss, eyes watering!",
junk: 0,
heal_multiplier: 0.2,
heal_wits_multiplier: 0.04,
use_desc: "Restores $Player_Heal HP. (20% Max HP, + 4% per Wits up to 20%)",
heals: "HP"
},
AIU_MediKit:{name: "AIU MediKit",
name_formal: "AIU MediKit",
internal: "AIU_MediKit",
plural: "stack of AIU MediKit",
plural_s: "s",
type: "consumable",
type_id: "C",
type_usage: "<b>Type:</b> Healing || <b>Usage:</b> Out Of Combat",
usage: "Out Of Combat",
shop_type: "Medical",
value: 4,
icon: "https://i.imgur.com/OuMqcDr.png",
icon_path: "assets/items/AIUMediKit.png",
desc: "For field operatives, AIU provides personalized medical kits designed to help each agent overcome injuries and difficulties specific to their being. Accordingly, the contents of these externally identical white boxes are rather different for Helen and Jaycie.<br><br>Helen's contains a number of tools with which she can perform field repairs on her arm or the rejuvenation system that keeps her partially-undead body from succumbing to her infection. Jaycie's, meanwhile, is primarily full of tinctures of supernatural origin that promote rapid regrowth of damaged tissue, along with several vials of (ethically sourced) mortal essence.<br><br>These kits can, under ideal circumstances, provide total healing. They cannot be used in combat, however.",
consumption_type: "Reusable",
consumption_text: "$Player_alias takes some time to address $her physical condition. Before long, <<= $she>>'s closing the case back up, feeling fit as a fiddle.",
junk: 0,
heal_multiplier: 1,
heal_wits_multiplier: 1,
use_desc: "Restores 100% HP and Glow. <b>Cannot be used in combat!</b> Is not consumed on use.",
heals: "Physical",
combat: 0
},
Memory_Mender:{name: "Memory Mender",
name_formal: "Memory Mender",
internal: "Memory_Mender",
plural: "clutch of Memory Mender",
plural_s: "s",
type: "consumable",
type_id: "C",
type_usage: "<b>Type:</b> Healing || <b>Usage:</b> Universal (in or out of combat)",
usage: "Universal",
shop_type: "Medical",
value: 4,
icon: "https://i.imgur.com/m0vuQCG.png",
icon_path: "assets/items/MemoryMender.png",
desc: "A pen-sized telescoping rod with a flash-emitting diode on the end. Those exposed to the flash will experience disruption of their short term memories - more targetted memory manipulation will require a visit to a AIU medical site.<br><br>Given that the general public is more aware of the existence of the supernatural than ever before, these devices are used less out of need and more out of kindness, these days. Some people simply can't handle remembering their encounters with the supernatural, especially if they meet one of the darker entities out there.<br><br>A surprising use-case among field agents, however, is to use a Memory Mender on its lowest power setting to clear mental fog and manipulation. Turning the brain off and on again, so to speak.",
passage: "Special Attack Heal",
consumption_type: "Consumed",
consumption_text: "$Player_alias grimaces slightly as $she extends the Memory Mender's emitter and turns it on $herself. $She keeps $her eyes open, and-- $she blinks, looking to $her left and then $her right. What was $she doing again?.. Oh! Right. Frowning at the slightly smoking device in $her hand, $she pockets it - vaguely aware that $she shouldn't leave it behind.",
consumption_text_combat_clot: "N/A",
consumption_text_combat_cursed: "N/A",
junk: 0,
heal_multiplier: 0.5,
heal_wits_multiplier: 0,
use_desc: "Restores 50% Focus (<<= $Player_Heal>>). Can be used in or out of combat. Consumed on use.",
heals: "Focus",
combat: 1
},
/* !! TOOLS START HERE !! TOOLS START HERE !! TOOLS START HERE !! !! TOOLS START HERE !! TOOLS START HERE !! TOOLS START HERE !! */
ExampleTool:{name: "TheNameOfTheConsumableInCombat",
name_formal: "NameToBeDisplayed",
internal: "NameWithUnderscoring",
plural: "PluralityOfThisObjectsThatDoesNotEndInS",
plural_s: "sOrNos",
type: "consumable",
type_id: "C",
type_usage: "<b>Type:</b> Tool || <b>Usage:</b> Out Of Combat",
usage: "Out Of Combat",
shop_type: "Tool",
value: 8,
icon: "ItemURLGoesHere",
icon_path: "assets/items/Example.png",
desc: "DescriptionForInventoryTemplate",
consumption_type: "ConsumedOrReusableorCooldown",
consumption_text: "TextToPrintWhenTheItemIsUsedOutsideCombat",
junk: 0,
use_desc: "DescriptionOfWhatThisItemDoes",
tool_use: "LockpickingOrHackingOr"
},
Autopick:{name: "autopick",
name_formal: "Autopick",
internal: "Autopick",
plural: "collection of autopick",
plural_s: "s",
type: "consumable",
type_id: "C",
type_usage: "<b>Type:</b> Tool - Lockpicking || <b>Usage:</b> During Lockpicking",
usage: "Out Of Combat",
shop_type: "Tool",
value: 8,
icon: "https://i.imgur.com/BJtgk1L.png",
icon_path: "assets/items/Autopick.png",
desc: "An Autopick is a disposable device used to break through locks. This process is destructive to the Autopick, but it ensures a 100% success rate, as well as detecting and disabling most traps.<br><br>Upon inserting the seemingly plain rod into a lock and activating it, a burst of heat will activate the material and cause it to adapt to the shape of the lock. This will generate a key, though this process cannot be reversed.",
consumption_type: "Consumed",
consumption_text: "Inserting it carefully into the lock, $Player_alias stands back as a warm glow pours out from the keyhole around the device from which it emanates. A soft metal creaking noise indicates that the process is complete; the key is formed, and the lock has been defeated. The lock is now open!",
junk: 0,
use_desc: "When lockpicking, this item can be used to automatically succeed, regardless of difficulty level. Doing so will consume it.",
tool_use: "Lockpicking"
},
/* !! COMBAT START HERE !! COMBAT START HERE !! COMBAT START HERE !! COMBAT START HERE !! COMBAT START HERE !! COMBAT START HERE !! */
ExampleCombatItemAttack:{name: "TheNameOfTheConsumableInCombat",
name_formal: "NameToBeDisplayed",
internal: "NameWithUnderscoring",
plural: "PluralityOfThisObjectsThatDoesNotEndInS",
plural_s: "sOrNos",
type: "consumable",
type_id: "C",
type_usage: "<b>Type:</b> Combat Item (Attack) || <b>Usage:</b> In Combat",
usage: "In Combat",
shop_type: "Combat Item",
value: 8,
icon: "ItemURLGoesHere",
icon_path: "assets/items/Example.png",
desc: "DescriptionForInventoryTemplate",
passage: "Special Attack Base",
use1: "UseLinkInInventory",
use2: "UseLink2DeleteIfNotNeeded",
consumption_type: "ConsumedOrReusableorCooldown",
consumption_text_combat: "TextToPrintWhenTheItemIsUsedInsideCombat",
junk: 0,
use_desc: "TellThePlayerHowThisItemIsUsed"
},
ExampleCombatItemBuff:{name: "TheNameOfTheConsumableInCombat",
name_formal: "NameToBeDisplayed",
internal: "NameWithUnderscoring",
plural: "PluralityOfThisObjectsThatDoesNotEndInS",
plural_s: "sOrNos",
type: "consumable",
type_id: "C",
type_usage: "<b>Type:</b> Combat Item (Buff) || <b>Usage:</b> In Combat",
usage: "In Combat",
shop_type: "Combat Item",
value: 8,
icon: "ItemURLGoesHere",
icon_path: "assets/items/Example.png",
desc: "DescriptionForInventoryTemplate",
passage: "Special Attack Buff",
use1: "UseLinkInInventory",
use2: "UseLink2DeleteIfNotNeeded",
consumption_type: "ConsumedOrReusableorCooldown",
junk: 0,
use_desc: "TellThePlayerHowThisItemIsUsed"
},
Improvised_Grenade:{name: "improvised grenade",
name_formal: "Improvised Grenade",
internal: "Improvised_Grenade",
plural: "bundle of Improvised Grenade",
plural_s: "s",
type: "consumable",
type_id: "C",
type_usage: "<b>Type:</b> Combat Item (Attack) || <b>Usage:</b> In Combat",
usage: "In Combat",
passage: "Special Attack Base",
shop_type: "Combat Item",
value: 11,
icon: "https://i.imgur.com/zm7olWc.png",
icon_path: "assets/items/ImprovisedGrenade.png",
desc: "This probably isn't getting used, so fuck it, this is just a test item.",
passage: "Special Attack Item Attack",
use1: "Throw",
use2: "Throw Chilled",
consumption_type: "Consumed",
junk: 0,
use_desc: "A grenade made using a soda can as its housing. Probably won't do much damage, but will still get you put on a list. 2d6 damage."
},
Lightning_In_A_Bottle:{name: "Lightning In A Bottle",
name_formal: "Lightning In A Bottle",
internal: "Lightning_In_A_Bottle",
plural: "bundle of Bottled Lightning",
plural_s: "s",
type: "consumable",
type_id: "C",
type_usage: "<b>Type:</b> Healing || <b>Usage:</b> Combat (In combat only)",
usage: "In Combat",
shop_type: "Combat Item",
value: 4,
icon: "https://i.imgur.com/mHZIIvK.png",
icon_path: "assets/items/LightningInABottle.png",
desc: "A battery, of sorts, created by Helen. The rejuvenation system that keeps her body from succumbing to her undead infection will occasionally produce more power than she can reasonably expel - under these circumstances, she offloads the spare energy into these capsules. Both she and Jaycie can make use of them for emergency energy boosts. Absorbing the energy is a destructive process, however.",
passage: "Special Attack Heal",
consumption_type: "Consumed",
junk: 0,
heal_multiplier: 0.3,
heal_wits_multiplier: 0,
use_desc: "Restores 30% Glow (<<= $Player_Heal>>). To be used <b>in combat</b> only.",
use1: "Absorb",
heals: "Glow",
combat: 1
},
Mildly_Evil_Knife:{name: "Mildly Evil Knife",
name_formal: "Mildly Evil Knife",
internal: "Mildly_Evil_Knife",
plural: "a kitchenware set of Mildly Evil Knive",
plural_s: "s",
type: "consumable",
type_id: "C",
type_usage: "<b>Type:</b> Combat Item (Attack) || <b>Usage:</b> In Combat",
usage: "In Combat",
shop_type: "Combat Item",
value: 8,
icon: "https://i.imgur.com/echaFti.png",
icon_path: "assets/items/MildlyEvilKnife.png",
desc: "A plain kitchen knife briefly tried out for size by a man who was nothing less than pure evil. Utimately, he gave in to the good old call of a different kitchen knife as his primary weapon, enraging the rest of the set with envy. This grudge remains even to this day...",
passage: "Special Attack Base",
use1: "Throw",
consumption_type: "Cooldown",
junk: 0,
use_desc: "Throw a knife. Deals 2d6 piercing damage and cannot miss. Cooldown type; if used, this item will be reclaimed after battle."
},
Spirit_Grenade:{name: "Spirit Grenade",
name_formal: "Spirit Grenade",
internal: "Spirit_Grenade",
plural: "a bunch of Spirit Grenade",
plural_s: "s",
type: "consumable",
type_id: "C",
type_usage: "<b>Type:</b> Combat Item (Attack) || <b>Usage:</b> In Combat",
usage: "In Combat",
shop_type: "Combat Item",
value: 8,
icon: "https://i.imgur.com/HIjM0N5.png",
icon_path: "assets/items/SpiritGrenade.png",
desc: "A small, silver sphere with a pale blue groove running down its center line, and a button on its north pole. This is a Spirit Grenade, an AIU invention that emits an entirely spectral blast. It deals absolutely no damage to its inanimate surroundings, but directly disrupts spiritual energy, making it effective against all manner of entities. Think of it as a flashbang for the soul.",
passage: "Special Attack Base",
use1: "Throw",
consumption_type: "Consumed",
junk: 0,
use_desc: "Throw a grenade. Deals 4d4 unaspected damage and deals half damage on a miss."
},
Embrace_Of_Our_Lady:{name: "Embrace Of Our Lady",
name_formal: "Embrace Of Our Lady",
internal: "Embrace_Of_Our_Lady",
plural: "a cuddle of Embrace Of Our Lady",
plural_s: "'s",
type: "consumable",
type_id: "C",
type_usage: "<b>Type:</b> Combat Item (Buff) || <b>Usage:</b> In Combat",
usage: "In Combat",
shop_type: "Combat Item",
value: 8,
icon: "https://i.imgur.com/MjaeMsK.png",
icon_path: "assets/items/EmbraceOfOurLady.png",
desc: "An humanoid effigy in the likeness of a lesser death Goddess, thought to govern the Undead. When clutched, it bestows a regenerative effect on the user before withering, but it won't be long before it rejuvenates. These effigies are often created by Undead worshippers, though they vary in design - it's 'the thought that counts', rather than any actual accuracy.",
passage: "Special Attack Buff",
use1: "Embrace",
consumption_type: "Cooldown",
junk: 0,
use_desc: "Embrace the effigy and receive a Regen effect for 5 rounds. Cooldown type; if used, this item will be reclaimed after battle."
},
/* !! JUNK STARTS HERE !! !! JUNK STARTS HERE !! !! JUNK STARTS HERE !! !! JUNK STARTS HERE !! !! JUNK STARTS HERE !! !! JUNK STARTS HERE !! */
ExampleJunk:{name: "TheNameOfTheConsumableInCombat",
name_formal: "NameToBeDisplayed",
internal: "NameWithUnderscoring",
plural: "PluralityOfThisObjectsThatDoesNotEndInS",
plural_s: "sOrNos",
type: "consumable",
type_id: "C",
type_usage: "<b>Type:</b> WhatThisItemIsForTheItemTemplate || <b>Usage:</b> HowItIsUsed",
shop_type: "Junk",
value: 2,
icon: "ItemURLGoesHere",
desc: "DescriptionForInventoryTemplate",
scrapping: "TextWhenScrappingEndWithASpace",
junk: 1,
scrap_bio: 0,
scrap_bits: 0,
scrap_chems: 0,
scrap_herbs: 0,
scrap_mats: 0,
scrap_meds: 0,
scrap_tek: 0
},
Glob_Core:{name: "Glob Core",
name_formal: "Glob Core",
internal: "Glob_Core",
plural: "pile of Glob Core",
plural_s: "s",
type: "consumable",
type_id: "C",
type_usage: "<b>Type:</b> WhatThisItemIsForTheItemTemplate || <b>Usage:</b> HowItIsUsed",
shop_type: "Junk",
value: 4,
icon: "https://i.imgur.com/fJGsa22.png",
desc: "A round, opaque machine core with a layer of firm gel protecting it from outside harm. Even so, Mio's hit this one hard enough to break it, leaving it completely inert.",
scrapping: "$Player_alias breaks down the cores, scraping the gel off and twisting them open. $She receives ",
junk: 1,
scrap_bio: 2,
scrap_bits: 0,
scrap_chems: 1,
scrap_herbs: 0,
scrap_mats: 0,
scrap_meds: 0,
scrap_tek: 0
},
}>>
<</nobr>><<nobr>>
<<set setup.key = {
Example:{name: "TheNameOfTheKeyItem",
name_formal: "TheNameOfTheKeyItemAsItAppearsInTemplate",
type: "key",
type_id: "K",
internal: "NameOfKeyWithUnderscoringMUSTMATCHITEMKEYNAME",
icon: "LinkToItemIcon",
icon_path: "assets/items/Example.png",
desc: "FullDescOfItemInPage"},
Level_1_Keycard:{name: "Level 1 Keycard",
name_formal: "Level 1 Keycard",
type: "key",
type_id: "K",
internal: "Level_1_Keycard",
icon: "https://i.imgur.com/179DoyF.png",
icon_path: "assets/items/Level1Keycard.png",
desc: "This is a 'Level 1' Keycard, providing access through the northern checkpoint - Checkpoint A - to the facility labs and monster habitats. Rather than a reusable blank, it also functions as an identity card. This one belongs - or belonged - to a 'Tim Klein', pictured looking rather nervous in their mugshot. Scaled skin of a light sandy tone, with darkened speckles across the cheeks and forehead in an uneven 'stripe' pattern towards the eyes and mouth, with a black nose. A sideshave haircut, black, dotted sclera behind golden eyes... quite fearsome, were it not for Tim's uneasy, lopsided smile.<br><br>Putting the mystery of gender to one side, this card won't provide access through Checkpoint B, but it might open up the way to finding one that can."},
Cabinet_Key:{name: "Cabinet Key",
name_formal: "Cabinet Key",
type: "key",
type_id: "K",
internal: "Cabinet_Key",
icon: "https://i.imgur.com/x4zaYwm.png",
icon_path: "assets/items/CabinetKey.png",
desc: "A small key that Jaycie found tied to the wristband of a captured raver, a puddle of wine lying beneath their bound form. Judging by the aged appearance, it may well open something in this very Manor."},
Wine_Bottle:{name: "Wine Bottle",
name_formal: "Wine Bottle",
type: "key",
type_id: "K",
internal: "Wine_Bottle",
icon: "https://i.imgur.com/7CXQ51A.png",
icon_path: "assets/items/WineBottle.png",
desc: "A bottle of odd design, seemingly built to be compatible with a particular dispensery system."},
Wine_Bottle_Tempranillo:{name: "Wine Bottle (Tempranillo)",
name_formal: "Wine Bottle (Tempranillo)",
type: "key",
type_id: "K",
internal: "Wine_Bottle_Tempranillo",
icon: "https://i.imgur.com/QRP0jgP.png",
icon_path: "assets/items/WineBottleFull.png",
desc: "A curiously shaped bottle full of aged Tempranillo wine."},
Wine_Bottle_Zin:{name: "Wine Bottle (Zin)",
name_formal: "Wine Bottle (Zin)",
type: "key",
type_id: "K",
internal: "Wine_Bottle_Zin",
icon: "https://i.imgur.com/QRP0jgP.png",
icon_path: "assets/items/WineBottleFull.png",
desc: "A curiously shaped bottle full of aged Zin wine."},
Wine_Bottle_Sangiovese:{name: "Wine Bottle (Sangiovese)",
name_formal: "Wine Bottle (Sangiovese)",
type: "key",
type_id: "K",
internal: "Wine_Bottle_Sangiovese",
icon: "https://i.imgur.com/QRP0jgP.png",
icon_path: "assets/items/WineBottleFull.png",
desc: "A curiously shaped bottle full of aged Sangiovese wine."},
Hexslingers_Sidearm:{name: "Hexslinger's Sidearm",
name_formal: "Hexslinger's Sidearm",
type: "key",
type_id: "K",
internal: "Hexslingers_Sidearm",
icon: "https://i.imgur.com/ZpkABnu.png",
icon_path: "assets/items/HexslingersSidearm.png",
desc: "A ghostly revolver that resembles a model from the wild-west era. While it can be held and interacted with, the gun will not fire unless it is pointed at the correct target. Despite appearances, it is not a true firearm - rather an ethereal imitation of one, used as a temporary foci by a Hexslinger. They are created and discarded with ease by those trained in such disciplines, though it is something of a dying art practiced mostly by low-class Supers. If this was used to ward a door, it can be used to de-ward it, too..."},
Dildo:{name: "Dildo",
name_formal: "Dildo",
type: "key",
type_id: "K",
internal: "Dildo",
icon: "https://i.imgur.com/mdx8fiM.png",
icon_path: "assets/items/Dildo.png",
desc: "A large purple dildo. It is mounted upon a suction-cupped base, suitable for secure mounting to the floor or upon suitable walls. While it is rendered in a single shade of purple, it is nonetheless shockingly well-detailed, perhaps modelled on a real-life example. Possibly. Do they get that big? Oh-- focus, Helen!"},
Door_Handle:{name: "Door Handle",
name_formal: "Door Handle",
type: "key",
type_id: "K",
internal: "Door_Handle",
icon: "https://i.imgur.com/SgLvH0g.png",
icon_path: "assets/items/DoorHandle.png",
desc: "A handle taken off of one of the doors of the Manor. It looks like it wouldn't take too much effort to attach it back on. It's a little... sticky."},
}>>
<</nobr>><<nobr>>
<<set _objectKey to Object.keys($Inventory).find(key => $Inventory[key].type === "armour" && $Inventory[key].equipped === 1 && $Inventory[key].owned === $Player_name)>>
<<if def _objectKey>>
<<set $Inventory[_objectKey].equipped to 0>>
<<set $item2 to $Inventory[_objectKey].internal>>
<<if $game_gold is 1>>
<<set $I_I_U to setup.armour[$item2].icon_path>>
<<else>>
<<set $I_I_U to setup.armour[$item2].icon>>
<</if>>
<<set State.variables['I_A_' + $Inventory[_objectKey].position] to $I_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</if>>
<<if def $currentArmour and $currentArmour isnot "lack of armour">>
<<if $game_gold is 1>>
<<set $I_I_U to setup[$type][$currentArmour].icon_path>>
<<else>>
<<set $I_I_U to setup[$type][$currentArmour].icon>>
<</if>>
<</if>>
<<if $Character_Swapping is 1>>
<<if $Character_Restore isnot 1>>
<<set $I_P to State.variables.Inventory["n" + $whichNo].position>>
<</if>>
<</if>>
<<set $currentArmour to "lack of armour">>
<<set $currentArmourID to 0>>
<<set $Player_armour = "lack of armour">>
<<set $Player_armour_verbose = "total lack of armour">>
<<set $Player_armour_on = 0>>
<<set $Player_armour_defence = 0>>
<<set $Player_armour_dodge = 0>>
<<set $Player_armour_sexy = 0>>
<<set $Player_armour_badass = 0>>
<<set $Player_shield_armour = 0>>
<<set $Player_resist_poison_armour = 0>>
<<set $Player_resist_burn_armour = 0>>
<<set $Player_resist_freeze_armour = 0>>
<<set $Player_resist_paralyze_armour = 0>>
<<set $Player_resist_silence_armour = 0>>
<<set $Player_resist_bleed_armour = 0>>
<<set $Player_resist_confuse_armour = 0>>
<<set $Player_resist_petrify_armour = 0>>
<<set $Player_resist_blind_armour = 0>>
<<set $Player_resist_soft_armour = 0>>
<<set $Player_resist_charm_armour = 0>>
<<set $Player_resist_drain_armour = 0>>
<<set $Player_resist_disable_armour = 0>>
<<set $Player_resist_clot_armour = 0>>
<<set $Player_resist_curse_armour = 0>>
<<set $Player_resist_oil_armour = 0>>
<<set $Player_resist_chill_armour = 0>>
<<set $Player_resist_infirm_armour = 0>>
<<set $Player_resist_glue_armour = 0>>
<<set $Player_resist_bogged_down_armour = 0>>
<<set $Player_resist_drowning_armour = 0>>
<<set $Player_resist_choking_armour = 0>>
<<set $Player_resist_concussion_armour = 0>>
<<set $Player_blunt_armour = 0>>
<<set $Player_piercing_armour = 0>>
<<set $Player_slashing_armour = 0>>
<<set $Player_fire_armour = 0>>
<<set $Player_elec_armour = 0>>
<<set $Player_ice_armour = 0>>
<<set $Player_poison_armour = 0>>
<<set $Player_holy_armour = 0>>
<<set $Player_void_armour = 0>>
<<set $Player_earth_armour = 0>>
<<set $Player_water_armour = 0>>
<<set $Player_wind_armour = 0>>
<<set $Player_emp_armour = 0>>
<<set $Player_sonic_armour = 0>>
<<set $Player_energy_armour = 0>>
<<set $Player_acid_armour = 0>>
<<set $Player_radiation_armour = 0>>
<<set $Player_strength_armour = 0>>
<<set $Player_agility_armour = 0>>
<<set $Player_wits_armour = 0>>
<<set $Player_toughness_armour = 0>>
<<set $Player_damage_armour = 0>>
<<set $Player_accuracy_armour = 0>>
<<set $Player_armour_penetration_armour = 0>>
<<set $Player_dice_bonus_armour = 0>>
<</nobr>><<nobr>>
<<set _objectKey to Object.keys($Inventory).find(key => $Inventory[key].type === "subweapon" && $Inventory[key].equipped === 1 && $Inventory[key].owned === $Player_name)>>
<<if def _objectKey>>
<<set $Inventory[_objectKey].equipped to 0>>
<<set $item2 to $Inventory[_objectKey].internal>>
<<if $game_gold is 1>>
<<set $I_I_U to setup.subweapon[$item2].icon_path>>
<<else>>
<<set $I_I_U to setup.subweapon[$item2].icon>>
<</if>>
<<set State.variables['I_SW_' + $Inventory[_objectKey].position] to $I_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</if>>
<<if def $currentSubweapon and $currentSubweapon isnot "nothing">>
<<if $game_gold is 1>>
<<set $I_I_U to setup[$type][$currentSubweapon].icon_path>>
<<else>>
<<set $I_I_U to setup[$type][$currentSubweapon].icon>>
<</if>>
<</if>>
<<if $Character_Swapping is 1>>
<<if $Character_Restore isnot 1>>
<<set $I_P to State.variables.Inventory["n" + $whichNo].position>>
<</if>>
<</if>>
<<set $currentSubweapon to "nothing">>
<<set $currentSubweaponID to 0>>
<<set $Player_weapon_sub = "bare hands">>
<<set $Player_weapon_sub_damage_type = "blunt">>
<<set $Player_weapon_sub_damage_type_2 = "unaspected">>
<<set $Player_weapon_sub_modifier = "unaspected">>
<<set $Player_weapon_sub_modifier_2 = "unaspected">>
<<set $Player_weapon_sub_archetype = "fists">>
<<set $Player_weapon_sub_damage_range = "1d4">>
<<set $Player_weapon_sub_damage = 0>>
<<set $Player_weapon_sub_advanced_range = "1d4">>
<<set $Player_weapon_sub_attack_type = "Forceful">>
<<set $Player_weapon_sub_accuracy_bonus = 0>>
<<set $Player_weapon_sub_defence = 0>>
<<set $Player_weapon_sub_armour_penetration = 0>>
<</nobr>><<nobr>>
<<set _objectKey to Object.keys($Inventory).find(key => $Inventory[key].type === "clothing" && $Inventory[key].equipped === 1 && $Inventory[key].owned === $Player_name)>>
<<if def _objectKey>>
<<set $Inventory[_objectKey].equipped to 0>>
<<set $item2 to $Inventory[_objectKey].internal>>
<<if $game_gold is 1>>
<<set $I_I_U to setup.clothing[$item2].icon_path>>
<<else>>
<<set $I_I_U to setup.clothing[$item2].icon>>
<</if>>
<<set State.variables['I_CL_' + $Inventory[_objectKey].position] to $I_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</if>>
<<if def $currentClothing and $currentClothing isnot "underwear">>
<<if $game_gold is 1>>
<<set $I_I_U to setup[$type][$currentClothing].icon_path>>
<<else>>
<<set $I_I_U to setup[$type][$currentClothing].icon>>
<</if>>
<</if>>
<<if $Character_Swapping is 1>>
<<if $Character_Restore isnot 1>>
<<set $I_P to State.variables.Inventory["n" + $whichNo].position>>
<</if>>
<</if>>
<<set $currentClothing = "underwear">>
<<set $currentClothingID to 0>>
<<set $Player_outfit = "underwear">>
<<set $Player_outfit_on = "no">>
<<set $Player_outfit_sexy = 2>>
<<set $Player_outfit_badass = 0>>
<<set $Player_outfit_description = "$Player_Alias is wearing nothing at all! Well, almost. She has a pair of simple panties and a sports-style bra, the former black and the latter black and white with an angular design that imitates circuitry. MERCANOIDs never used to bother with these, but since they became a requirement, work-bay maintenance distraction accidents have been cut by a third.">>
<<set $Player_outfit_top = "bra">>
<<set $Player_outfit_bottom = "panties">>
<<set $Player_outfit_legs = "bare legs">>
<<set $Player_outfit_boots = "bare feet">>
<<set $Player_outfit_arms = "bare arms">>
<<set $Player_outfit_gloves = "bare hands">>
<</nobr>><<nobr>>
<<set _objectKey to Object.keys($Inventory).find(key => $Inventory[key].type === "accessory" && $Inventory[key].equipped === 1 && $Inventory[key].owned === $Player_name)>>
<<if def _objectKey>>
<<set $Inventory[_objectKey].equipped to 0>>
<<set $item2 to $Inventory[_objectKey].internal>>
<<if $game_gold is 1>>
<<set $I_I_U to setup.accessory[$item2].icon_path>>
<<else>>
<<set $I_I_U to setup.accessory[$item2].icon>>
<</if>>
<<set State.variables['I_AC_' + $Inventory[_objectKey].position] to $I_I_U>>
<<replace "#inventory_replace">><<include "Inventory Base">><</replace>>
<</if>>
<<if def $currentAccessory and $currentAccessory isnot "lack of accessory">>
<<if $game_gold is 1>>
<<set $I_I_U to setup[$type][$currentAccessory].icon_path>>
<<else>>
<<set $I_I_U to setup[$type][$currentAccessory].icon>>
<</if>>
<</if>>
<<if $Character_Swapping is 1>>
<<if $Character_Restore isnot 1>>
<<set $I_P to State.variables.Inventory["n" + $whichNo].position>>
<</if>>
<</if>>
<<set $currentAccessory = "lack of accessory">>
<<set $currentAccessoryID to 0>>
<<set $Player_poison_resist_accessory = 0>>
<<set $Player_burn_resist_accessory = 0>>
<<set $Player_freeze_resist_accessory = 0>>
<<set $Player_paralyze_resist_accessory = 0>>
<<set $Player_silence_resist_accessory = 0>>
<<set $Player_bleed_resist_accessory = 0>>
<<set $Player_confuse_resist_accessory = 0>>
<<set $Player_petrify_resist_accessory = 0>>
<<set $Player_blind_resist_accessory = 0>>
<<set $Player_soft_resist_accessory = 0>>
<<set $Player_charm_resist_accessory = 0>>
<<set $Player_drain_resist_accessory = 0>>
<<set $Player_disable_resist_accessory = 0>>
<<set $Player_clot_resist_accessory = 0>>
<<set $Player_curse_resist_accessory = 0>>
<<set $Player_oil_resist_accessory = 0>>
<<set $Player_chill_resist_accessory = 0>>
<<set $Player_infirm_resist_accessory = 0>>
<<set $Player_glue_resist_accessory = 0>>
<<set $Player_bogged_down_resist_accessory = 0>>
<<set $Player_drown_resist_accessory = 0>>
<<set $Player_choke_resist_accessory = 0>>
<<set $Player_concuss_resist_accessory = 0>>
<<set $Player_blunt_accessory = 0>>
<<set $Player_piercing_accessory = 0>>
<<set $Player_slashing_accessory = 0>>
<<set $Player_fire_accessory = 0>>
<<set $Player_elec_accessory = 0>>
<<set $Player_ice_accessory = 0>>
<<set $Player_poison_accessory = 0>>
<<set $Player_holy_accessory = 0>>
<<set $Player_void_accessory = 0>>
<<set $Player_earth_accessory = 0>>
<<set $Player_water_accessory = 0>>
<<set $Player_wind_accessory = 0>>
<<set $Player_emp_accessory = 0>>
<<set $Player_sonic_accessory = 0>>
<<set $Player_energy_accessory = 0>>
<<set $Player_acid_accessory = 0>>
<<set $Player_radiation_accessory = 0>>
<<set $Player_strength_accessory = 0>>
<<set $Player_agility_accessory = 0>>
<<set $Player_wits_accessory = 0>>
<<set $Player_toughness_accessory = 0>>
<<set $Player_damage_accessory = 0>>
<<set $Player_dodge_accessory = 0>>
<<set $Player_defence_accessory = 0>>
<<set $Player_accuracy_accessory = 0>>
<<set $Player_armour_penetration_accessory = 0>>
<<set $Player_dice_bonus_accessory = 0>>
<<set $Player_shield_accessory to 0>>
<</nobr>><<nobr>><<set _mods_owned_1 to 0>><<set _mods_owned_2 to 0>><<set _mods_owned_3 to 0>><<set _creatable to 0>>
$Player_alias places the <<= setup[$type][$item].name>> upon the work surface and inspects it with a critical eye. Possibilities flit through $her mind. How might this weapon be improved?
<hrt><hr></hrt>
<<if $mod1 is 0>>
Mod 1: No mod installed.
<br>
<<else>>
<b>Mod 1:</b> <<= setup.mods["n" + $mod1].name>> - <<= setup.mods["n" + $mod1].desc_brief>> || <b><<= setup.mods["n" + $mod1].stats>></b> <br>
<<link "Uninstall this mod">>
<<set State.variables.mods["n" + $mod1].owned to State.variables.mods["n" + $mod1].owned + 1>>
<<set State.variables.Inventory["n" + $whichNo].mod1 to 0>>
<<set $mod1 to 0>>
<<dialog>><<include "Weapon Modding">><</dialog>>
<</link>>
- It will be added to your collection.
<</if>>
<<details `setup[$type][$item].internal + State.variables.Inventory["n" + $whichNo].id + "Mod1"`>>
<br>
<<for _i, _mod range setup[$type][$item].modding_1>>
<<if State.variables.mods["n" + _mod].owned gt 0 or State.variables.mods["n" + _mod].known gt 0>>
<<set _mods_owned_1 to _mods_owned_1 + 1>>
<<if $Player_crafting_bio gte setup.mods["n" + _mod].bio and $Player_crafting_bits gte setup.mods["n" + _mod].bits and $Player_crafting_chems gte setup.mods["n" + _mod].chems and $Player_crafting_herbs gte setup.mods["n" + _mod].herbs and $Player_crafting_mats gte setup.mods["n" + _mod].mats and $Player_crafting_meds gte setup.mods["n" + _mod].meds and $Player_crafting_tek gte setup.mods["n" + _mod].tek and $Player_skill_handiwork_actual gte setup.mods["n" + _mod].handiwork>>
<<set _creatable to 1>>
<<else>>
<<set _creatable to 0>>
<</if>>
<<set _details to "<span style='color:#FFFFFF'>" + setup.mods["n" + _mod].name + " - " + setup.mods["n" + _mod].desc_brief + " || <b>" + setup.mods["n" + _mod].stats + "</b><br>Owned: " + State.variables.mods["n" + _mod].owned>>
<<if State.variables.mods["n" + _mod].owned gt 0>>
<<set _deets1 to "<span style='color:#61EC68'><b> ✔</b></span>">>
<<else>>
<<set _deets1 to "<span style='color:#F65050'><b> ✖</b></span>">>
<</if>>
<<set _details to _details + _deets1 + " || Known: ">>
<<if State.variables.mods["n" + _mod].known gt 0>>
<<set _deets1 to "Yes <span style='color:#61EC68'><b>✔</b></span>">>
<<else>>
<<set _deets1 to "No <span style='color:#F65050'><b>✖</b></span>">>
<</if>>
<<set _details to _details + _deets1 + " || Can Craft: ">>
<<if _creatable gt 0>>
<<set _deets1 to "Yes <span style='color:#61EC68'><b>✔</b></span>">>
<<else>>
<<set _deets1 to "No <span style='color:#F65050'><b>✖</b></span>">>
<</if>>
<<set _details to _details + _deets1 + "</span> - See more">>
<<details `setup[$type][$item].internal + State.variables.Inventory["n" + $whichNo].id + _i`>>
<br>
<<= setup.mods["n" + _mod].desc>> <br><br>
<<if State.variables.mods["n" + _mod].owned gt 0>>
<<capture _mod>>
<<link "Install this mod">>
<<set State.variables.mods["n" + _mod].owned to State.variables.mods["n" + _mod].owned - 1>>
<<set State.variables.Inventory["n" + $whichNo].mod1 to setup.mods["n" + _mod].id>>
<<set $mod1 to setup.mods["n" + _mod].id>>
<<dialog>><<include "Weapon Modding">><</dialog>>
<</link>>
<</capture>>
- $Player_alias owns <<= State.variables.mods["n" + _mod].owned>>. One will be used.<br><br>
<</if>>
<<if State.variables.mods["n" + _mod].known gt 0>>
This mod can be crafted with the following materials: <br>
<<if setup.mods["n" + _mod].bio gt 0>>
<b><<= setup.mods["n" + _mod].bio>></b> Bio (<b>$Player_crafting_bio</b> owned)
<<if $Player_crafting_bio gte setup.mods["n" + _mod].bio>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].bits gt 0>>
<b><<= setup.mods["n" + _mod].bits>></b> Bits (<b>$Player_crafting_bits</b> owned)
<<if $Player_crafting_bits gte setup.mods["n" + _mod].bits>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].chems gt 0>>
<b><<= setup.mods["n" + _mod].chems>></b> Chems (<b>$Player_crafting_chems</b> owned)
<<if $Player_crafting_chems gte setup.mods["n" + _mod].chems>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].herbs gt 0>>
<b><<= setup.mods["n" + _mod].herbs>></b> Herbs (<b>$Player_crafting_herbs</b> owned)
<<if $Player_crafting_herbs gte setup.mods["n" + _mod].herbs>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].mats gt 0>>
<b><<= setup.mods["n" + _mod].mats>></b> Mats (<b>$Player_crafting_mats</b> owned)
<<if $Player_crafting_mats gte setup.mods["n" + _mod].mats>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].meds gt 0>>
<b><<= setup.mods["n" + _mod].meds>></b> Meds (<b>$Player_crafting_meds</b> owned)
<<if $Player_crafting_meds gte setup.mods["n" + _mod].meds>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].tek gt 0>>
<b><<= setup.mods["n" + _mod].tek>></b> Tek (<b>$Player_crafting_tek</b> owned)
<<if $Player_crafting_tek gte setup.mods["n" + _mod].tek>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].gold gt 0>>
<b><<= setup.mods["n" + _mod].gold>></b> $gold (<b>$Player_gold</b> owned)
<<if $Player_gold gte setup.mods["n" + _mod].gold>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
... and <b><<= setup.mods["n" + _mod].handiwork>></b> Handiwork (<b>$Player_skill_handiwork_actual</b> skill level)
<<if $Player_skill_handiwork_actual gte setup.mods["n" + _mod].handiwork>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<<if _creatable gt 0>>
<<capture _mod, $mod1>>
<<link "Create and Install">>
<<set $Player_crafting_bio to $Player_crafting_bio - setup.mods["n" + _mod].bio>>
<<set $Player_crafting_bits to $Player_crafting_bits - setup.mods["n" + _mod].bits>>
<<set $Player_crafting_chems to $Player_crafting_chems - setup.mods["n" + _mod].chems>>
<<set $Player_crafting_herbs to $Player_crafting_herbs - setup.mods["n" + _mod].herbs>>
<<set $Player_crafting_mats to $Player_crafting_mats - setup.mods["n" + _mod].mats>>
<<set $Player_crafting_meds to $Player_crafting_meds - setup.mods["n" + _mod].meds>>
<<set $Player_crafting_tek to $Player_crafting_tek - setup.mods["n" + _mod].tek>>
<<set $Player_gold to $Player_gold - setup.mods["n" + _mod].gold>>
<<set State.variables.mods["n" + $mod1].owned to State.variables.mods["n" + $mod1].owned + 1>>
<<set State.variables.Inventory["n" + $whichNo].mod1 to setup.mods["n" + _mod].id>>
<<set $mod1 to setup.mods["n" + _mod].id>>
<<dialog>><<include "Weapon Modding">><</dialog>>
<</link>> - <<if $mod1 isnot 0>>The current mod, <<= setup.mods["n" + $mod1].name>>, will be moved to collection.<<else>>The new mod will be installed immediately.<</if>> <br>
<</capture>>
<<capture _mod>>
<<link "Create">>
<<set $Player_crafting_bio to $Player_crafting_bio - setup.mods["n" + _mod].bio>>
<<set $Player_crafting_bits to $Player_crafting_bits - setup.mods["n" + _mod].bits>>
<<set $Player_crafting_chems to $Player_crafting_chems - setup.mods["n" + _mod].chems>>
<<set $Player_crafting_herbs to $Player_crafting_herbs - setup.mods["n" + _mod].herbs>>
<<set $Player_crafting_mats to $Player_crafting_mats - setup.mods["n" + _mod].mats>>
<<set $Player_crafting_meds to $Player_crafting_meds - setup.mods["n" + _mod].meds>>
<<set $Player_crafting_tek to $Player_crafting_tek - setup.mods["n" + _mod].tek>>
<<set $Player_gold to $Player_gold - setup.mods["n" + _mod].gold>>
<<set State.variables.mods["n" + _mod].owned to State.variables.mods["n" + _mod].owned + 1>>
<<dialog>><<include "Weapon Modding">><</dialog>>
<</link>> - The new mod will be created, but not installed. <br>
<</capture>>
<</if>>
<</if>>
<<sum>>
_details
<</details>>
<br>
<</if>>
<</for>>
<<if _mods_owned_1 is 0>>$Player_alias neither knows of nor possesses any Slot 1 Mods compatible with this weapon.<</if>>
<<sum>>
Modify Mod Slot 1.
<</details>>
<br>
<<if $mod2 is 0>>
Mod 2: No mod installed.
<br>
<<else>>
<b>Mod 2:</b> <<= setup.mods["n" + $mod2].name>> - <<= setup.mods["n" + $mod2].desc_brief>> || <b><<= setup.mods["n" + $mod2].stats>></b> <br>
<<link "Uninstall this mod">>
<<set State.variables.mods["n" + $mod2].owned to State.variables.mods["n" + $mod2].owned + 1>>
<<set State.variables.Inventory["n" + $whichNo].mod2 to 0>>
<<set $mod2 to 0>>
<<dialog>><<include "Weapon Modding">><</dialog>>
<</link>>
- It will be added to your collection.
<</if>>
<<details `setup[$type][$item].internal + State.variables.Inventory["n" + $whichNo].id + "Mod2"`>>
<br>
<<for _i, _mod range setup[$type][$item].modding_2>>
<<if State.variables.mods["n" + _mod].owned gt 0 or State.variables.mods["n" + _mod].known gt 0>>
<<set _mods_owned_2 to _mods_owned_2 + 1>>
<<if $Player_crafting_bio gte setup.mods["n" + _mod].bio and $Player_crafting_bits gte setup.mods["n" + _mod].bits and $Player_crafting_chems gte setup.mods["n" + _mod].chems and $Player_crafting_herbs gte setup.mods["n" + _mod].herbs and $Player_crafting_mats gte setup.mods["n" + _mod].mats and $Player_crafting_meds gte setup.mods["n" + _mod].meds and $Player_crafting_tek gte setup.mods["n" + _mod].tek and $Player_skill_handiwork_actual gte setup.mods["n" + _mod].handiwork>>
<<set _creatable to 1>>
<<else>>
<<set _creatable to 0>>
<</if>>
<<set _details to "<span style='color:#FFFFFF'>" + setup.mods["n" + _mod].name + " - " + setup.mods["n" + _mod].desc_brief + " || <b>" + setup.mods["n" + _mod].stats + "</b><br>Owned: " + State.variables.mods["n" + _mod].owned>>
<<if State.variables.mods["n" + _mod].owned gt 0>>
<<set _deets1 to "<span style='color:#61EC68'><b> ✔</b></span>">>
<<else>>
<<set _deets1 to "<span style='color:#F65050'><b> ✖</b></span>">>
<</if>>
<<set _details to _details + _deets1 + " || Known: ">>
<<if State.variables.mods["n" + _mod].known gt 0>>
<<set _deets1 to "Yes <span style='color:#61EC68'><b>✔</b></span>">>
<<else>>
<<set _deets1 to "No <span style='color:#F65050'><b>✖</b></span>">>
<</if>>
<<set _details to _details + _deets1 + " || Can Craft: ">>
<<if _creatable gt 0>>
<<set _deets1 to "Yes <span style='color:#61EC68'><b>✔</b></span>">>
<<else>>
<<set _deets1 to "No <span style='color:#F65050'><b>✖</b></span>">>
<</if>>
<<set _details to _details + _deets1 + "</span> - See more">>
<<details `setup[$type][$item].internal + State.variables.Inventory["n" + $whichNo].id + _i`>>
<br>
<<= setup.mods["n" + _mod].desc>> <br><br>
<<if State.variables.mods["n" + _mod].owned gt 0>>
<<capture _mod>>
<<link "Install this mod">>
<<set State.variables.mods["n" + _mod].owned to State.variables.mods["n" + _mod].owned - 1>>
<<set State.variables.Inventory["n" + $whichNo].mod2 to setup.mods["n" + _mod].id>>
<<set $mod2 to setup.mods["n" + _mod].id>>
<<dialog>><<include "Weapon Modding">><</dialog>>
<</link>>
<</capture>>
- $Player_alias owns <<= State.variables.mods["n" + _mod].owned>>. One will be used.<br><br>
<</if>>
<<if State.variables.mods["n" + _mod].known gt 0>>
This mod can be crafted with the following materials: <br>
<<if setup.mods["n" + _mod].bio gt 0>>
<b><<= setup.mods["n" + _mod].bio>></b> Bio (<b>$Player_crafting_bio</b> owned)
<<if $Player_crafting_bio gte setup.mods["n" + _mod].bio>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].bits gt 0>>
<b><<= setup.mods["n" + _mod].bits>></b> Bits (<b>$Player_crafting_bits</b> owned)
<<if $Player_crafting_bits gte setup.mods["n" + _mod].bits>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].chems gt 0>>
<b><<= setup.mods["n" + _mod].chems>></b> Chems (<b>$Player_crafting_chems</b> owned)
<<if $Player_crafting_chems gte setup.mods["n" + _mod].chems>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].herbs gt 0>>
<b><<= setup.mods["n" + _mod].herbs>></b> Herbs (<b>$Player_crafting_herbs</b> owned)
<<if $Player_crafting_herbs gte setup.mods["n" + _mod].herbs>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].mats gt 0>>
<b><<= setup.mods["n" + _mod].mats>></b> Mats (<b>$Player_crafting_mats</b> owned)
<<if $Player_crafting_mats gte setup.mods["n" + _mod].mats>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].meds gt 0>>
<b><<= setup.mods["n" + _mod].meds>></b> Meds (<b>$Player_crafting_meds</b> owned)
<<if $Player_crafting_meds gte setup.mods["n" + _mod].meds>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].tek gt 0>>
<b><<= setup.mods["n" + _mod].tek>></b> Tek (<b>$Player_crafting_tek</b> owned)
<<if $Player_crafting_tek gte setup.mods["n" + _mod].tek>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].gold gt 0>>
<b><<= setup.mods["n" + _mod].gold>></b> $gold (<b>$Player_gold</b> owned)
<<if $Player_gold gte setup.mods["n" + _mod].gold>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
... and <b><<= setup.mods["n" + _mod].handiwork>></b> Handiwork (<b>$Player_skill_handiwork_actual</b> skill level)
<<if $Player_skill_handiwork_actual gte setup.mods["n" + _mod].handiwork>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<<if _creatable gt 0>>
<<capture _mod, $mod2>>
<<link "Create and Install">>
<<set $Player_crafting_bio to $Player_crafting_bio - setup.mods["n" + _mod].bio>>
<<set $Player_crafting_bits to $Player_crafting_bits - setup.mods["n" + _mod].bits>>
<<set $Player_crafting_chems to $Player_crafting_chems - setup.mods["n" + _mod].chems>>
<<set $Player_crafting_herbs to $Player_crafting_herbs - setup.mods["n" + _mod].herbs>>
<<set $Player_crafting_mats to $Player_crafting_mats - setup.mods["n" + _mod].mats>>
<<set $Player_crafting_meds to $Player_crafting_meds - setup.mods["n" + _mod].meds>>
<<set $Player_crafting_tek to $Player_crafting_tek - setup.mods["n" + _mod].tek>>
<<set $Player_gold to $Player_gold - setup.mods["n" + _mod].gold>>
<<set State.variables.mods["n" + $mod2].owned to State.variables.mods["n" + $mod2].owned + 1>>
<<set State.variables.Inventory["n" + $whichNo].mod2 to setup.mods["n" + _mod].id>>
<<set $mod2 to setup.mods["n" + _mod].id>>
<<dialog>><<include "Weapon Modding">><</dialog>>
<</link>> - <<if $mod2 isnot 0>>The current mod, <<= setup.mods["n" + $mod2].name>>, will be moved to collection.<<else>>The new mod will be installed immediately.<</if>> <br>
<</capture>>
<<capture _mod>>
<<link "Create">>
<<set $Player_crafting_bio to $Player_crafting_bio - setup.mods["n" + _mod].bio>>
<<set $Player_crafting_bits to $Player_crafting_bits - setup.mods["n" + _mod].bits>>
<<set $Player_crafting_chems to $Player_crafting_chems - setup.mods["n" + _mod].chems>>
<<set $Player_crafting_herbs to $Player_crafting_herbs - setup.mods["n" + _mod].herbs>>
<<set $Player_crafting_mats to $Player_crafting_mats - setup.mods["n" + _mod].mats>>
<<set $Player_crafting_meds to $Player_crafting_meds - setup.mods["n" + _mod].meds>>
<<set $Player_crafting_tek to $Player_crafting_tek - setup.mods["n" + _mod].tek>>
<<set $Player_gold to $Player_gold - setup.mods["n" + _mod].gold>>
<<set State.variables.mods["n" + _mod].owned to State.variables.mods["n" + _mod].owned + 1>>
<<dialog>><<include "Weapon Modding">><</dialog>>
<</link>> - The new mod will be created, but not installed. <br>
<</capture>>
<</if>>
<</if>>
<<sum>>
_details
<</details>>
<br>
<</if>>
<</for>>
<<if _mods_owned_2 is 0>>$Player_alias neither knows of nor possesses any Slot 2 Mods compatible with this weapon.<</if>>
<<sum>>
Modify Mod Slot 2.
<</details>>
<br>
<<if $mod3 is 0>>
Mod 3: No mod installed.
<br>
<<else>>
<b>Mod 3:</b> <<= setup.mods["n" + $mod3].name>> - <<= setup.mods["n" + $mod3].desc_brief>> || <b><<= setup.mods["n" + $mod3].stats>></b> <br>
<<link "Uninstall this mod">>
<<set State.variables.mods["n" + $mod3].owned to State.variables.mods["n" + $mod3].owned + 1>>
<<set State.variables.Inventory["n" + $whichNo].mod3 to 0>>
<<set $mod3 to 0>>
<<dialog>><<include "Weapon Modding">><</dialog>>
<</link>>
- It will be added to your collection.
<</if>>
<<details `setup[$type][$item].internal + State.variables.Inventory["n" + $whichNo].id + "Mod3"`>>
<br>
<<for _i, _mod range setup[$type][$item].modding_3>>
<<if State.variables.mods["n" + _mod].owned gt 0 or State.variables.mods["n" + _mod].known gt 0>>
<<set _mods_owned_3 to _mods_owned_3 + 1>>
<<if $Player_crafting_bio gte setup.mods["n" + _mod].bio and $Player_crafting_bits gte setup.mods["n" + _mod].bits and $Player_crafting_chems gte setup.mods["n" + _mod].chems and $Player_crafting_herbs gte setup.mods["n" + _mod].herbs and $Player_crafting_mats gte setup.mods["n" + _mod].mats and $Player_crafting_meds gte setup.mods["n" + _mod].meds and $Player_crafting_tek gte setup.mods["n" + _mod].tek and $Player_skill_handiwork_actual gte setup.mods["n" + _mod].handiwork>>
<<set _creatable to 1>>
<<else>>
<<set _creatable to 0>>
<</if>>
<<set _details to "<span style='color:#FFFFFF'>" + setup.mods["n" + _mod].name + " - " + setup.mods["n" + _mod].desc_brief + " || <b>" + setup.mods["n" + _mod].stats + "</b><br>Owned: " + State.variables.mods["n" + _mod].owned>>
<<if State.variables.mods["n" + _mod].owned gt 0>>
<<set _deets1 to "<span style='color:#61EC68'><b> ✔</b></span>">>
<<else>>
<<set _deets1 to "<span style='color:#F65050'><b> ✖</b></span>">>
<</if>>
<<set _details to _details + _deets1 + " || Known: ">>
<<if State.variables.mods["n" + _mod].known gt 0>>
<<set _deets1 to "Yes <span style='color:#61EC68'><b>✔</b></span>">>
<<else>>
<<set _deets1 to "No <span style='color:#F65050'><b>✖</b></span>">>
<</if>>
<<set _details to _details + _deets1 + " || Can Craft: ">>
<<if _creatable gt 0>>
<<set _deets1 to "Yes <span style='color:#61EC68'><b>✔</b></span>">>
<<else>>
<<set _deets1 to "No <span style='color:#F65050'><b>✖</b></span>">>
<</if>>
<<set _details to _details + _deets1 + "</span> - See more">>
<<details `setup[$type][$item].internal + State.variables.Inventory["n" + $whichNo].id + _i`>>
<br>
<<= setup.mods["n" + _mod].desc>> <br><br>
<<if State.variables.mods["n" + _mod].owned gt 0>>
<<capture _mod>>
<<link "Install this mod">>
<<set State.variables.mods["n" + _mod].owned to State.variables.mods["n" + _mod].owned - 1>>
<<set State.variables.Inventory["n" + $whichNo].mod3 to setup.mods["n" + _mod].id>>
<<set $mod3 to setup.mods["n" + _mod].id>>
<<dialog>><<include "Weapon Modding">><</dialog>>
<</link>>
<</capture>>
- $Player_alias owns <<= State.variables.mods["n" + _mod].owned>>. One will be used.<br><br>
<</if>>
<<if State.variables.mods["n" + _mod].known gt 0>>
This mod can be crafted with the following materials: <br>
<<if setup.mods["n" + _mod].bio gt 0>>
<b><<= setup.mods["n" + _mod].bio>></b> Bio (<b>$Player_crafting_bio</b> owned)
<<if $Player_crafting_bio gte setup.mods["n" + _mod].bio>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].bits gt 0>>
<b><<= setup.mods["n" + _mod].bits>></b> Bits (<b>$Player_crafting_bits</b> owned)
<<if $Player_crafting_bits gte setup.mods["n" + _mod].bits>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].chems gt 0>>
<b><<= setup.mods["n" + _mod].chems>></b> Chems (<b>$Player_crafting_chems</b> owned)
<<if $Player_crafting_chems gte setup.mods["n" + _mod].chems>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].herbs gt 0>>
<b><<= setup.mods["n" + _mod].herbs>></b> Herbs (<b>$Player_crafting_herbs</b> owned)
<<if $Player_crafting_herbs gte setup.mods["n" + _mod].herbs>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].mats gt 0>>
<b><<= setup.mods["n" + _mod].mats>></b> Mats (<b>$Player_crafting_mats</b> owned)
<<if $Player_crafting_mats gte setup.mods["n" + _mod].mats>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].meds gt 0>>
<b><<= setup.mods["n" + _mod].meds>></b> Meds (<b>$Player_crafting_meds</b> owned)
<<if $Player_crafting_meds gte setup.mods["n" + _mod].meds>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].tek gt 0>>
<b><<= setup.mods["n" + _mod].tek>></b> Tek (<b>$Player_crafting_tek</b> owned)
<<if $Player_crafting_tek gte setup.mods["n" + _mod].tek>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
<<if setup.mods["n" + _mod].gold gt 0>>
<b><<= setup.mods["n" + _mod].gold>></b> $gold (<b>$Player_gold</b> owned)
<<if $Player_gold gte setup.mods["n" + _mod].gold>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<</if>>
... and <b><<= setup.mods["n" + _mod].handiwork>></b> Handiwork (<b>$Player_skill_handiwork_actual</b> skill level)
<<if $Player_skill_handiwork_actual gte setup.mods["n" + _mod].handiwork>>
<span style="color:#61EC68"><b>✔</b></span>
<<else>>
<span style="color:#F65050"><b>✖</b></span>
<</if>>
<br>
<<if _creatable gt 0>>
<<capture _mod, $mod3>>
<<link "Create and Install">>
<<set $Player_crafting_bio to $Player_crafting_bio - setup.mods["n" + _mod].bio>>
<<set $Player_crafting_bits to $Player_crafting_bits - setup.mods["n" + _mod].bits>>
<<set $Player_crafting_chems to $Player_crafting_chems - setup.mods["n" + _mod].chems>>
<<set $Player_crafting_herbs to $Player_crafting_herbs - setup.mods["n" + _mod].herbs>>
<<set $Player_crafting_mats to $Player_crafting_mats - setup.mods["n" + _mod].mats>>
<<set $Player_crafting_meds to $Player_crafting_meds - setup.mods["n" + _mod].meds>>
<<set $Player_crafting_tek to $Player_crafting_tek - setup.mods["n" + _mod].tek>>
<<set $Player_gold to $Player_gold - setup.mods["n" + _mod].gold>>
<<set State.variables.mods["n" + $mod3].owned to State.variables.mods["n" + $mod3].owned + 1>>
<<set State.variables.Inventory["n" + $whichNo].mod3 to setup.mods["n" + _mod].id>>
<<set $mod3 to setup.mods["n" + _mod].id>>
<<dialog>><<include "Weapon Modding">><</dialog>>
<</link>> - <<if $mod3 isnot 0>>The current mod, <<= setup.mods["n" + $mod3].name>>, will be moved to collection.<<else>>The new mod will be installed immediately.<</if>> <br>
<</capture>>
<<capture _mod>>
<<link "Create">>
<<set $Player_crafting_bio to $Player_crafting_bio - setup.mods["n" + _mod].bio>>
<<set $Player_crafting_bits to $Player_crafting_bits - setup.mods["n" + _mod].bits>>
<<set $Player_crafting_chems to $Player_crafting_chems - setup.mods["n" + _mod].chems>>
<<set $Player_crafting_herbs to $Player_crafting_herbs - setup.mods["n" + _mod].herbs>>
<<set $Player_crafting_mats to $Player_crafting_mats - setup.mods["n" + _mod].mats>>
<<set $Player_crafting_meds to $Player_crafting_meds - setup.mods["n" + _mod].meds>>
<<set $Player_crafting_tek to $Player_crafting_tek - setup.mods["n" + _mod].tek>>
<<set $Player_gold to $Player_gold - setup.mods["n" + _mod].gold>>
<<set State.variables.mods["n" + _mod].owned to State.variables.mods["n" + _mod].owned + 1>>
<<dialog>><<include "Weapon Modding">><</dialog>>
<</link>> - The new mod will be created, but not installed. <br>
<</capture>>
<</if>>
<</if>>
<<sum>>
_details
<</details>>
<br>
<</if>>
<</for>>
<<if _mods_owned_3 is 0>>$Player_alias neither knows of nor possesses any Slot 3 Mods compatible with this weapon.<</if>>
<<sum>>
Modify Mod Slot 3.
<</details>>
<</nobr>><<nobr>>
<<set $type to State.variables.Inventory["n" + $whichNo].type>>
<<set $item to State.variables.Inventory["n" + $whichNo].internal>>
<<set $move_letter to setup[$type][$item].type_id>>
<<set $Shop_Stack to 1>><<include "Scrapping Reset">>
<<set $Remove to $item>>
<<if $("#drop_replace").length>>
<<else>>
<<set $Drop_Block to 1>>
<</if>>
<span id="item-screen">
<div align='center'>
<<if $game_gold is 1>>
[img[setup[$type][$item].icon_path]]
<<else>>
[img[setup[$type][$item].icon]]
<</if>>
<span style='font-size: 140%;font-variant: small-caps;'> <<if def setup[$type][$item].brand>><<= setup[$type][$item].brand>><</if>><b><<= setup[$type][$item].name_formal>></b></span></div>
<<if $type isnot "key" and $type isnot "clothing">>
<div style = "align-items: center;display: flex;min-height: 70%">
<div align="left" style="border-width: 2px 1px 2px 2px;border-style: solid;border-color: #4d4d4d;width: 99%;min-height: 62vh;max-height: 62vh;background-color: rgba(0, 0, 0, 0.2);padding: 5px;overflow-y: auto;">
<<if $type is "weapon">>
<<hover>><IS>Damage Range:</IS><<tip>>Base damage of the weapon, as determined by the listed dice roll.<br>1d6, for example, is 1-6.<</hover>> <<= setup[$type][$item].main_damage_range>> ||
<<hover>><IS>Advanced Range:</IS><<tip>>Some weapons - usually advanced ones - may contain secondary methods of attack.<br>For example, a gunblade would consist of the blade (damage range) and the gun (advanced range).<br>Certain attacks may utilize the advanced range in this manner.<</hover>> <<= setup[$type][$item].main_advanced_range>>
<br>
<<hover>><IS>Damage:</IS><<tip>>A bonus (or penalty) to the base damage of the weapon.<br>For example, 2 Damage means each attack will do +2 damage during calculation.<</hover>> + <<= setup[$type][$item].main_damage>> ||
<<hover>><IS>Accuracy:</IS><<tip>>A bonus (or penalty) to the accuracy of the weapon.<br>1 Accuracy is roughly equal to a 5% greater chance to hit.<</hover>> + <<= setup[$type][$item].main_accuracy_bonus>>
<br>
<<hover>><IS>Defence:</IS><<tip>>A bonus or penalty to the wielder's armour score.<br>This applies so long as the weapon is equipped, even if not actively used in a turn.<</hover>> + <<= setup[$type][$item].main_defence>> ||
<<hover>><IS>Penetration:</IS><<tip>>A bonus or penalty to the ability for attacks made with this weapon to penetrate enemy armour score.<br>Fully penetrating armour results in a damage bonus, rather than merely neutralizing the armour.<</hover>> + <<= setup[$type][$item].main_armour_penetration>>
<br>
<<hover>><IS>Archetype:</IS><<tip>>What kind of weapon this is.<br>This may affect Mod availability.<</hover>> <<= setup[$type][$item].archetype>> ||
<<hover>><IS>Damage Type:</IS><<tip>>Forceful: damage scales primarily off of Strength.<br>Agile: damage scales primarily off of Agility.<br>Tricky: damage scales primarily off of Wits.<</hover>> <<if setup[$type][$item].main_attack_type is "Forceful">><span class="forceful"><<= setup[$type][$item].main_attack_type>></span><</if>><<if setup[$type][$item].main_attack_type is "Agile">><span class="agile"><<= setup[$type][$item].main_attack_type>></span><</if>><<if setup[$type][$item].main_attack_type is "Tricky">><span class="tricky"><<= setup[$type][$item].main_attack_type>></span><</if>>
<br>
<<hover>><IS>Element:</IS><<tip>>The primary element this weapon's attacks use, unless otherwise stated.<</hover>> <<= setup[$type][$item].damage_type_verbose>> ||
<<hover>><IS>Element 2:</IS><<tip>>Some weapons have two elements, and deal damage with both of them at once.<</hover>> <<= setup[$type][$item].damage_type_2_verbose>>
<br>
<<hover>><IS>Attack Modifier:</IS><<tip>>Attack Modifiers add extra effects to attacks made with this weapon.<br>Modifiers may be passively active, or they may invoke chances to apply effects.<</hover>> <<= setup[$type][$item].modifier_verbose>> || <<hover>><IS>Attack Modifier 2:</IS><<tip>>Some weapons may have up to two Attack Modifiers.<</hover>> <<= setup[$type][$item].modifier_2_verbose>>
<<if $game_type is "RPG">><hrt><hr></hrt>
<<include "Mod Display">><</if>>
<hrt><hr></hrt>
<<include "Attack Display">>
<<elseif $type is "subweapon">>
<<hover>><IS>Damage Range:</IS><<tip>>Base damage of the subweapon, as determined by the listed dice roll.<br>1d6, for example, is 1-6.<</hover>> <<= setup[$type][$item].sub_damage_range>> ||
<<hover>><IS>Advanced Range:</IS><<tip>>Some subweapons - usually advanced ones - may contain secondary methods of attack.<br>For example, a gunblade would consist of the blade (damage range) and the gun (advanced range).<br>Certain attacks may utilize the advanced range in this manner.<</hover>> <<= setup[$type][$item].sub_advanced_range>>
<br>
<<hover>><IS>Damage:</IS><<tip>>A bonus (or penalty) to the base damage of the subweapon.<br>For example, 2 Damage means each attack will do +2 damage during calculation.<</hover>> + <<= setup[$type][$item].sub_damage>> ||
<<hover>><IS>Accuracy:</IS><<tip>>A bonus (or penalty) to the accuracy of the subweapon.<br>1 Accuracy is roughly equal to a 5% greater chance to hit.<</hover>> + <<= setup[$type][$item].sub_accuracy_bonus>>
<br>
<<hover>><IS>Defence:</IS><<tip>>A bonus or penalty to the wielder's armour score.<br>This applies so long as the subweapon is equipped, even if not actively used in a turn.<</hover>> + <<= setup[$type][$item].sub_defence>> ||
<<hover>><IS>Penetration:</IS><<tip>>A bonus or penalty to the ability for attacks made with this subweapon to penetrate enemy armour score.<br>Fully penetrating armour results in a damage bonus, rather than merely neutralizing the armour.<</hover>> + <<= setup[$type][$item].sub_armour_penetration>>
<br>
<<hover>><IS>Archetype:</IS><<tip>>What kind of subweapon this is.<br>This may affect Mod availability.<</hover>> <<= setup[$type][$item].archetype>> ||
<<hover>><IS>Damage Type:</IS><<tip>>Forceful: damage scales primarily off of Strength.<br>Agile: damage scales primarily off of Agility.<br>Tricky: damage scales primarily off of Wits.<</hover>> <<if setup[$type][$item].sub_attack_type is "Forceful">><span class="forceful"><<= setup[$type][$item].sub_attack_type>></span><</if>><<if setup[$type][$item].sub_attack_type is "Agile">><span class="agile"><<= setup[$type][$item].sub_attack_type>></span><</if>><<if setup[$type][$item].sub_attack_type is "Tricky">><span class="tricky"><<= setup[$type][$item].sub_attack_type>></span><</if>>
<br>
<<hover>><IS>Element:</IS><<tip>>The primary element this subweapon's attacks use, unless otherwise stated.<br>Subweapon attacks often specify their element. If they don't, they will use what is listed.<</hover>> <<= setup[$type][$item].damage_type_verbose>> ||
<<hover>><IS>Element 2:</IS><<tip>>Some subweapons have two elements, and deal damage with both of them at once.<br>If a subweapon's attacks specify their element, this is a quick reference instead.<</hover>> <<= setup[$type][$item].damage_type_2_verbose>>
<br>
<<hover>><IS>Attack Modifier:</IS><<tip>>Attack Modifiers add extra effects to attacks made with this subweapon.<br>Modifiers may be passively active, or they may invoke chances to apply effects.<</hover>> <<= setup[$type][$item].modifier_verbose>> || <<hover>><IS>Attack Modifier 2:</IS><<tip>>Some subweapons may have up to two Attack Modifiers.<</hover>> <<= setup[$type][$item].modifier_2_verbose>>
<hrt><hr></hrt>
<<include "Attack Display">>
<<elseif $type is "armour">>
<<hover>><IS>Defence:</IS><<tip>>How much damage the armour mitigates.<br>Each point of total Defence adds to a multiplier (positive or negative) during damage calculation.<</hover>> <<= setup[$type][$item].armour_defence>>
<br>
<<hover>><IS>Dodge:</IS><<tip>>A bonus or penalty to the wearer's ability to avoid attacks.<br>Each point of Dodge is roughly equivilant to 5% extra dodge chance.<</hover>> <<= setup[$type][$item].armour_dodge>>
<br>
<<hover>><IS>Shield:</IS><<tip>>Some Armours may have built-in Shield bonuses.<br>Shield is a regenerating extra health bar that intercepts most forms of damage.<br>Shields are rarely high, but they start every fight at their maximum value.<</hover>> <<= setup[$type][$item].shield_armour>>
<br><br>
<<hover>><IS>Sex Appeal:</IS><<tip>>A social stat that influences how attractive the wearer appears to other people.<br>Of course, this can be subjective!<br>In some situations, Sex Appeal can open certain doors... or cause trouble.<</hover>> <<= setup[$type][$item].armour_sexy>>
<br>
<<hover>><IS>Intimidation:</IS><<tip>>A social stat that determines how intimidating the wearer appears to other people.<br>Of course, this can be subjective!<br>An intimidating look can come in handy, but can also make some people distrustful.<</hover>> <<= setup[$type][$item].armour_badass>>
<hrt><hr></hrt>
<<hover>><IS>Specifications:</IS><<tip>>Armour may have special defensive properties.<br>Common examples include resistances (or weaknesses) to elemental damage types.<</hover>>
<br>
<<if def setup[$type][$item].armour_spec1>><<= setup[$type][$item].armour_spec1_read>><br><</if>>
<<if def setup[$type][$item].armour_spec2>><<= setup[$type][$item].armour_spec2_read>><br><</if>>
<<if def setup[$type][$item].armour_spec3>><<= setup[$type][$item].armour_spec3_read>><br><</if>>
<<if def setup[$type][$item].armour_spec4>><<= setup[$type][$item].armour_spec4_read>><br><</if>>
<<if def setup[$type][$item].armour_spec5>><<= setup[$type][$item].armour_spec5_read>><br><</if>>
<<if def setup[$type][$item].armour_spec6>><<= setup[$type][$item].armour_spec6_read>><br><</if>>
<<elseif $type is "accessory">>
<<hover>><IS>Specifications:</IS><<tip>>Accessories have no inherent common stats.<br>Rather, each Accessory is unique, and can have all manner of bonuses (and penalties).<</hover>>
<br><br>
<<if def setup[$type][$item].accessory_spec1>><<= setup[$type][$item].accessory_spec1_read>><br><</if>>
<<if def setup[$type][$item].accessory_spec2>><<= setup[$type][$item].accessory_spec2_read>><br><</if>>
<<if def setup[$type][$item].accessory_spec3>><<= setup[$type][$item].accessory_spec3_read>><br><</if>>
<<if def setup[$type][$item].accessory_spec4>><<= setup[$type][$item].accessory_spec4_read>><br><</if>>
<<if def setup[$type][$item].accessory_spec5>><<= setup[$type][$item].accessory_spec5_read>><br><</if>>
<<if def setup[$type][$item].accessory_spec6>><<= setup[$type][$item].accessory_spec6_read>><br><</if>>
<<elseif $type is "consumable">>
<<if setup[$type][$item].junk is 1>>
<<hover>><IS>Junk</IS><<tip>>Junk items have two uses.<br>They can be sold to merchants who might, for whatever reason, want them.<br>They can also be broken down into crafting materials.<</hover>>
<br><br>
Scrapping one of these will provide the following materials:<br>
<<if setup[$type][$item].scrap_bio gt 0>>
<<set $Player_scrapping_bio to (setup[$type][$item].scrap_bio * $Shop_Stack)>>
<<hover>><IS>Bio:</IS><<tip>>Biological matter suitable for repurposing.<</hover>> <<= setup[$type][$item].scrap_bio>> <br>
<</if>>
<<if setup[$type][$item].scrap_bits gt 0>>
<<set $Player_scrapping_bits to (setup[$type][$item].scrap_bits * $Shop_Stack)>>
<<hover>><IS>Bits:</IS><<tip>>Bits and bobs. Nuts and bolts. Fiddly, but vital.<</hover>> <<= setup[$type][$item].scrap_bits>> <br>
<</if>>
<<if setup[$type][$item].scrap_chems gt 0>>
<<set $Player_scrapping_chems to (setup[$type][$item].scrap_chems * $Shop_Stack)>>
<<hover>><IS>Chems:</IS><<tip>>Useful chemicals for a variety of purposes.<</hover>> <<= setup[$type][$item].scrap_chems>> <br>
<</if>>
<<if setup[$type][$item].scrap_herbs gt 0>>
<<set $Player_scrapping_herbs to (setup[$type][$item].scrap_herbs * $Shop_Stack)>>
<<hover>><IS>Herbs:</IS><<tip>>Plant and floral matter with a variety of uses.<</hover>> <<= setup[$type][$item].scrap_herbs>> <br>
<</if>>
<<if setup[$type][$item].scrap_mats gt 0>>
<<set $Player_scrapping_mats to (setup[$type][$item].scrap_mats * $Shop_Stack)>>
<<hover>><IS>Mats:</IS><<tip>>Base materials for construction of all sorts.<</hover>> <<= setup[$type][$item].scrap_mats>> <br>
<</if>>
<<if setup[$type][$item].scrap_meds gt 0>>
<<set $Player_scrapping_meds to (setup[$type][$item].scrap_meds * $Shop_Stack)>>
<<hover>><IS>Meds:</IS><<tip>>Medical extracts and materials for what ails ye.<</hover>> <<= setup[$type][$item].scrap_meds>> <br>
<</if>>
<<if setup[$type][$item].scrap_tek gt 0>>
<<set $Player_scrapping_tek to (setup[$type][$item].scrap_tek * $Shop_Stack)>>
<<hover>><IS>Tek:</IS><<tip>>Advanced materials for advanced creations.<</hover>> <<= setup[$type][$item].scrap_tek>> <br>
<</if>>
<<include "Scrapping Reset 2">>
<br>
<span id="stack-replace-scrap"><<include "Scrap Report">></span>
<<elseif setup[$type][$item].junk is 0>>
<<= setup[$type][$item].type_usage>>
<br><br>
<<if def setup[$type][$item].heals>>
<<if setup[$type][$item].heals is "HP">>
<<set $Player_max to $Player_hp_max>>
<<elseif setup[$type][$item].heals is "Glow">>
<<set $Player_max to $Player_glow_max>>
<<elseif setup[$type][$item].heals is "Focus">>
<<set $Player_max to $Player_focus_max>>
<<elseif setup[$type][$item].heals is "Flow">>
<<set $Player_max to $Player_flow_max>>
<<elseif setup[$type][$item].heals is "Physical">>
<<set $Player_max to $Player_hp_max>>
<</if>>
<<set $Player_Heal to $Player_max * setup[$type][$item].heal_multiplier>>
<<set $Player_htemp to $Player_max * setup[$type][$item].heal_wits_multiplier>>
<<set $Player_hwits to Math.clamp($Player_wits_total, 1, 5)>>
<<set $Player_htemp to $Player_htemp * $Player_hwits>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<<set $Player_Heal to Math.round($Player_Heal)>>
<</if>>
<<= setup[$type][$item].use_desc>>
<br><br>
$Player_alias has <<= State.variables.Inventory["n" + $whichNo].stack>> of these in $her possession.
<br><br>
<<if setup[$type][$item].consumption_type is "Consumed">>
Using this item will consume it.
<<elseif setup[$type][$item].consumption_type is "Cooldown">>
Using this item will consume it, but it will be returned once the fight is over. If multiple of this item are possessed, each can be used until depleted.
<<if $Player_combat is 1>>
$Player_alias has used $consumables[$item].used of this item in this fight. It can be used a maximum of $consumables[$item].stack times!
<</if>>
<<else>>
Using this item will not consume it. It can be used again.
<</if>>
<<if setup[$type][$item].shop_type is "Tool">>
<br><br>
<<include "Tool Use">>
<</if>>
<</if>>
<</if>>
</div><div align="left" style="border-width: 2px 2px 2px 1px;border-style: solid;border-color: #4d4d4d;width: 99%;min-height: 62vh;max-height: 62vh;background-color: rgba(0, 0, 0, 0.2);padding: 5px;overflow-y: auto;">
<<= setup[$type][$item].desc>>
</div>
<<else>>
<div style="border-width: 2px 2px 2px 2px;border-style: solid;border-color: #4d4d4d;width: 99%;min-height: 40vh;max-height: 62vh;background-color: rgba(0, 0, 0, 0.2);padding: 5px;overflow-y: auto;">
<<if $type is "key">>
<<= setup[$type][$item].desc>>
<<else>>
<<hover>><IS>Social Stats:</IS><<tip>>Clothing does not provide combat or skill stats.<br>Rather, it is mostly aesthetic.<br>However, the social stats it provides can influence others.<</hover>>
<br>
<<hover>><IS>Sex Appeal:</IS><<tip>>A social stat that influences how attractive the wearer appears to other people.<br>Of course, this can be subjective!<br>In some situations, Sex Appeal can open certain doors... or cause trouble.<</hover>> <<= setup[$type][$item].outfit_sexy>> || <<hover>><IS>Intimidation:</IS><<tip>>A social stat that determines how intimidating the wearer appears to other people.<br>Of course, this can be subjective!<br>An intimidating look can come in handy, but can also make some people distrustful.<</hover>> <<= setup[$type][$item].outfit_badass>>
<br><br>
<<= setup[$type][$item].desc>>
<</if>>
</div>
<</if>>
<div align='center' class="disable-select" style='font-size: 130%;style=line-height: 120%;padding: 5px;'><b>
<<if $game_type is "RPG">>
<<if $type is "weapon" or $type is "subweapon" or $type is "armour" or $type is "clothing" or $type is "accessory">>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Equip">>
<br>
<</if>>
</span>
<</if>>
<<else>>
<<if $type is "weapon" or $type is "subweapon" or $type is "armour" or $type is "accessory">>
<span id="dialog-equip">
<<if $Player_item_block is 1>>
<s>Equip</s> - Not your turn!
<<else>>
<<include "Equip">>
<br>
<</if>>
</span>
<</if>>
<</if>>
<<if $type is "consumable">>
<<if setup[$type][$item].shop_type is "Medical">>
<<include "Use Medical">>
<<elseif setup[$type][$item].shop_type is "Combat Item">>
<<include "Use Combat Item">>
<<elseif setup[$type][$item].shop_type is "Junk">>
<<if $Player_combat is 0>>
<<link "Scrap">>
<<dialog>>
<<= setup[$type][$item].scrapping>> <<set $SR to 1>><<include "Scrap Report">><<set $SR to 0>>
<</dialog>>
<<set $Remove to setup[$type][$item].internal>>
<<set $Remove_Position to State.variables.Inventory["n" + $whichNo].position>>
<<include "Remove">>
/*<<if State.variables.consumables[$Remove].stack lte 0>>
<<run delete State.variables.Inventory["n" + $whichNo]>>
<</if>>*/
<<set $Shop_Stack to 1>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>><<if $game_type is "RPG">> ||<</if>>
<</if>>
<</if>>
<</if>>
<<if State.variables.Inventory["n" + $whichNo].equipped is 1>><b>Equipped!</b><<if $game_type is "RPG">> || <</if>><</if>>
<<if $game_type is "RPG">>
<<if $type is "weapon" or $type is "subweapon" or $type is "armour" or $type is "clothing" or $type is "accessory">>
<<if $Shop is 1 and $Player_combat is 0 and State.variables.Inventory["n" + $whichNo].equipped is 0>>
<<set $Shop_Allowed to 1>>
<<else>>
<<set $Shop_Allowed to 0>>
<</if>>
<<elseif $type is "consumable">>
<<if $Shop is 1 and $Player_combat is 0>>
<<set $Shop_Allowed to 1>>
<<else>>
<<set $Shop_Allowed to 0>>
<</if>>
<<elseif $type is "key">>
<<set $Shop_Allowed to 0>>
<</if>>
<<if $Shop_Allowed is 1>>
<<set $Player_temp to setup[$type][$item].value>>
<<set $Player_temp to ($Player_temp * $Shop_Stack)>>
<<set $Shop_Item_Type to setup[$type][$item].shop_type>>
<<set $Shop_Item_Name to setup[$type][$item].name_formal>>
<<if $Shop_Stack > 1>>
<<set $Shop_Item_Name to (setup[$type][$item].plural + setup[$type][$item].name_formal + setup[$type][$item].plural_s)>>
<</if>>
<<if $type is "weapon">>
<<if State.variables.Inventory["n" + $whichNo].mod1 isnot 0>>
<<set _thisMod to State.variables.Inventory["n" + $whichNo].mod1>>
<<set $Player_temp to $Player_temp + State.variables.mods["n" + _thisMod].added_value>>
<</if>>
<<if State.variables.Inventory["n" + $whichNo].mod2 isnot 0>>
<<set _thisMod to State.variables.Inventory["n" + $whichNo].mod2>>
<<set $Player_temp to $Player_temp + State.variables.mods["n" + _thisMod].added_value>>
<</if>>
<<if State.variables.Inventory["n" + $whichNo].mod3 isnot 0>>
<<set _thisMod to State.variables.Inventory["n" + $whichNo].mod3>>
<<set $Player_temp to $Player_temp + State.variables.mods["n" + _thisMod].added_value>>
<</if>>
<</if>>
<<set $Remove to setup[$type][$item].internal>>
<<set $Remove_Position to State.variables.Inventory["n" + $whichNo].position>>
<<include "Sell Item Pre">>
<<set $Player_temp2 to $Player_temp>>
<<link "Sell">>
<<dialog>>
<<include "Sell Item">>
<<link "Sell" `passage()`>>
<<include "Remove">>
/*<<if $type is "weapon" or $type is "subweapon" or $type is "armour" or $type is "clothing" or $type is "accessory">>
<<run delete State.variables.Inventory["n" + $whichNo]>>
<</if>>
<<if $type is "consumable">>
<<if State.variables.consumables[$Remove].stack lte 0>>
<<run delete State.variables.Inventory["n" + $whichNo]>>
<</if>>
<</if>>*/
<<set $Player_gold to $Player_gold + $Player_temp>>
<<dialog>>
$Player_alias sold the $Shop_Item_Name for $Player_temp <<=$gold>>. <br> <br> $Shop_Sale_Text
<</dialog>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<br><br>
<<link "Do not sell">>
<<dialog>>$Player_alias decided to keep the $Shop_Item_Name for now. <br><br> $Shop_No_Sale_Text
<</dialog>>
<</link>>
<</dialog>>
<</link>> ($Player_temp $gold pre-appraisal)
<<elseif $Shop_Allowed is 0>>
<<if $type is "key">>
<<elseif $Shop is 0>>
<s>Sell</s> - Can't sell here!
<<elseif $Player_combat is 1>>
<s>Sell</s> - This is no time for hostile bartering!
<<else>>
<s>Sell</s>
<</if>>
<</if>>
<</if>>
<<if $game_type is "RPG">>
<<if $type is "weapon">>
||
<<if $Workshop is 1 and $Player_combat is 0 and State.variables.Inventory["n" + $whichNo].equipped is 0>>
<<link "Modify">>
<<dialog>>
<<include "Weapon Modding">>
<</dialog>>
<</link>>
<<else>>
<<if $Workshop is 0>>
<s>Modify</s> - Can't modify here!
<<elseif $Player_combat is 1>>
<s>Modify</s> - This is no time for battlefield botch-jobs!
<<else>>
<s>Modify</s>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $game_type is "RPG">>
<<if $Player_combat is 0 and State.variables.Inventory["n" + $whichNo].equipped is 0 and $type isnot "key" and $type isnot "consumable">>||
<<if $Drop_Block is 1 or ndef $Drop_Block>>
<s>Drop</s> - Can't drop items here!
<<elseif $Drop_Block is 0>>
<<link "Drop">>
<<set $Remove to setup[$type][$item].internal>>
<<set _RemoveFluff to setup[$type][$item].name>>
<<set $Remove_Position to $Inventory["n" + $whichNo].position>>
<<include "Remove">>
<<set $Inventory["n" + $whichNo].position to 0>>
<<set $Inventory["n" + $whichNo].location to $Drop_Here>>
<<set _Dropped to ($Inventory["n" + $whichNo].name + $Inventory["n" + $whichNo].id + $Drop_Here)>>
<<set $droppedItems.push(_Dropped)>>
<<if $("#drop_replace").length>><<replace "#drop_replace">>
<<include "Dropped Items">>
<</replace>>
<</if>>
<<dialog>>
$Player_alias dropped the <<= _RemoveFluff>>. It's on the floor in this spot.
<</dialog>>
<</link>>
<<else>>
<<if $Player_combat is 1>>
<s>Drop</s> - Don't litter a battlefield!
<</if>>
<</if>>
<</if>>
<<if State.variables.Inventory["n" + $whichNo].equipped is 1>>
|| <s>Drop</s>
<</if>>
<</if>>
<br>
<<link "Move Left">>
<<set $move_letter to setup[$type][$item].type_id>>
<<set $I_Move to State.variables.Inventory["n" + $whichNo].position>>
<<set $I_Move3 to -1>>
<<include "Inventory Move">>
<<set State.variables.Inventory["n" + $whichNo].position to $I_Move2>>
<</link>> || <<link "Move Right">>
<<set $move_letter to setup[$type][$item].type_id>>
<<set $I_Move to State.variables.Inventory["n" + $whichNo].position>>
<<set $I_Move3 to 1>>
<<include "Inventory Move">>
<<set State.variables.Inventory["n" + $whichNo].position to $I_Move2>>
<</link>>
<<if $type is "consumable" and $Player_combat is 0>>
<<set $Stack_Origin to $consumables[$Remove].stack>>
<<if setup[$type][$item].junk is 1>>
<<include "Stacking Selection Junk">>
<<else>>
<<include "Stacking Selection">>
<</if>>
<</if>>
<<set $Drop_Block to 0>></b></div></span><</nobr>><<nobr>>
<<if setup[$type][$item].shop_type is "Medical">>
<<if $Player_combat is 0>>
<<if setup[$type][$item].usage is "Universal" or setup[$type][$item].usage is "Out Of Combat">>
<<link "Use">>
<<if setup[$type][$item].heals is "HP">>
<<set $Player_hp to Math.clamp ($Player_hp + $Player_Heal, 0, $Player_hp_max)>>
<<elseif setup[$type][$item].heals is "Glow">>
<<set $Player_glow to Math.clamp ($Player_glow + $Player_Heal, 0, $Player_glow_max)>>
<<elseif setup[$type][$item].heals is "Focus">>
<<set $Player_focus to Math.clamp ($Player_focus + $Player_Heal, 0, $Player_focus_max)>>
<<elseif setup[$type][$item].heals is "Flow">>
<<set $Player_flow to Math.clamp ($Player_flow + $Player_Heal, 0, $Player_flow_max)>>
<<elseif setup[$type][$item].heals is "Physical">>
<<set $Player_hp to Math.clamp ($Player_hp + $Player_Heal, 0, $Player_hp_max)>>
<<set $Player_glow to Math.clamp ($Player_glow + $Player_Heal, 0, $Player_glow_max)>>
<</if>>
<<dialog>>
<<= setup[$type][$item].consumption_text>>
<</dialog>>
<<if setup[$type][$item].consumption_type is "Consumed">>
<<set $Shop_Stack to 1>>
<<set $Remove to setup[$type][$item].internal>>
<<set $Remove_Position to State.variables.Inventory["n" + $whichNo].position>>
<<include "Remove">>
/*<<if State.variables.consumables[$Remove].stack lte 0>>
<<run delete State.variables.Inventory["n" + $whichNo]>>
<</if>>*/
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<<else>>
<s>Use</s> (Can't use outside of combat!)
<</if>>
<<elseif $Player_combat is 1>>
<<if $Player_turn is 1 and $Player_used_item is 0 and $consumables[$item].used isnot $consumables[$item].stack and setup[$type][$item].usage isnot "Out Of Combat">>
<<link "Use" setup.attacks[$item].passage>>
<<set $attack to $item>>
<<set $Player_used_item to 1>>
<<if setup[$type][$item].consumption_type is "Consumed">>
<<set $Shop_Stack to 1>>
<<set $Remove to setup[$type][$item].internal>>
<<set $Remove_Position to State.variables.Inventory["n" + $whichNo].position>>
<<include "Remove">>
/*<<if State.variables.consumables[$Remove].stack lte 0>>
<<run delete State.variables.Inventory["n" + $whichNo]>>
<</if>>*/
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<elseif setup[$type][$item].consumption_type is "Cooldown">>
<<set $consumables[$item].used to $consumables[$item].used + 1>>
<</if>>
<<dialogclose>>
<</link>>
<<elseif $Player_turn is 0 or $Player_used_item is 1>>
<s>Use</s> (It's not <<= $Player_alias>>'s turn!)
<<elseif $consumables[$item].used is $consumables[$item].stack>>
<s>Use</s> (All used up for this fight!)
<<elseif setup[$type][$item].usage is "Out Of Combat">>
<s>Use</s> (Can't use in combat!)
<</if>>
<</if>>
<</if>>
<<if $game_type is "RPG">> || <</if>>
<</nobr>>It worked!<<nobr>>
<<if setup[$type][$item].tool_use is "Lockpicking">>
<<if $lockpicking is 1 and $Player_combat is 0>>
<<link "Autopick">>
<<set $lockpicking to 0>>
<<set $tumbler1up to 1>>
<<set $tumbler2up to 1>>
<<set $tumbler3up to 1>>
<<set $tumbler4up to 1>>
<<set $tumbler5up to 1>>
<<set $tumbler6up to 1>>
<<set $lockpick_progress to $lockpick_target>>
<<set $lockpick_success_ticker to "Item used! Lock open!">>
<<if setup[$type][$item].consumption_type is "Consumed">>
<<set $Shop_Stack to 1>>
<<set $Remove to setup[$type][$item].internal>>
<<set $Remove_Position to State.variables.Inventory["n" + $whichNo].position>>
<<include "Remove">>
/*<<if State.variables.consumables[$Remove].stack lte 0>>
<<run delete State.variables.Inventory["n" + $whichNo]>>
<</if>>*/
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<replace "#lockpicking_minigame">><<include "Lockpicking Content">><</replace>>
<<dialog>>
<<= setup[$type][$item].consumption_text>>
<</dialog>>
<</link>> - This will automatically open the lock, consuming this item.
<<else>>
<s>Autopick</s> -- Not currently picking any locks!
<</if>>
<<elseif setup[$type][$item].tool_use is "Hacking">>
<<if $hacking is 1 and $Player_combat is 0>>
<<link "Autohack" "Hacking Success">>
<<set $hacking to 0>>
<<set $hacking_letters_remaining to 0>>
<<if setup[$type][$item].consumption_type is "Consumed">>
<<set $Shop_Stack to 1>>
<<set $Remove to setup[$type][$item].internal>>
<<set $Remove_Position to State.variables.Inventory["n" + $whichNo].position>>
<<include "Remove">>
/*<<if State.variables.consumables[$Remove].stack lte 0>>
<<run delete State.variables.Inventory["n" + $whichNo]>>
<</if>>*/
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<</link>>
<</if>>
<<dialog>>
<<= setup[$type][$item].consumption_text>>
<</dialog>>
<</link>> - This will automatically crack the password, consuming this item.
<<else>>
<s>Autohack</s> -- Not currently hacking anything!
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if setup[$type][$item].shop_type is "Combat Item">>
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0 and $consumables[$item].used isnot $consumables[$item].stack>>
<<link setup[$type][$item].use1 setup.attacks[$item].passage>>
<<set $attack to $item>>
<<set $Player_used_item to 1>>
<<if setup[$type][$item].consumption_type is "Consumed">>
<<set $Shop_Stack to 1>>
<<set $Remove to setup[$type][$item].internal>>
<<set $Remove_Position to State.variables.Inventory["n" + $whichNo].position>>
<<include "Remove">>
/*<<if State.variables.consumables[$Remove].stack lte 0>>
<<run delete State.variables.Inventory["n" + $whichNo]>>
<</if>>*/
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<elseif setup[$type][$item].consumption_type is "Cooldown">>
<<set $consumables[$item].used to $consumables[$item].used + 1>>
<</if>>
<<dialogclose>>
<</link>>
<<elseif $Player_combat is 1 or $Player_turn isnot 1>>
<s>Use</s> (It's not <<= $Player_alias>>'s turn!)
<<elseif $Player_used_item is 1>>
<s>Use</s> -- (Already used an item!)
<<elseif $consumables[$item].used is $consumables[$item].stack>>
<s>Use</s> -- (All used up for this fight!)
<<elseif $Player_combat is 0>>
<s>Use</s> -- (There's no fight!)
<</if>>
<</if>>
<<if def setup[$type][$item].use2>>
||
<<if $Player_combat is 1 and $Player_turn is 1 and $Player_used_item is 0 and $consumables[$item].used isnot $consumables[$item].stack>>
<<link setup[$type][$item].use2 setup.attacks[$item].passage>>
<<set $attack to $item + "2">>
<<set $Player_used_item to 1>>
<<if setup[$type][$item].consumption_type is "Consumed">>
<<set $Shop_Stack to 1>>
<<set $Remove to setup[$type][$item].internal>>
<<set $Remove_Position to State.variables.Inventory["n" + $whichNo].position>>
<<include "Remove">>
/*<<if State.variables.consumables[$Remove].stack lte 0>>
<<run delete State.variables.Inventory["n" + $whichNo]>>
<</if>>*/
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<elseif setup[$type][$item].consumption_type is "Cooldown">>
<<set $consumables[$item].used to $consumables[$item].used + 1>>
<</if>>
<<dialogclose>>
<</link>>
<<elseif $Player_combat is 1 or $Player_turn isnot 1>>
<s>Use</s> (It's not <<= $Player_alias>>'s turn!)
<<elseif $Player_used_item is 1>>
<s>Use</s> -- (Already used an item!)
<<elseif $consumables[$item].used is $consumables[$item].stack>>
<s>Use</s> -- (All used up for this fight!)
<<elseif $Player_combat is 0>>
<</if>>
<</if>>
<<if $game_type is "RPG">> || <</if>>
<</nobr>><<nobr>>
<<if def setup.attacks[$attack].charge>>
<<if $attacks[$attack].charge lt setup.attacks[$attack].charge>>
<<set $doneCharging to 0>>
<<set $Player_charging to 1>>
<<set $attacks[$attack].charge to $attacks[$attack].charge + 1>>
<<if $attacks[$attack].charge is 2>>
<<= setup.attacks[$attack].charge_desc_2>><br><br>
<<elseif $attacks[$attack].charge is 1>>
<<= setup.attacks[$attack].charge_desc_1>><br><br>
<</if>>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Status Effects End Turn">>
<<if def setup.attacks[$attack].charge_def>>
<<set $Player_special_ability_defence to setup.attacks[$attack].charge_def>>
<</if>>
<<if def setup.attacks[$attack].charge_dodge>>
<<set $Player_special_ability_dodge to setup.attacks[$attack].charge_dodge>>
<</if>>
<<else>>
<<set $doneCharging to 1>>
<<set $Player_charging to 0>>
<<set $attacks[$attack].charge to 0>>
<</if>>
<<else>>
<<set $Player_charging to 0>>
<<set $doneCharging to 1>>
<</if>>
<<if $doneCharging is 1>>
<<if def setup.attacks[$attack].flow>>
<<set $Player_flow = $Player_flow - setup.attacks[$attack].flow>>
<</if>>
<<if def setup.attacks[$attack].glow>>
<<set $Player_glow = $Player_glow - setup.attacks[$attack].glow>>
<</if>>
<<if def setup.attacks[$attack].focus>>
<<set $Player_focus = $Player_focus - setup.attacks[$attack].focus>>
<</if>>
<<if def setup.attacks[$attack].gold>>
<<set $Player_gold = $Player_gold - setup.attacks[$attack].gold>>
<</if>>
<<if def setup.attacks[$attack].hp>>
<<set $Player_hp = $Player_hp - setup.attacks[$attack].hp>>
<</if>>
<<if def setup.attacks[$attack].cooldown>>
<<set $attacks[$attack].cooldown to setup.attacks[$attack].cooldown + 1>>
<</if>>
<<if def setup.attacks[$attack].recharge>>
<<set $Player_recharging to setup.attacks[$attack].recharge>>
<</if>>
<<if def setup.attacks[$attack].special_case>>
/* ??????????? */
<</if>>
<<if def setup.attacks[$attack].flow>>
<<set $Player_flow_spent to setup.attacks[$attack].flow>>
<<else>>
<<set $Player_flow_spent to 0>>
<</if>>
<<if def setup.attacks[$attack].special_ability_damage>>
<<set $Player_special_ability_damage to setup.attacks[$attack].special_ability_damage>>
<<else>>
<<set $Player_special_ability_damage to 0>>
<</if>>
<<if def setup.attacks[$attack].special_ability_accuracy>>
<<set $Player_special_ability_accuracy to setup.attacks[$attack].special_ability_accuracy>>
<<else>>
<<set $Player_special_ability_accuracy to 0>>
<</if>>
<<if def setup.attacks[$attack].special_ability_dodge>>
<<set $Player_special_ability_dodge to setup.attacks[$attack].special_ability_dodge>>
<<else>>
<<set $Player_special_ability_dodge to 0>>
<</if>>
<<if def setup.attacks[$attack].special_ability_armour_penetration>>
<<set $Player_special_ability_armour_penetration to setup.attacks[$attack].special_ability_armour_penetration>>
<<else>>
<<set $Player_special_ability_armour_penetration to 0>>
<</if>>
<<if def setup.attacks[$attack].special_ability_dice_bonus>>
<<set $Player_special_ability_dice_bonus to setup.attacks[$attack].special_ability_dice_bonus>>
<<else>>
<<set $Player_special_ability_dice_bonus to 0>>
<</if>>
<<if def setup.attacks[$attack].special_ability_defence>>
<<set $Player_special_ability_defence to setup.attacks[$attack].special_ability_defence>>
<<else>>
<<set $Player_special_ability_defence to 0>>
<</if>>
<<if def setup.attacks[$attack].special_ability_damage_multiplier>>
<<set $Player_special_ability_damage_multiplier to setup.attacks[$attack].special_ability_damage_multiplier>>
<<else>>
<<set $Player_special_ability_damage_multiplier to 1>>
<</if>>
<<if def setup.attacks[$attack].special_ability_accuracy_multiplier>>
<<set $Player_special_ability_accuracy_multiplier to setup.attacks[$attack].special_ability_accuracy_multiplier>>
<<else>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<</if>>
<<if def setup.attacks[$attack].normal_or_adv>>
<<if setup.attacks[$attack].normal_or_adv is "adv">>
<<if setup.attacks[$attack].main_or_sub is "main">>
<<set $Actual_damage_range to $Player_weapon_main_advanced_range>>
<<else>>
<<set $Actual_damage_range to $Player_weapon_sub_advanced_range>>
<</if>>
<<else>>
<<if setup.attacks[$attack].main_or_sub is "main">>
<<set $Actual_damage_range to $Player_weapon_main_damage_range>>
<<else>>
<<set $Actual_damage_range to $Player_weapon_sub_damage_range>>
<</if>>
<</if>>
<<else>>
<<set $Actual_damage_range to setup.attacks[$attack].override_damage_range>>
<</if>>
<<include "Weapon Damage Range">>
<<if def setup.attacks[$attack].special_attack_modifier>>
<<set $Actual_attack_modifier to setup.attacks[$attack].special_attack_modifier>>
<<else>>
<<if def setup.attacks[$attack].main_or_sub and setup.attacks[$attack].main_or_sub is "main">>
<<set $Actual_attack_modifier to $Player_weapon_main_attack_modifier>>
<<else>>
<<set $Actual_attack_modifier to $Player_weapon_sub_attack_modifier>>
<</if>>
<</if>>
<<if def setup.attacks[$attack].special_attack_modifier_2>>
<<set $Actual_attack_modifier_2 to setup.attacks[$attack].special_attack_modifier_2>>
<<else>>
<<if def setup.attacks[$attack].main_or_sub and setup.attacks[$attack].main_or_sub is "main">>
<<set $Actual_attack_modifier_2 to $Player_weapon_main_attack_modifier_2>>
<<else>>
<<set $Actual_attack_modifier_2 to $Player_weapon_sub_attack_modifier_2>>
<</if>>
<</if>>
<<if def setup.attacks[$attack].special_damage_type>>
<<set $Actual_damage_type to setup.attacks[$attack].special_damage_type>>
<<else>>
<<if def setup.attacks[$attack].main_or_sub and setup.attacks[$attack].main_or_sub is "main">>
<<set $Actual_damage_type to $Player_weapon_main_damage_type>>
<<else>>
<<set $Actual_damage_type to $Player_weapon_sub_damage_type>>
<</if>>
<</if>>
<<if def setup.attacks[$attack].special_damage_type_2>>
<<set $Actual_damage_type_2 to setup.attacks[$attack].special_damage_type_2>>
<<else>>
<<if def setup.attacks[$attack].main_or_sub and setup.attacks[$attack].main_or_sub is "main">>
<<set $Actual_damage_type_2 to $Player_weapon_main_damage_type_2>>
<<else>>
<<set $Actual_damage_type_2 to $Player_weapon_sub_damage_type_2>>
<</if>>
<</if>>
<<if def setup.attacks[$attack].attack_type>>
<<set $Actual_attack_type to setup.attacks[$attack].attack_type>>
<<else>>
<<if def setup.attacks[$attack].main_or_sub and setup.attacks[$attack].main_or_sub is "main">>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<<else>>
<<set $Actual_attack_type to $Player_weapon_sub_attack_type>>
<</if>>
<</if>>
<<if def setup.attacks[$attack].main_or_sub>>
<<if setup.attacks[$attack].main_or_sub is "main">>
<<set $Actual_armour_penetration to $Player_weapon_main_armour_penetration>>
<<else>>
<<set $Actual_armour_penetration to $Player_weapon_sub_armour_penetration>>
<</if>>
<</if>>
<<if def setup.attacks[$attack].status_attack>>
<<if $Actual_attack_type is "Forceful">>
<<set $Player_status_duration to ($Player_strength_total)>>
<<elseif $Actual_attack_type is "Agile">>
<<set $Player_status_duration to ($Player_agile_total)>>
<<elseif $Actual_attack_type is "Tricky">>
<<set $Player_status_duration to ($Player_wits_total)>>
<</if>>
<</if>>
<<include "Combat Base Attack Calculation">>
<<= setup.attacks[$attack].attack_pre>> <br><br>
<<if def setup.attacks[$attack].auto_hit>>
<<if $Player_success isnot 2>>
<<set $Player_success to 1>>
<</if>>
<</if>>
<<if def setup.attacks[$attack].auto_crit>>
<<set $Player_success to 2>>
<</if>>
<<if def setup.attacks[$attack].multiattacks>>
<<set $Multiattack_Total to 0>>
<<for _i to 1; _i lt setup.attacks[$attack].multiattacks; _i++>>
<<include "Special Attack Multi">>
<</for>>
<</if>>
<<if $Player_success is 0>>
<<if def setup.attacks[$attack].half_miss and setup.attacks[$attack].half_miss is 1>>
<<set $Player_damage to $Player_damage / 2>>
<<set $Enemy_hp_adjust to $Enemy_hp_adjust / 2>>
<<set $Player_damage to Math.round($Player_damage)>>
<<set $Enemy_hp_adjust to Math.round($Enemy_hp_adjust)>>
<<include "Combat Enemy HP Adjustment">>
<</if>>
<<= setup.attacks[$attack].attack_miss>> <br><br>
<<if ndef setup.attacks[$attack].status_pure>>
<<if def setup.attacks[$attack].half_miss and setup.attacks[$attack].half_miss is 1>>
$Enemy_Article takes $Player_damage damage! <<if $Enemy_armour_total isnot 0>><<linkreplace "→">>→ $Armour_report<</linkreplace>><</if>><br><br>
<</if>>
<</if>>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<include "Combat Player Modifiers Always">>
<<if def setup.attacks[$attack].free_action>>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<else>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<<elseif $Player_success is 1>>
<<if ndef setup.attacks[$attack].status_pure>>
<<include "Combat Enemy HP Adjustment">>
<</if>>
<<= setup.attacks[$attack].attack_hit>><<if def setup.attacks[$attack].multiattacks>> for $Player_damage damage!<</if>><br><br>
<<if ndef setup.attacks[$attack].status_pure>>
<<if def setup.attacks[$attack].multiattacks>>
<<set $Multiattack_Total to $Multiattack_Total + $Player_damage>>
<<if $Multiattack_Total gt 0>>
$Multiattack_Total total damage dealt! <<if $Enemy_armour_total isnot 0>><<linkreplace "→">>→ $Armour_report<</linkreplace>><</if>><br><br>
<</if>>
<<else>>
$Enemy_Article takes $Player_damage damage! <<if $Enemy_armour_total isnot 0>><<linkreplace "→">>→ $Armour_report<</linkreplace>><</if>> <br><br>
<</if>>
<</if>>
<<if def setup.attacks[$attack].status_attack>>
<<set $Player_status_attack to setup.attacks[$attack].status_attack>>
<<set $Player_status_bonus to setup.attacks[$attack].status_bonus>>
<<set $Player_status_duration to $Player_status_duration + 1>>
<<if def setup.attacks[$attack].status_duration_override>>
<<set $Player_status_duration to setup.attacks[$attack].status_duration_override>>
<</if>>
<<include "Combat Enemy Status Resistances">>
<</if>>
<<include "Combat Player Modifiers Hit">>
<<if def setup.attacks[$attack].free_action>>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<else>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<elseif $Player_success is 2>>
<<set $Player_damage to $Player_damage * 2>>
<<if ndef setup.attacks[$attack].status_pure>>
<<include "Combat Enemy HP Adjustment">>
<</if>>
<<= setup.attacks[$attack].attack_crit>><<if def setup.attacks[$attack].multiattacks>> for $Player_damage critical damage!<</if>><br><br>
<<if ndef setup.attacks[$attack].status_pure>>
<<if def setup.attacks[$attack].multiattacks>>
<<set $Multiattack_Total to $Multiattack_Total + $Player_damage>>
<<if $Multiattack_Total gt 0>>
$Multiattack_Total total damage dealt! <<if $Enemy_armour_total isnot 0>><<linkreplace "→">>→ $Armour_report<</linkreplace>><</if>><br><br>
<</if>>
<<else>>
$Enemy_Article takes $Player_damage critical damage! <<if $Enemy_armour_total isnot 0>><<linkreplace "→">>→ $Armour_report<</linkreplace>><</if>><br><br>
<</if>>
<</if>>
<<if def setup.attacks[$attack].status_attack>>
<<set $Player_status_attack to setup.attacks[$attack].status_attack>>
<<set $Player_status_bonus to setup.attacks[$attack].status_bonus_crit>>
<<set $Player_status_duration to $Player_status_duration + 2>>
<<if def setup.attacks[$attack].status_duration_override>>
<<set $Player_status_duration to setup.attacks[$attack].status_duration_override>>
<</if>>
<<include "Combat Enemy Status Resistances">>
<</if>>
<<include "Combat Player Modifiers Hit">>
<<if def setup.attacks[$attack].free_action>>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<else>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<</if>>
<</if>>/* This ends the 'done charging' statement. */
<</nobr>><<nobr>>
<<if def setup.attacks[$attack].flow>>
<<set $Player_flow = $Player_flow - setup.attacks[$attack].flow>>
<</if>>
<<if def setup.attacks[$attack].glow>>
<<set $Player_glow = $Player_glow - setup.attacks[$attack].glow>>
<</if>>
<<if def setup.attacks[$attack].focus>>
<<set $Player_focus = $Player_focus - setup.attacks[$attack].focus>>
<</if>>
<<if def setup.attacks[$attack].gold>>
<<set $Player_gold = $Player_gold - setup.attacks[$attack].gold>>
<</if>>
<<if def setup.attacks[$attack].hp>>
<<set $Player_hp = $Player_hp - setup.attacks[$attack].hp>>
<</if>>
<<if def setup.attacks[$attack].cooldown>>
<<set $attacks[$attack].cooldown to setup.attacks[$attack].cooldown>>
<</if>>
<<if def setup.attacks[$attack].recharge>>
<<set $Player_recharging to setup.attacks[$attack].recharge>>
<</if>>
<<if def setup.attacks[$attack].flow>>
<<set $Player_flow_spent to setup.attacks[$attack].flow>>
<<else>>
<<set $Player_flow_spent to 0>>
<</if>>
<<= setup.attacks[$attack].attack_pre>> <br><br>
<<if setup.attacks[$attack].type is "buff">>
<<if def setup.attacks[$attack].strength_decay_buff>>
<<set $Player_strength_decay_buff to $Player_strength_decay_buff + setup.attacks[$attack].strength_decay_buff>>
<</if>>
<<if def setup.attacks[$attack].agility_decay_buff>>
<<set $Player_agility_decay_buff to $Player_agility_decay_buff + setup.attacks[$attack].agility_decay_buff>>
<</if>>
<<if def setup.attacks[$attack].wits_decay_buff>>
<<set $Player_wits_decay_buff to $Player_wits_decay_buff + setup.attacks[$attack].wits_decay_buff>>
<</if>>
<<if def setup.attacks[$attack].toughness_decay_buff>>
<<set $Player_toughness_decay_buff to $Player_toughness_decay_buff + setup.attacks[$attack].toughness_decay_buff>>
<</if>>
<<if def setup.attacks[$attack].damage_decay_buff>>
<<set $Player_damage_decay_buff to $Player_damage_decay_buff + setup.attacks[$attack].damage_decay_buff>>
<</if>>
<<if def setup.attacks[$attack].accuracy_decay_buff>>
<<set $Player_accuracy_decay_buff to $Player_accuracy_decay_buff + setup.attacks[$attack].accuracy_decay_buff>>
<</if>>
<<if def setup.attacks[$attack].defence_decay_buff>>
<<set $Player_defence_decay_buff to $Player_defence_decay_buff + setup.attacks[$attack].defence_decay_buff>>
<</if>>
<<if def setup.attacks[$attack].dodge_decay_buff>>
<<set $Player_dodge_decay_buff to $Player_dodge_decay_buff + setup.attacks[$attack].dodge_decay_buff>>
<</if>>
<<if def setup.attacks[$attack].dice_decay_buff>>
<<set $Player_dice_decay_buff to $Player_dice_decay_buff + setup.attacks[$attack].dice_decay_buff>>
<</if>>
<</if>>
<<if setup.attacks[$attack].type is "debuff">>
<<if def setup.attacks[$attack].strength_decay_buff>>
<<set $Enemy_strength_decay_buff to $Enemy_strength_decay_buff + setup.attacks[$attack].strength_decay_buff>>
<</if>>
<<if def setup.attacks[$attack].agility_decay_buff>>
<<set $Enemy_agility_decay_buff to $Enemy_agility_decay_buff + setup.attacks[$attack].agility_decay_buff>>
<</if>>
<<if def setup.attacks[$attack].wits_decay_buff>>
<<set $Enemy_wits_decay_buff to $Enemy_wits_decay_buff + setup.attacks[$attack].wits_decay_buff>>
<</if>>
<<if def setup.attacks[$attack].toughness_decay_buff>>
<<set $Enemy_toughness_decay_buff to $Enemy_toughness_decay_buff + setup.attacks[$attack].toughness_decay_buff>>
<</if>>
<<if def setup.attacks[$attack].damage_decay_buff>>
<<set $Enemy_damage_decay_buff to $Enemy_damage_decay_buff + setup.attacks[$attack].damage_decay_buff>>
<</if>>
<<if def setup.attacks[$attack].accuracy_decay_buff>>
<<set $Enemy_accuracy_decay_buff to $Enemy_accuracy_decay_buff + setup.attacks[$attack].accuracy_decay_buff>>
<</if>>
<<if def setup.attacks[$attack].defence_decay_buff>>
<<set $Enemy_defence_decay_buff to $Enemy_defence_decay_buff + setup.attacks[$attack].defence_decay_buff>>
<</if>>
<<if def setup.attacks[$attack].dodge_decay_buff>>
<<set $Enemy_dodge_decay_buff to $Enemy_dodge_decay_buff + setup.attacks[$attack].dodge_decay_buff>>
<</if>>
<<if def setup.attacks[$attack].dice_decay_buff>>
<<set $Enemy_dice_decay_buff to $Enemy_dice_decay_buff + setup.attacks[$attack].dice_decay_buff>>
<</if>>
<</if>>
<<if setup.attacks[$attack].type is "status self">>
<<set $Player_status_attack to setup.attacks[$attack].status_attack>>
<<set $Player_status_duration to setup.attacks[$attack].status_duration_override>>
<<set State.variables["Player_" + $Player_status_attack] to $Player_status_duration>>
<</if>>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<if def setup.attacks[$attack].free_action>>
@@#space;<<link "Return" "Combat Player Turn">><</link>>@@
<<else>>
<<include "Combat Player Status Effects End Turn">>
<</if>>
<<include "Stat Updater">>
<</nobr>><<nobr>>
<<if def setup.attacks[$attack].special_ability_defence>>
<<set $Player_special_ability_defence to setup.attacks[$attack].special_ability_defence>>
<<else>>
<<set $Player_special_ability_defence to 0>>
<</if>>
<<if setup.attacks[$attack].healing is "HP">>
<<set $Player_max to $Player_hp_max>>
<<elseif setup.attacks[$attack].healing is "Glow">>
<<set $Player_max to $Player_glow_max>>
<<elseif setup.attacks[$attack].healing is "Focus">>
<<set $Player_max to $Player_focus_max>>
<<elseif setup.attacks[$attack].healing is "Flow">>
<<set $Player_max to $Player_flow_max>>
<<elseif setup.attacks[$attack].healing is "Shield">>
<<set $Player_max to $Player_shield_max>>
<</if>>
<<set $Player_Heal to ($Player_max * setup.attacks[$attack].heal_multiplier)>>
<<set $Player_htemp to ($Player_max * setup.attacks[$attack].heal_attribute_multiplier)>>
<<if setup.attacks[$attack].attack_type is "Forceful">>
<<set $Player_hwits to Math.clamp($Player_strength_total, 1, setup.attacks[$attack].heal_attribute_multiplier_max)>>
<<elseif setup.attacks[$attack].attack_type is "Agile">>
<<set $Player_hwits to Math.clamp($Player_agility_total, 1, setup.attacks[$attack].heal_attribute_multiplier_max)>>
<<elseif setup.attacks[$attack].attack_type is "Tricky">>
<<set $Player_hwits to Math.clamp($Player_wits_total, 1, setup.attacks[$attack].heal_attribute_multiplier_max)>>
<<else>>
<<set $Player_hwits to 1>>
<</if>>
<<set $Player_htemp to $Player_htemp * $Player_hwits>>
<<set $Player_Heal to $Player_Heal + $Player_htemp>>
<<set $Player_Heal to Math.round($Player_Heal)>>
<<if def setup.attacks[$attack].flow>>
<<set $Player_flow = $Player_flow - setup.attacks[$attack].flow>>
<</if>>
<<if def setup.attacks[$attack].glow>>
<<set $Player_glow = $Player_glow - setup.attacks[$attack].glow>>
<</if>>
<<if def setup.attacks[$attack].focus>>
<<set $Player_focus = $Player_focus - setup.attacks[$attack].focus>>
<</if>>
<<if def setup.attacks[$attack].gold>>
<<set $Player_gold = $Player_gold - setup.attacks[$attack].gold>>
<</if>>
<<if def setup.attacks[$attack].hp>>
<<set $Player_hp = $Player_hp - setup.attacks[$attack].hp>>
<</if>>
<<if def setup.attacks[$attack].cooldown>>
<<set $attacks[$attack].cooldown to setup.attacks[$attack].cooldown>>
<</if>>
<<if def setup.attacks[$attack].recharge>>
<<set $Player_recharging to setup.attacks[$attack].recharge>>
<</if>>
<<if def setup.attacks[$attack].flow>>
<<set $Player_flow_spent to setup.attacks[$attack].flow>>
<<else>>
<<set $Player_flow_spent to 0>>
<</if>>
<<if def setup.attacks[$attack].heal_override>>
<<set $Player_Heal to setup.attacks[$attack].heal_override>>
<</if>>
<<= setup.attacks[$attack].attack_pre>> <br><br>
<<if $Player_clot > 0>>
<<= setup.attacks[$attack].attack_clot>>
<</if>>
<<if $Player_cursed > 0>>
<<= setup.attacks[$attack].attack_cursed>>
<<set $Player_hp = Math.clamp($Player_hp - $Player_Heal, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<</if>>
<<if $Player_cursed lte 0 and $Player_clot lte 0>>
<<= setup.attacks[$attack].attack_hit>>
<<if setup.attacks[$attack].healing is "HP">>
<<set $Player_hp to Math.clamp ($Player_hp + $Player_Heal, 0, $Player_hp_max)>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<elseif setup.attacks[$attack].healing is "Glow">>
<<set $Player_glow to Math.clamp ($Player_glow + $Player_Heal, 0, $Player_glow_max)>>
<<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
<<elseif setup.attacks[$attack].healing is "Focus">>
<<set $Player_focus to Math.clamp ($Player_focus + $Player_Heal, 0, $Player_focus_max)>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
<<elseif setup.attacks[$attack].healing is "Flow">>
<<set $Player_flow to Math.clamp ($Player_flow + $Player_Heal, 0, $Player_flow_max)>>
<<updatemeter 'player_flow_bar' `$Player_flow / $Player_flow_max`>>
<<elseif setup.attacks[$attack].healing is "Shield">>
<<set $Player_shield to Math.clamp ($Player_shield + $Player_Heal, 0, $Player_shield_max)>>
<<updatemeter 'player_shield_bar' `$Player_shield / $Player_shield_max`>>
<</if>>
<</if>>
<<if def setup.attacks[$attack].status_attack>>
<<set $Player_status_attack to setup.attacks[$attack].status_attack>>
<<set $Player_status_duration to setup.attacks[$attack].status_duration_override>>
<<set State.variables["Player_" + $Player_status_attack] to $Player_status_duration>>
<</if>>
<br><br>
<<replace '#story-caption'>><<include StoryCaption>><</replace>>
<<include "Combat Player Status Effects End Turn">>
<</nobr>><<nobr>>
/*<<set $attacks[$attack].attacks to $attacks[$attack].attacks - 1>>*/
<<set $Player_special_ability_accuracy to $Player_special_ability_accuracy - setup.attacks[$attack].multiattack_accuracy_penalty>>
<<set $Player_special_ability_damage to $Player_special_ability_damage - setup.attacks[$attack].multiattack_damage_penalty>>
<<include "Weapon Damage Range">>
<<include "Combat Base Attack Calculation">>
<<if def setup.attacks[$attack].auto_hit and setup.attacks[$attack].auto_hit is 1>>
<<set $Player_success to 1>>
<</if>>
<<if def setup.attacks[$attack].auto_crit and setup.attacks[$attack].auto_crit is 1>>
<<set $Player_success to 2>>
<</if>>
<<if $Player_success is 0>>
<<if def setup.attacks[$attack].half_miss>>
<<set $Player_damage to $Player_damage / 2>>
<<set $Enemy_hp_adjust to $Enemy_hp_adjust / 2>>
<<set $Player_damage to Math.round($Player_damage)>>
<<set $Enemy_hp_adjust to Math.round($Enemy_hp_adjust)>>
<<include "Combat Enemy HP Adjustment">>
<</if>>
<<= setup.attacks[$attack].multiattack_miss>><<if def setup.attacks[$attack].half_miss>> for $Player_damage damage...<<else>>...<</if>><br>
<<include "Combat Player Modifiers Always">>
<<elseif $Player_success is 1>>
<<set $Multiattack_Total to $Multiattack_Total + $Player_damage>>
<<include "Combat Enemy HP Adjustment">>
<<= setup.attacks[$attack].multiattack_hit>> for $Player_damage damage...<br>
<<if def setup.attacks[$attack].status_attack>>
<<set $Player_status_attack to setup.attacks[$attack].status_attack>>
<<set $Player_status_bonus to setup.attacks[$attack].status_bonus>>
<<set $Player_status_duration to $Player_status_duration + 1>>
<<if def setup.attacks[$attack].status_duration_override>>
<<set $Player_status_duration to setup.attacks[$attack].status_duration_override>>
<</if>>
<<include "Combat Enemy Status Resistances">>
<</if>>
<<include "Combat Player Modifiers Hit">>
<<elseif $Player_success is 2>>
<<include "Combat Enemy HP Adjustment">>
<<set $Player_damage to $Player_damage * 2>>
<<set $Multiattack_Total to $Multiattack_Total + $Player_damage>>
<<= setup.attacks[$attack].multiattack_crit>> for $Player_damage critical damage!..<br>
<<if def setup.attacks[$attack].status_attack>>
<<set $Player_status_attack to setup.attacks[$attack].status_attack>>
<<set $Player_status_bonus to setup.attacks[$attack].status_bonus_crit>>
<<set $Player_status_duration to $Player_status_duration + 2>>
<<if def setup.attacks[$attack].status_duration_override>>
<<set $Player_status_duration to setup.attacks[$attack].status_duration_override>>
<</if>>
<<include "Combat Enemy Status Resistances">>
<</if>>
<<include "Combat Player Modifiers Hit">>
<</if>>
<<include "Weapon Damage Range">>
<<include "Combat Base Attack Calculation">><br>
/* This is here to ensure the final hit rerolls. */
<</nobr>><<nobr>>
<<set setup.class = {
example:{name: "NameOfTheClass",
internal: "NameOfTheClassWithUnderscoringToMatchKey",
class_desc: "DescriptionOfClassAndBreakdownOfItsStratsForBio",
class_hp: 0,
class_focus: 0,
class_flow: 0,
class_glow: 0,
class_shield: 0,
class_strength: 0,
class_agility: 0,
class_wits: 0,
class_toughness: 0,
attacks_1: [],
attacks_2: [],
attacks_4: [],
attacks_6: [],
attacks_8: [],
attacks_10: [],
perk_1: [],
perk_3: [],
perk_5: [],
perk_7: [],
perk_9: []
},
MERCANOID:{name: "MERCANOID",
internal: "MERCANOID",
class_desc: "DescriptionOfClassAndBreakdownOfItsStratsForBio",
class_hp: 0,
class_focus: 0,
class_flow: 0,
class_glow: 0,
class_shield: 0,
class_strength: 0,
class_agility: 0,
class_wits: 0,
class_toughness: 0,
attacks_1: ["SLAM_F", "Heal_Test", "Buff_Test"],
attacks_2: [],
attacks_4: [],
attacks_6: [],
attacks_8: [],
attacks_10: [],
perk_1: [],
perk_3: [],
perk_5: [],
perk_7: [],
perk_9: []
},
DeAnimator:{name: "De-Animator",
internal: "DeAnimator",
class_desc: "Codenamed De-Animator, Helen once researched the potential of electricity in the reanimation of the dead. Now she utilizes those same disciplines in the de-animation of the undead. Generating a shield to protect herself from harm, her attacks can paralyze in order to buy her time to unleash a devastating finisher.",
class_hp: 0,
class_focus: 0,
class_flow: 0,
class_glow: 0,
class_shield: 15,
class_strength: 0,
class_agility: 0,
class_wits: 0,
class_toughness: 0,
attacks_1: ["Thunder_Clap", "Lightning_Spear", "Energy_Field"],
perk_1: ["Atmospheric Disturbance"],
},
Unlucky_13:{name: "Unlucky 13",
internal: "Unlucky_13",
class_desc: "Codenamed Unlucky 13, Jaycie is a powerful Revenant who seeks a reason to be in the absence of such reason. A durable brick house, she can exhibit surges of strength, terrify her enemies stock-still, and even drain their health. Even death itself seems incapable of stopping her.",
class_hp: 0,
class_focus: 0,
class_flow: 0,
class_glow: 0,
class_shield: 0,
class_strength: 0,
class_agility: 0,
class_wits: 0,
class_toughness: 0,
attacks_1: ["Revenant_Ravage", "Terrify", "Blood_In_The_Water"],
perk_1: ["The Supposedly Dead Killer"],
},
}>>
<</nobr>><<nobr>>
<<link "Return" "Combat Player Turn">><</link>>
<hrt><hr></hrt>
<<hover>><IS>ACE ATTACKS</IS><<tip>>Ace Attacks are extremely powerful moves.<br>However, only one can be used per fight.<br>Using an Ace Attack will put your opponent on guard, preventing the use of more.<br>Choose carefully for the situation!<</hover>> <br>
<<set $hit_chance_weapon to 0>>
<<for _i, _attack range $aceAttacks>>
<<set _attackValid to 1>><<set _attackRejection to "">>
<<if def setup.attacks[_attack].flow and $Player_flow lt setup.attacks[_attack].flow>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Flow!">>
<</if>>
<<if def setup.attacks[_attack].glow and $Player_glow lt setup.attacks[_attack].glow>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Glow!">>
<</if>>
<<if def setup.attacks[_attack].focus and $Player_focus lt setup.attacks[_attack].focus>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Focus!">>
<</if>>
<<if def setup.attacks[_attack].gold and $Player_gold lt setup.attacks[_attack].gold>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Gold!">>
<</if>>
<<if def setup.attacks[_attack].hp and $Player_hp lt setup.attacks[_attack].hp>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - Insufficient Gold!">>
<</if>>
<<if def setup.attacks[_attack].cooldown>>
<<if $attacks[_attack].cooldown gt 0>>
<<set _attackValid to 0>>
<<set _attackRejection to _attackRejection + " - On cooldown! (" + $attacks[_attack].cooldown + " rounds)">>
<</if>>
<</if>>
<<if def setup.attacks[_attack].attack_type>>
<<set $Actual_attack_type to setup.attacks[_attack].attack_type>>
<<else>>
<<set $Actual_attack_type to $Player_weapon_main_attack_type>>
<</if>>
<<if def setup.attacks[_attack].special_ability_accuracy>>
<<set $Player_special_ability_accuracy to setup.attacks[_attack].special_ability_accuracy>>
<<else>>
<<set $Player_special_ability_accuracy to 0>>
<</if>>
<<if def setup.attacks[_attack].special_ability_accuracy_multiplier>>
<<set $Player_special_ability_accuracy_multiplier to setup.attacks[_attack].special_ability_accuracy_multiplier>>
<<else>>
<<set $Player_special_ability_accuracy_multiplier to 1>>
<</if>>
<<include "HitChance">>
<<capture _attack, _attackRejection>>
<<if _attackValid is 1>>
<<link setup.attacks[_attack].name setup.attacks[_attack].passage>><<set $attack to _attack>><</link>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>>
<<else>>
<<set _attackRejection to "Cannot use now!" + _attackRejection>>
<<hover>><BA><<= setup.attacks[_attack].name>></BA><<tip>><<= _attackRejection>><</hover>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>>
<</if>>
<</capture>>
<br>
<</for>>
<</nobr>><<nobr>>
<b><span style="color:#bcffd0">Helen East</span></b> - codename 'De-Animator' - is a partially-undead field operative in service of the Anomalous Investigations Unit. She is a deathly pale woman appearing in her early 30's, standing at around 5'8", notable for the brass-coloured prosthetic right arm, her sharp, green-eyed gaze, and her slightly bottom-heavy build.
<br><br>
Helen has a curiously flawless complexion, save for a beauty spot above and to the right of her pouting lips - and for the purpled shadows under her inquisitive eyes. Her skin is unnaturally pale, and her gaze burns an emerald green hue behind full, dark lashes. Her ears appear ever so slightly pointed, and her red lips are somewhat pale - though a splash of colour upon a face largely bereft of such. She is blonde, with darker roots and streaks dancing through a short, layered haircut that features a slight quiff, evidently neatly cared for. Her eyebrows are fine, narrowing sharply at the outer edges, darker than the rest of her hair. Her nose - often tilted in thoughtful expression - bears a small mark on the left from a piercing, though she rarely wears anything in it these days. A small silver stud piercing lives in her right earlobe.
<br><br>
Over the years of living with her condition, her teeth have begun to slowly but inexorably grow and sharpen - occasional dental surgery aids in keeping this growth in check, but it's been a while since she last underwent the procedure, giving her a slightly unsettling smile to mundane gazes, especially given her slightly lengthened tongue. Despite this, her expression - when not narrowed in thought - leans towards friendly smiles and warm understanding, though she is not above the occasional look of frustration at the wits and intelligence of her peers... or lack thereof. Down towards her neck, there is slightly darkened discolouration around the presence of a brass plate that lies flush with her flesh, carrying on down her shoulder.
<br><br>
Contrary to her face, Helen's body bears nicks and scars, most of which stem from a single incident in her early adulthood. Disregarding for the moment her prosthetic right arm, the rest of her figure is as pale as her face, if not even more so around her chest and stomach. Along the edges of her right shoulder, the darkened discolouration of her flesh gives way to subtle black veins that quickly white out against her skin. She has a moderate but perky chest, and has been known to joke in good humour that being half-zombie has some perks after all regarding her longevity. She takes regular exercise, though her body is slow to develop muscle and fat alike, leaving her with a lightly athletic build. The sole exception to this slow development would be in her hips - much to her own chagrin. Helen is bottom-heavy, with hips slightly wider than her shoulders are broad, her backside curving to match that mass. Her thighs start thick, but slim down towards the rest of her legs.
<br><br>
Helen's body is augmented - a memento of her first encounter with the undead. The brass plating encases her right shoulder, and acts as a mounting port for her arm - a creation of artifice, marrying technology and magic. Well-cared for, it is an imitation of a human arm in its design, with an armoured plate over the elbow and three ports place in sequence up the outer bicep. From these ports, pale-green electrical rods can be deployed. A number of useful tools are stowed away in the fingers of this hand - roughly 2 to 3 in each finger. The arm clicks softly when moved, particularly - but even more quietly - in the fingers.
<br><br>
Helen is able to use this arm to divert, capture, store and release electricity, which is also used to power the internal portions of her augmentations; those devoted to keeping her zombie infection under control, effectively replacing the functions of regular blood flow. Safety mechanisms built into her arm prevent her from expending anything beyond a minimum reservoir of electricity, ensuring that she does not endanger by pushing herself too hard in fights. The fingers on her remaining hand end in naturally darkened nails that she has to file to prevent from sharpening - the same is true of her toes.
<br><br>
$Player_outfit_description $Player_armour_description
<</nobr>><<nobr>>
<b><span style="color:#bedcf3">Jaycie</span></b> - codename 'Unlucky 13' - is a suspected Revenant-type undead serving a probationary term as a field operative for the Anomalous Investigations Unit. A towering woman who stands at 7'5", her flesh is a stone gray, her dark eyes are oft concealed behind a mask, and her build is powerfully framed in tune with her height.
<br><br>
Jaycie's face is typically concealed beneath an authentic full-type hockey goalie mask, dated to the 1970's style - faded-white, somewhat elongated in height, with ridges over the eyebrows that give it a constant 'frown' and visible wear and tear of varying degrees around its holes. It has no team markings or personalization on the outside, but the energy analysis of the mask indicates that it has belonged to Jaycie for a long time. Despite this, it offers no clues as to her origin - before her death, or after her revival. The sole identifying mark on it is on the inside, above the right eye, reading; <i>to my darling daughter.</i>
<br><br>
When not wearing the mask - which she will typically only remove when in the company of Helen East - she is revealed to have a hard face with mournful eyes. Subtle veins of corruption extend from the shadows around her eye sockets, flanking dark sclera barely illuminated by the almost navy blue iris' within. During times of heightened emotion, this dark blue brightens, even to the point of glowing. Her face has a number of nicks and scars across it, despite her impressive regeneration capabilities - indications of substantial past injury. She has somewhat thick eyebrows as dark as the rest of her hair, which she keeps short and messy, lopsided to the left. Her mouth is full of sharp teeth, though she rarely opens it past the requirements of her whisper-like speech. She trends towards stoic expressions, but when she believes herself to be alone, her brow tends to furrow, adding to her mournful gaze.
<br><br>
Jaycie's body is imposing in scale. She is unusually tall and has the muscle to back it up, though her figure remains undeniably feminine, particularly in the chest. She seems to hold no strong opinions over the size of her bust, except when it gets in the way of her already limited wardrobe. Her strength is utilitarian, her body that of natural power rather than muscle built for presentation - softness in her biceps and thighs in particular belies the muscle beneath them, though she does possess an impressive set of abs. As with her face, a number of scars dot her body, particularly on her right side, many of which seem to stem from the same battle - something with a set of very long claws, judging by their uniform placement in lots of three or four.
<br><br>
Her arms and legs darken down their length, the gray of her body almost turning black by the time it reaches her hands and feet. Her nails - above and below - are sharp and black, and she has trouble manicuring them with how fast they grow.
<br><br>
As a Revenant, Jaycie has been observed to possess a number of powers beyond her own ken. Her capabilities seem to be driven by instinct rather than by learning, and she struggles to demonstrate them in AIU testing. Her powers are usually preceded by a flash from her eyes, visible behind her mask - if worn - and include; short-range teleportation, rapid regeneration of typically fatal injuries, and bursts of strength and speed beyond her already above-baseline limits.
<br><br>
$Player_outfit_description $Player_armour_description
<</nobr>><<nobr>>
<<set $Bad_End to 0>>
<<if $Character_Restore is 0>>
<<if $First_Swap is 1>>
<<set $k to $Player_name>>
<<set $character[$k].class to $Player_class>>
<<set $character[$k].level to $Player_level>>
<<set $character[$k].exp_max to $Player_exp_max>>
<<set $character[$k].exp to $Player_exp>>
<<set $character[$k].hp_max to $Player_hp_max>>
<<set $character[$k].hp to $Player_hp>>
<<set $character[$k].shield_max to $Player_shield_max>>
<<set $character[$k].shield to $Player_shield>>
<<set $character[$k].focus_max to $Player_focus_max>>
<<set $character[$k].focus to $Player_focus>>
<<set $character[$k].flow_max to $Player_flow_max>>
<<set $character[$k].flow to $Player_flow>>
<<set $character[$k].glow_max to $Player_glow_max>>
<<set $character[$k].glow to $Player_glow>>
<<set $character[$k].morale_max to $Player_morale_max>>
<<set $character[$k].morale to $Player_morale>>
<<set $character[$k].gold to $Player_gold>>
<<set $character[$k].strength to $Player_strength>>
<<set $character[$k].agility to $Player_agility>>
<<set $character[$k].wits to $Player_wits>>
<<set $character[$k].location to passage()>>
<<set $character[$k].attacks to $learnedAttacks>>
<<set $character[$k].weapon to $currentWeapon>>
<<set $character[$k].w_id to $currentWeaponID>>
<<set $character[$k].subweapon to $currentSubweapon>>
<<set $character[$k].sw_id to $currentSubweaponID>>
<<set $character[$k].armour to $currentArmour>>
<<set $character[$k].a_id to $currentArmourID>>
<<set $character[$k].clothing to $currentClothing>>
<<set $character[$k].cl_id to $currentClothingID>>
<<set $character[$k].accessory to $currentAccessory>>
<<set $character[$k].ac_id to $currentAccessoryID>>
<<set $character[$k].burned to $Player_burned>>
<<set $character[$k].poisoned to $Player_poisoned>>
<<set $character[$k].charmed to $Player_charmed>>
<<else>>
<<set $First_Swap to 1>>
<</if>>
<<include "Character Swap Inventory Phase 1">>
<</if>>
/* When applying equipment to the overwritten stats, make sure to include checks to make sure there's anything to equip at all. */
<<set $k to $Player_swap>>
<<set $Player_alias to $character[$k].name>>
<<set $Player_name to $character[$k].internal>>
<<set $Player_class to $character[$k].class>>
<<set $Player_class_internal to $character[$k].class_internal>>
<<set $Player_hp to $character[$k].hp>>
<<set $Player_hp_max to $character[$k].hp_max>>
<<set $Player_shield to $character[$k].shield>>
<<set $Player_shield_max to $character[$k].shield_max>>
<<set $Fake_shield to $character[$k].shield>>
<<set $Fake_shield_max to $character[$k].shield_max>>
<<set $Player_focus to $character[$k].focus>>
<<set $Player_focus_max to $character[$k].focus_max>>
<<set $Player_glow to $character[$k].glow>>
<<set $Player_glow_max to $character[$k].glow_max>>
<<set $Player_flow to $character[$k].flow>>
<<set $Player_flow_max to $character[$k].flow_max>>
<<set $Player_morale to $character[$k].morale>>
<<set $Player_morale_max to $character[$k].morale_max>>
<<set $Player_gold to $character[$k].gold>>
<<set $Player_strength to $character[$k].strength>>
<<set $Player_agility to $character[$k].agility>>
<<set $Player_wits to $character[$k].wits>>
<<set $Player_level to $character[$k].level>>
<<set $Player_exp to $character[$k].exp>>
<<set $Player_exp_max to $character[$k].exp_max>>
<<set $Player_location to $character[$k].location>>
<<set $learnedAttacks to $character[$k].attacks>>
<<set $Player_burned to $character[$k].burned>>
<<set $Player_poisoned to $character[$k].poisoned>>
<<set $Player_charmed to $character[$k].charmed>>
<<if $character[$k].w_id isnot 0>>
<<set $currentWeapon to $character[$k].weapon>>
<<set $currentWeaponID to $character[$k].w_id>>
<<else>>
<<set $currentWeapon to "bare hands">>
<</if>>
<<if $character[$k].sw_id isnot 0>>
<<set $currentSubweapon to $character[$k].subweapon>>
<<set $currentSubweaponID to $character[$k].sw_id>>
<<else>>
<<set $currentSubweapon to "nothing">>
<</if>>
<<if $character[$k].a_id isnot 0>>
<<set $currentArmour to $character[$k].armour>>
<<set $currentArmourID to $character[$k].a_id>>
<<else>>
<<set $currentArmour to "lack of armour">>
<</if>>
<<if $character[$k].ac_id isnot 0>>
<<set $currentAccessory to $character[$k].accessory>>
<<set $currentAccessoryID to $character[$k].ac_id>>
<<else>>
<<set $currentAccessory = "lack of accessory">>
<</if>>
<<if $character[$k].cl_id isnot 0>>
<<set $currentClothing to $character[$k].clothing>>
<<set $currentClothingID to $character[$k].cl_id>>
<<else>>
<<set $currentClothing = "underwear">>
<</if>>
<<include "Class Swap">>
<<if $Player_alias is "Jaycie">>
<<set $Perk_The_Supposedly_Dead_Killer to 1>>
<</if>>
<<include "Stat Updater">>
<<include "Character Swap Inventory Phase 2">>
<<set $Character_Restore to 0>>
<</nobr>><<nobr>>
<<set $k to $Player_class_internal>>
<<set $Player_class to setup.class[$k].name>>
<<set $classAttacks to setup.class[$k].attacks_1>>
<<if $Player_level gte 2>>
<<set $classAttacks to $classAttacks + setup.class[$k].attacks_2>>
<</if>>
<<if $Player_level gte 4>>
<<set $classAttacks to $classAttacks + setup.class[$k].attacks_4>>
<</if>>
<<if $Player_level gte 6>>
<<set $classAttacks to $classAttacks + setup.class[$k].attacks_6>>
<</if>>
<<if $Player_level gte 8>>
<<set $classAttacks to $classAttacks + setup.class[$k].attacks_8>>
<</if>>
<<if $Player_level gte 10>>
<<set $classAttacks to $classAttacks + setup.class[$k].attacks_10>>
<</if>>
<<set $classPerks to setup.class[$k].perk_1>>
<<if $Player_level gte 2>>
<<set $classPerks to $classPerks + setup.class[$k].perk_2>>
<</if>>
<<if $Player_level gte 4>>
<<set $classPerks to $classPerks + setup.class[$k].perk_4>>
<</if>>
<<if $Player_level gte 6>>
<<set $classPerks to $classPerks + setup.class[$k].perk_6>>
<</if>>
<<if $Player_level gte 8>>
<<set $classPerks to $classPerks + setup.class[$k].perk_8>>
<</if>>
<<if $Player_level gte 10>>
<<set $classPerks to $classPerks + setup.class[$k].perk_10>>
<</if>>
<</nobr>><<nobr>>
<<set $InventoryExample to {}>>
<<set $InventoryHelen to {}>>
<<set $InventoryJaycie to {}>>
<<set $consumablesExample to {}>>
<<set $consumablesHelen to clone($consumables)>>
<<set $consumablesJaycie to clone($consumables)>>
<<set $character = {
example:{name: "NameOfTheCharacter",
internal: "NameOfTheCharacterWithUnderscoringToMatchKey",
character_desc: "DescriptionOfCharacterIfNeeded",
class: "",
class_internal: "NameOfCorrespondingClassKey",
classes: [],
level: 0,
exp_max: 0,
exp: 0,
hp_max: 0,
hp: 0,
shield_max: 0,
shield: 0,
focus_max: 0,
focus: 0,
flow_max: 0,
flow: 0,
glow_max: 0,
glow: 0,
morale_max: 0,
morale: 0,
gold: 0,
strength: 0,
agility: 0,
wits: 0,
attacks: [],
perks: [],
weapon: "bare hands",
w_id: 0,
subweapon: "nothing",
sw_id: 0,
armour: "lack of armour",
a_id: 0,
clothing: "underwear",
cl_id: 0,
accessory: "lack of accessory",
ac_id: 0,
burned: 0,
poisoned: 0,
charmed: 0,
},
Helen:{name: "Helen",
internal: "Helen",
character_desc: "...",
class: "De-Animator",
class_internal: "DeAnimator",
classes: ["DeAnimator"],
level: 5,
exp_max: 1000,
exp: 1000,
hp_max: 60,
hp: 60,
shield_max: 0,
shield: 0,
focus_max: 100,
focus: 100,
flow_max: 100,
flow: 0,
glow_max: 75,
glow: 75,
morale_max: 100,
morale: 60,
gold: 0,
strength: 2,
agility: 2,
wits: 4,
attacks: [],
perks: [],
weapon: "bare hands",
w_id: 0,
subweapon: "nothing",
sw_id: 0,
armour: "lack of armour",
a_id: 0,
clothing: "underwear",
cl_id: 0,
accessory: "lack of accessory",
ac_id: 0,
burned: 0,
poisoned: 0,
charmed: 0,
},
Jaycie:{name: "Jaycie",
internal: "Jaycie",
character_desc: "...",
class: "Unlucky 13",
class_internal: "Unlucky_13",
classes: ["Unlucky_13"],
level: 5,
exp_max: 1000,
exp: 1000,
hp_max: 100,
hp: 100,
shield_max: 0,
shield: 0,
focus_max: 90,
focus: 90,
flow_max: 100,
flow: 0,
glow_max: 50,
glow: 50,
morale_max: 100,
morale: 40,
gold: 0,
strength: 5,
agility: 2,
wits: 1,
attacks: [],
perks: [],
weapon: "bare hands",
w_id: 0,
subweapon: "nothing",
sw_id: 0,
armour: "lack of armour",
a_id: 0,
clothing: "underwear",
cl_id: 0,
accessory: "lack of accessory",
ac_id: 0,
burned: 0,
poisoned: 0,
charmed: 0,
},
}>>
<</nobr>><<nobr>>
<<if $Player_alias is "Jaycie" and $Perk_The_Supposedly_Dead_Killer is 1 and $Perk_TSDK is 0 and $Player_hp lte 0>>
<<set $Perk_TSDK to 1>>
<<set $Player_hp to $Player_hp_max * 0.33>>
<<set $Player_hp to Math.round($Player_hp)>>
<<set $Player_glow to 0>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
<<updatemeter 'player_glow_bar' `$Player_glow / $Player_glow_max`>>
With an eerie silence, Jaycie teeters on the spot and then falls backward, landing hard. What little light exists in her gaze turns black, and stillness hangs heavy around her.
<br><br>
All of a sudden, her eyes flare an electric blue. Without so much as a twitch of warning, she sits bolt upright, wasting no time in pushing herself up to her feet with a single hand, eyes narrowed furiously behind her mask!
<br><br>
<b>Jaycie has been revived!</b> She can only do this once per fight! All Glow depleted!
<br>
<</if>>
<</nobr>><<set _string to passage()>>
_string
<<set _string to _string.slice(0, _string.length - 3)>>
_string
<<set _string to passage()>>
_string
<<set _string to _string.slice(-3)>>
_string
<<set _string to passage()>>
_string
<<set _string to _string.slice(0, -4)>>
_string
<<set _string to _string.replace(/ /g, "_")>>
_string<<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 5>>
<<set $player_icon_top_set to 5>>
/* Map Marker stuff goes here! */
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<set setup.Example_Room = {
main_desc: "This is the main room description.",
n1_1: "This is the tile description for the top left.",
n1_2: "This is the tile description for the top right.",
n2_1: "This is the tile description for the bottom left.",
n2_2: "This is the tile description for the bottom right.",
shop: 0,
workshop: 0,
map: $MAP_BEACH2,
map_scale: 24,
drop_block: 0
}>>
<<nobr>>
<<include "Example Room Setup">>
/* HEROWEEN */
<<include "Storage Tentacle Pit Setup">>
<<include "Wine Cellar Setup">>
<<include "Laundry Room Setup">>
<<include "Annex Setup">>
<<include "Storage Setup">>
<<include "Games Room Setup">>
<<include "Entry Hall Setup">>
<<include "Dining Hall Setup">>
<<include "Study Setup">>
<<include "Kitchen Setup">>
<<include "Library Setup">>
<<include "Conservatory Setup">>
<<include "Secret Passage Jaycie Setup">>
<<include "Secret Passage Helen Setup">>
<<include "Bedroom West Setup">>
<<include "Bedroom East Setup">>
<<include "Landing Setup">>
<<include "Bathroom Setup">>
<<include "Master Bedroom Setup">>
<</nobr>><<nobr>>
<<set _roomco to passage()>>
<<set _room to _roomco.slice(0, -4)>>
<<set _room to _room.replace(/ /g, "_")>>
<<set _room_override to "override">>
<<set _room_override_2 to _room + "override_2">>
<<set _co to _roomco.slice(-3)>>
<<set _co to _co.replace(/-/g, "_")>>
<<set _co to "n" + _co>>
<<set _co_override to _co + "_override">>
<<set _co_override_2 to _co + "_override_2">>
<<if def setup[_room][_room_override]>>
<<if $Room_Override is 1>>
<<set $main_desc to state[_room][_room_override]>>
<<elseif $Room_Override is 2>>
<<set $main_desc to state[_room][_room_override_2]>>
<</if>>
<</if>>
<<if ndef setup[_room][_co_override] or $Room_Override is 0>>
<<set $main_desc to setup[_room].main_desc>>
<</if>>
<<if $desc_temp is $main_desc>>
$main_desc
<<else>>
@@.shud;$main_desc@@
<</if>>
<hrt><hr></hrt>
<<if def setup[_room][_co_override]>>
<<if $Tile_Override is 1>>
@@.shud; -- <<= setup[_room][_co_override]>>
<<elseif $Tile_Override is 2>>
@@.shud; -- <<= setup[_room][_co_override_2]>>
<</if>>
<</if>>
<<if ndef setup[_room][_co_override] or $Tile_Override is 0>>
@@.shud; -- <<= setup[_room][_co]>>
<</if>>
<<if $game_gold is 1>>
<<set $map to setup[_room].map_path>>
<<else>>
<<set $map to setup[_room].map>>
<</if>>
<<if setup[_room].map_scale is 24>>
<<set $map_player_marker to $Player_Icon_24>>
<<else>>
<<set $map_player_marker to $Player_Icon>>
<</if>>
<</nobr>><<nobr>>
<<set _co_up_1 to _co.slice(0, -2)>>
<<set _co_up_1 to _co_up_1.slice(-1)>>
<<set _co_right_1 to _co.slice(-1)>>
<<set _co_up_2 to Number.parseInt(_co_up_1)>>
<<set _co_right_2 to Number.parseInt(_co_right_1)>>
<<set _room_2 to _room.replace(/_/g, " ")>>
<<if $tile_up is "same">>
<<set _co_up_3 to _co_up_2 - 1>>
<<set $tile_up to _room_2 + " " + _co_up_3 + "-" + _co_right_2>>
<</if>>
<<if $tile_left is "same">>
<<set _co_right_3 to _co_right_2 - 1>>
<<set $tile_left to _room_2 + " " + _co_up_2 + "-" + _co_right_3>>
<</if>>
<<if $tile_down is "same">>
<<set _co_up_3 to _co_up_2 + 1>>
<<set $tile_down to _room_2 + " " + _co_up_3 + "-" + _co_right_2>>
<</if>>
<<if $tile_right is "same">>
<<set _co_right_3 to _co_right_2 + 1>>
<<set $tile_right to _room_2 + " " + _co_up_2 + "-" + _co_right_3>>
<</if>>
<<if setup[_room].map_scale is 24>>
<<include "Player Coordinates 24">>
<<else>>
<<include "Player Coordinates 48">>
<</if>>
<<include "JOMT">>
<<include "Marker Cleanup">>
<<include setup[_room].recurring_markers>>
<<set $Workshop to setup[_room].workshop>>
<<set $Crafting_Location to passage()>>
<<set $Shop to setup[_room].shop>>
<<if setup[_room].drop_block is 1>>
<<set $Drop_Here to "no">>
<</if>>
<<set $Room_Override to 0>>
<<set $Tile_Override to 0>>
<<if $direction_lock is 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $direction_lock to 0>>
<</if>>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>/* [[maplink->Annex 2-1]] */
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<<set $Jaycie_Pit to 1>>
<hrt><hr></hrt>
<<set $player_icon_right_set to 6>>
<<set $player_icon_top_set to 8>>
<<set $tile_up to "Annex 2-1">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<<if ndef $Jaycie_Post_Tentacles>>
<<set $Jaycie_Post_Tentacles to 1>>
<br><br>
<b>Jaycie can feel herself aching from that fight...</b> she should take the time to use her <b>AIU MediKit.</b> It's in the Consumables section of her inventory.
<</if>>
<hrt><hr></hrt>
<<set $player_icon_right_set to 6>>
<<set $player_icon_top_set to 10>>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<<if ndef $HW_Cabinet_Key or $HW_Cabinet_Key is 0>>
<br><br>
A small key dangles from the raver's wristband, bobbing back and forth with the twitching motions of her trapped arm. The metal looks as aged as the rest of the mansion... perhaps it belongs here?
<br><br>
<<link "Take it?" "Storage Tentacle Pit 2-3">>
<<set $HW_Cabinet_Key to 1>>
<<set $type to "key">>
<<set $item to "Cabinet_Key">>
<<include Pickup>>
<<dialog>>
Jaycie carefully reaches for the key and clutches it between her finger and thumb, jostling it loose from the raver's arm. The trapped woman moans softly at the faintest brush of contact...
<br><br>
<b>Gained a small key. It was moved to the 'Key Items' section.</b>
<</dialog>>
<</link>>
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<<for _Key, _property range $Inventory>>
<<if $Inventory[_Key].internal is "Wine_Bottle">>
<br><br>
<<capture _Key>>
<<link "Fill the bottle with this wine" "Wine Cellar 2-1">>
<<set $HW_Wine to "Sangiovese">>
<<include "Delete This">>
<<set $HW_Bottle to 0>>
<<set $type to "key">>
<<set $item to "Wine_Bottle_Sangiovese">>
<<include Pickup>>
<<dialog>>
Jaycie places the bottle into the holder and, after some fiddling, pushes the bottle up against the spout. It clicks into place. With a shudder, the esoteric old system activates, filling the bottle with a rich, red fluid!
<br><br>
<b>Gained a bottle of Sangiovese wine. It was moved to the 'Key Items' section.</b>
<</dialog>>
<</link>>
<</capture>>
<</if>>
<</for>>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $player_icon_right_set to 5>>
<<set $player_icon_top_set to 6>>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "Annex 1-1">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<<for _Key, _property range $Inventory>>
<<if $Inventory[_Key].internal is "Wine_Bottle">>
<br><br>
<<capture _Key>>
<<link "Fill the bottle with this wine" "Wine Cellar 3-2">>
<<set $HW_Wine to "Zin">>
<<include "Delete This">>
<<set $HW_Bottle to 0>>
<<set $type to "key">>
<<set $item to "Wine_Bottle_Zin">>
<<include Pickup>>
<<dialog>>
Jaycie places the bottle into the holder and, after some fiddling, pushes the bottle up against the spout. It clicks into place. With a shudder, the esoteric old system activates, filling the bottle with a rich, red fluid!
<br><br>
<b>Gained a bottle of Zin wine. It was moved to the 'Key Items' section.</b>
<</dialog>>
<</link>>
<</capture>>
<</if>>
<</for>>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<<for _Key, _property range $Inventory>>
<<if $Inventory[_Key].internal is "Wine_Bottle">>
<br><br>
<<capture _Key>>
<<link "Fill the bottle with this wine" "Wine Cellar 3-3">>
<<set $HW_Wine to "Tempranillo">>
<<include "Delete This">>
<<set $HW_Bottle to 0>>
<<set $type to "key">>
<<set $item to "Wine_Bottle_Tempranillo">>
<<include Pickup>>
<<dialog>>
Jaycie places the bottle into the holder and, after some fiddling, pushes the bottle up against the spout. It clicks into place. With a shudder, the esoteric old system activates, filling the bottle with a rich, red fluid!
<br><br>
<b>Gained a bottle of Tempranillo wine. It was moved to the 'Key Items' section.</b>
<</dialog>>
<</link>>
<</capture>>
<</if>>
<</for>>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
/* [[maplink->Storage 3-2]] */
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<<for _Key, _property range $Inventory>>
<<if $Inventory[_Key].internal is "Wine_Bottle_Tempranillo" or $Inventory[_Key].internal is "Wine_Bottle_Zin" or $Inventory[_Key].internal is "Wine_Bottle_Sangiovese">>
<br><br>
<<capture _Key>>
<<link "Throw the bottle of wine at the door" "Wine Cellar 1-2">>
<<include "Delete This">>
<<if $item is "Wine_Bottle_Tempranillo" or $item is "Wine_Bottle_Zin">>
<<set $HW_Bottle to 0>>
<<dialog>>
Jaycie grips the bottle of wine by the neck with a stranger's grasp, then throw it - hard, overarm - against the flesh-gunked door. It smashes loudly, splashing the door and meat alike with its red liquid contents... but aside from some quivering in the meat, nothing happens.
<</dialog>>
<<elseif $item is "Wine_Bottle_Sangiovese">>
<<set $HW_Gas to 1>>
<<dialog>>
Jaycie grips the bottle of wine by the neck with a stranger's grasp, then throw it - hard, overarm - against the flesh-gunked door. It smashes loudly, splashing the door and meat alike with its red liquid contents. For a moment, nothing happens.
<br><br>
Then the flesh recoils violently, a sizzling noise heard as the acidic wine eats into the creature's exposed meat. With a shriek, it retreats from the doorframe, squelching out of sight - and unjamming the door!
<br><br>
Jaycie braces herself, then kicks the door with the heel of her right foot. The door slams open, dust and flecks of wine splattering outwards as the pink smog billows out of the stuffy wine cellar ahead of her. That ought to clear the air for the time being!
<br><br>
<b>The Quest Log has been updated.</b><<set $Quest_HHtMM to 6>>
<br><br>
<b>As the air clears, Jaycie feels her Focus returning.</b><<set $Player_focus to $Player_focus_max>>
<<include "Adjust All Bars">>
<</dialog>>
<</if>>
<<set $HW_Wine to "no wine lol">>
<</link>>
<</capture>>
<</if>>
<</for>>
<hrt><hr></hrt>
<<set $player_icon_right_set to 4>>
<<set $player_icon_top_set to 5>>
<<set $tile_up to "Storage 3-2">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<if ndef $HW_Gas or $HW_Gas is 0>>
<<set $tile_up to "no">>
<</if>>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<<for _Key, _property range $Inventory>>
<<if $Inventory[_Key].internal is "Cabinet_Key">>
<br><br>
<<capture _Key>>
<<link "Use the key on the cabinet" "Laundry Room 1-1">>
<<set $HW_Cabinet to 1>>
<<set $HW_Bottle to 0>>
<<include "Delete This">>
<<dialog>>
Jaycie slots the key inside and gently tries to turn it, worried it might snap clean in half. It turns! The key seems to get stuck in the lock, but the door opens with a creak, revealing the strange, tall bottles inside.
<</dialog>>
<</link>>
<</capture>>
<</if>>
<</for>>
<<if $HW_Cabinet is 1>>
<<if $HW_Bottle is 0>>
<br><br>
<<link "Take a bottle" "Laundry Room 1-1">>
<<set $HW_Bottle to 1>>
<<set $type to "key">>
<<set $item to "Wine_Bottle">>
<<include Pickup>>
<<dialog>>
Jaycie takes a bottle from the cabinet. Dwarfed in her hand, it feels strangely fragile. She decides to just take one.
<br><br>
<b>Gained an oddly-shaped wine bottle. It was moved to the 'Key Items' section.</b>
<</dialog>>
<</link>>
<</if>>
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>/* [[maplink->Storage 3-6]] */
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $player_icon_right_set to 8>>
<<set $player_icon_top_set to 5>>
<<set $tile_up to "Storage 3-6">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<if ndef $HW_Laundry_Door or $HW_Laundry_Door is 0>>
<<set $tile_up to "no">>
<</if>>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $player_icon_right_set to 7>>
<<set $player_icon_top_set to 6>>
<<set $tile_up to "same">>
<<set $tile_left to "Annex 1-1">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>/* [[maplink->Kitchen 2-3]] */
<<if def $HW_Pixie>>
<<set $Tile_Override to 1>>
<</if>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 8>>
<<set $player_icon_top_set to 6>>
<<set $tile_up to "Kitchen 2-3">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<if ndef $HW_Pixie>>
<<set $tile_up to "Pixie Encounter">>
<</if>>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 4>>
<<set $player_icon_top_set to 4>>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "Wine Cellar 1-2">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if $HW_Dumbwaiter is 1>>
<<for _Key, _property range $Inventory>>
<<if $Inventory[_Key].internal is "Winchester" and $HW_Winchester is 1>>
<br><br>
<<capture _Key>>
<<link "Put the Winchester into the Dumbwaiter" "Storage 3-4">>
<<set $HW_Winchester to 2>>
<<include "Delete This">>
<<dialog>>
Jaycie takes the Winchester with one hand and places the shotgun into the dumbwaiter.
<</dialog>>
<</link>>
<</capture>>
<</if>>
<</for>>
<</if>>
<<if $HW_Dumbwaiter is 1>>
<br><br>
<<link "Send the Dumbwaiter back up to Helen." "Dumbwaiter time 2">>
<<set $HW_Dumbwaiter to 2>>
<<set $HW_Chainsaw to 5>>
<</link>>
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if ndef $HW_Laundry_Door or $HW_Laundry_Door is 0>>
<br><br>
The speaker system blocking the door looks woefully heavy, but not for Jaycie. At least... not now that she can properly grasp it.
<br><br>
<<link "Move it out of the way." "Storage 3-6">>
<<set $HW_Laundry_Door to 1>>
<<dialog>>
Jaycie grabs the speaker with both hands, stoops low into a squat, and lifts with her legs; flinging the offending barricade up back onto its proper standing base!... and over again, landing with a loud crash that sends a few drinks cans scattering. Um. Oops! The door's open, at least.
<</dialog>>
<</link>>
<</if>>
<hrt><hr></hrt>
<<set $player_icon_right_set to 8>>
<<set $player_icon_top_set to 4>>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "Laundry Room 1-2">>
<<set $tile_right to "same">>
<<if ndef $HW_Laundry_Door or $HW_Laundry_Door is 0>>
<<set $tile_down to "no">>
<</if>>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 8>>
<<set $player_icon_top_set to 8>>
<<set $tile_up to "same">>
<<set $tile_left to "Entry Hall 3-3">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if ndef $HW_Chainsaw or $HW_Chainsaw is 0>>
<br><br>
Suspended in mid-air via glittering magical force - among several other items - is a miniaturized chainsaw with a baby-blue casing and a mercifully clean chain. It appears to be active but idle, rumbling away softly as it floats. The other items being juggled by the frozen clown are rather more mundane.
<br><br>
<<link "Take the chainsaw?" "Dining Hall 4-2">>
<<set $HW_Chainsaw to 1>>
<<set $type to "weapon">>
<<set $item to "Mini_Chainsaw">>
<<include Pickup>>
<<dialog>>
Helen steps around the side of the frozen clown, ignoring the waves of fear the petrified party-goof seems to emit. Grasping the casing and handle of the chainsaw, she tries to pull it from its hovering position. A token amount of force is required to wrangle it free, glittering dust fading in its wake - the other juggled items remain where they are after a slight wobble.
<br><br>
<b>Gained the Mini Chainsaw. It was moved to the 'Weapons' section.</b>
<</dialog>>
<</link>>
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>/*
[[maplink->Wine Cellar 2-3]]
[[maplink->Laundry Room 2-1]]*/
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $player_icon_right_set to 6>>
<<set $player_icon_top_set to 6>>
<<set $tile_up to "no">>
<<set $tile_left to "Wine Cellar 2-3">>
<<set $tile_down to "same">>
<<set $tile_right to "Laundry Room 2-1">>
<<include "Room2">>
<</nobr>><<nobr>>
<<set $Jaycie_Pit to 0>>
<<if ndef $HW_Fight_1>>
<<set $HW_Fight_1 to 0>>
<</if>>
<<if $HW_Fight_1 is 0>>
<<set $HW_Fight_1 to 1>>
<<set $player_icon_right_set to 6>>
<<set $player_icon_top_set to 7>>
<<if $game_gold is 1>>
<<set $map to setup.Annex.map_path>>
<<else>>
<<set $map to setup.Annex.map>>
<</if>>
<<set $map_player_marker to $Player_Icon_24>>
<<include "Player Coordinates 24">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
As soon as she steps through the doorway, Jaycie grabs the heavy wooden door and slams it shut behind her with one hand. Dust billows from the frame - at least, where it isn't sodden and stuck with slime. The amazonian Revenant tilts her head as she glares at the door, as if glaring through it, daring the monster within to come and get her... but it seems content with its far less murderous playthings, for now.
<br><br>
Huffing under her mask, Jaycie lumbers and turns on the spot, examining her new surroundings. It appears to be a mere annex between other rooms, with the far wall ahead of her dominated by a shelf and the walls to either side bare in her immediacy, but bearing doors further ahead.
<br><br>
With the threat behind her for now, Jaycie cranes her neck back and stares up at the ceiling, tilting her head. She wonders if Helen is alright.
<br><br>
She jolts in surprise, glancing down sharply, from a pang in her... chest? What is that? It feels oddly familiar, yet so very distant. She stares down at herself, her thoughts drifting.
<br><br>
<<link "Meanwhile, with Helen... (Swap)" "Entry Hall 5-2">>
<<set $Player_swap to "Helen">>
<<include "Character Swap">>
<<include "Marker Cleanup">>
<</link>>
<<else>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<include "check your carbon monoxide detectors">>
<hrt><hr></hrt>
<<set $player_icon_right_set to 6>>
<<set $player_icon_top_set to 7>>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "Storage Tentacle Pit 1-2">>
<<set $tile_right to "no">>
<<include "Room2">>
<</if>>
<</nobr>><<nobr>>
<<if $HW_Pixie is 1>>
<<set $Tile_Override to 1>>
<</if>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if ndef $HW_Pixie_Pebbles or $HW_Pixie_Pebbles is 0>>
<<if def $HW_Pixie>>
<br><br>
Glittering within the wall here, it seems that a number of the rock shards the Pixie flung at Helen have taken on magical properties. Intentional or accidental, they exude a curious power...
<br><br>
<<link "Take them?" "Dining Hall 2-2">>
<<set $HW_Pixie_Pebbles to 1>>
<<set $type to "accessory">>
<<set $item to "Pixie_Pebbles">>
<<include "Pickup">>
<<dialog>>
Helen carefully plucks the pebbles from the wall, gathering them into one hand. To her surprise, they levitate out of her palm and spiral around her wrist, like a bracelet without a string. She feels light as a feather! She reaches for one of them and plucks it away, the rest following it on that invisible thread. How curious...
<br><br>
<b>Gained the 'Pixie Pebbles' Accessory!. It was moved to the 'Accessory' section.</b>
<</dialog>>
<</link>>
<</if>>
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>/* [[maplink->Conservatory 1-1]] */
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 3>>
<<set $player_icon_top_set to 2>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "Conservatory 1-1">>
<<if ndef $HW_Maiden>>
<<set $tile_right to "Maiden Encounter">>
<</if>>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if ndef $HW_Winchester or $HW_Winchester is 0>>
<br><br>
Above the hastily constructed bar is a decorative shotgun, perhaps taken from elsewhere in the manor. It certainly looks impressively real. Very real. In fact... could it be?
<br><br>
<<link "Take the shotgun?" "Storage 1-4">>
<<set $HW_Winchester to 1>>
<<set $type to "weapon">>
<<set $item to "Winchester">>
<<include Pickup>>
<<dialog>>
Jaycie reaches up with a single hand and attempts to remove the shotgun. She accidentally pulls the wooden mounting it's affixed too clean off the bar wall as well... whoops. She discards the broken wood and examines the weapon; yup! That's a real shotgun!
<br><br>
<b>Gained the Winchester. It was moved to the 'Weapons' section.</b>
<</dialog>>
<</link>>
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<if ndef $HW_Helen_Swap_1>>
<<set $HW_Helen_Swap_1 to 0>>
<</if>>
<<if $HW_Helen_Swap_1 is 0>>
<<set $HW_Helen_Swap_1 to 1>>
<<set $Quest_HHtMM to 3>>
<<set $player_icon_right_set to 6>>
<<set $player_icon_top_set to 10>>
<<if $game_gold is 1>>
<<set $map to setup.Entry_Hall.map_path>>
<<else>>
<<set $map to setup.Entry_Hall.map>>
<</if>>
<<set $map_player_marker to $Player_Icon_24>>
<<include "Player Coordinates 24">>
<<include "Entry Hall Recurring Markers">>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
It takes quite some time before Helen feels secure enough to put her revolver away - time enough to be sure that the Succubus isn't just lurking out of sight, waiting to strike her in the back. She sighs as she carefully holsters her weapon, planting her organic hand upon her face and rubbing her own cheek.
<br><br>
A Succubus. A strong one, too, it seems - that is, if the displacement of this Manor is truly her doing. Ideally, Helen would call for backup, but...
<br><br>
Glancing over her shoulder, she grimaces at the sight of the entry doorway. It hurts her emerald eyes to gaze into the abyss for longer than a few seconds. Come to think of it, maybe that's why that saying exists?
<br><br>
With a shake of her head, she turns her attention to the hall around her. Doors flank her everywhere she looks, and those stairs look rather inviting. The ground around her is littered with discarded signs of interrupted frivolity - cans of drink, articles of clothing, glowsticks - while the warm, flickering light is provided by a mixture of candles and old, buzzing lamps in various states of disrepair.
<br><br>
Helen casts another glance down, brow furrowed in concern for her comrade. Oh, she hopes Jaycie is alright... but she'll do neither herself nor her friend any good standing here moping.
<br><br>
<b>The Quest Log has been updated.</b>
<br><br>
<<link "Better look for an exit that doesn't lead to a soul-scraping abyss." "Entry Hall 5-2">>
<</link>>
<<else>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 6>>
<<set $player_icon_top_set to 10>>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</if>>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<if $HW_Entry_Hall_Doors gte 5>>
<<set $Tile_Override to 1>>
<</if>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if ndef $HW_Entry_Hall_Doors>>
<<set $HW_Entry_Hall_Doors to 0>>
<</if>>
<<if ndef $HW_Entry_Hall_Doors>>
<<set $HW_Entry_Hall_Doors to 0>>
<</if>>
<<if $HW_Entry_Hall_Doors lt 5>>
<br><br>
<<link "Try to open the door" "DOOR STUCK">>
<<set $Prior_Location to passage()>>
<</link>>
<</if>>
<hrt><hr></hrt>
<<set $player_icon_right_set to 5>>
<<set $player_icon_top_set to 9>>
<<set $tile_up to "same">>
<<set $tile_left to "Games Room 2-2">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<if $HW_Entry_Hall_Doors lt 5>>
<<set $tile_left to "no">>
<<elseif $HW_Entry_Hall_Doors gte 6 and $HW_Fight_2 is 0>>
<<set $tile_left to "Post-Daria Jaycie Swap">>
<b>Advancing to the west will cause a change in perspective. A good Agent knows to deal with any injuries now, rather than to wait!</b><br><br>
<</if>>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>/* [[maplink->Landing 2-2]] */
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if $HW_Pixie_Surprise gte 1>>
<br><br>
Helen can feel it - <success><b>The stairs are no longer enchanted!</b></success>
<<set $HW_Entry_Hall_Doors to 8>>
<</if>>
<<if ndef $HW_Entry_Hall_Doors>>
<<set $HW_Entry_Hall_Doors to 0>>
<</if>>
<<if $HW_Entry_Hall_Doors lt 8>>
<br><br>
<<link "Try to climb the stairs" "DOOR STUCK">>
<<set $Prior_Location to passage()>>
<</link>>
<</if>>
<hrt><hr></hrt>
<<set $player_icon_right_set to 6>>
<<set $player_icon_top_set to 8>>
<<set $tile_up to "Landing 2-2">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<if $HW_Entry_Hall_Doors lt 8>>
<<set $tile_up to "no">>
<</if>>
<<include "Room2">>
<</nobr>><<nobr>>/* [[maplink->Dining Hall 3-1]] */
<<if $HW_Entry_Hall_Doors gte 7>>
<<set $Tile_Override to 1>>
<</if>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if ndef $HW_Entry_Hall_Doors>>
<<set $HW_Entry_Hall_Doors to 0>>
<</if>>
<<if $HW_Entry_Hall_Doors lt 7>>
<br><br>
<<link "Try to open the door" "DOOR STUCK">>
<<set $Prior_Location to passage()>>
<</link>>
<</if>>
<<for _Key, _property range $Inventory>>
<<if $Inventory[_Key].internal is "Hexslingers_Sidearm">>
<br><br>
<<capture _Key>>
<<link "Use the Hexslinger's Sidearm on the door" "Entry Hall 3-3">>
<<set $HW_Entry_Hall_Doors to 7>>
<<include "Delete This">>
<<dialog>>
Clutching the grip of the spectral pistol tightly, Helen aims it at the warded door. Just as she suspected - or hoped, privately - the ghostly gun reacts, ready to reverse the effect it placed on the door. Helen pulls the trigger and feels a rush of magical energy dissipating like a snuffed-out candle, the gun fading from existence in her hand.
<br><br>
The door is now open!
<</dialog>>
<</link>>
<</capture>>
<</if>>
<</for>>
<hrt><hr></hrt>
<<set $player_icon_right_set to 7>>
<<set $player_icon_top_set to 8>>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "Dining Hall 3-1">>
<<if $HW_Entry_Hall_Doors lt 7>>
<<set $tile_right to "no">>
<</if>>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if ndef $HW_Entry_Hall_Doors>>
<<set $HW_Entry_Hall_Doors to 0>>
<</if>>
<<if $HW_Entry_Hall_Doors lt 5>>
<br><br>
<<link "Try to open the door" "DOOR STUCK">>
<<set $Prior_Location to passage()>>
<</link>>
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if ndef $HW_Entry_Hall_Doors>>
<<set $HW_Entry_Hall_Doors to 0>>
<</if>>
<<if $HW_Entry_Hall_Doors lt 5>>
<br><br>
<<link "Try to open the door" "DOOR STUCK">>
<<set $Prior_Location to passage()>>
<</link>>
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if ndef $HW_Hexslinger or $HW_Hexslinger is 0>>
The Hexslinger - if that is indeed what she is, rather than a mere party costume - looks as occupied as anyone else in the room. She won't miss that spell-blasting conjuration of hers, right?
<br><br>
<<link "Take the Hexslinger's Sidearm?" "Games Room 3-2">>
<<set $HW_Hexslinger to 1>>
<<set $type to "key">>
<<set $item to "Hexslingers_Sidearm">>
<<include Pickup>>
<<dialog>>
Careful as a mouse that knows it's being watched, Helen reaches for the occupied holster as it dangles from the mindlessly bouncing, moaning Hexslinger. It seems her caution - while sensible - isn't required, for the girl doesn't react at all when the weighless apparition of a firearm is lifted from her person.
<br><br>
<b>Gained the Hexslinger's Sidearm. It was moved to the 'Key Items' section.</b>
<</dialog>>
<</link>>
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 4>>
<<set $player_icon_top_set to 9>>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "Entry Hall 4-1">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 4>>
<<set $player_icon_top_set to 6>>
<<set $tile_up to "Library 2-2">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<if $HW_Dumbwaiter is 1>>
<<set $Tile_Override to 1>>
<</if>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<for _Key, _property range $Inventory>>
<<if $Inventory[_Key].internal is "Mini_Chainsaw" and $HW_Chainsaw is 1>>
<br><br>
<<capture _Key>>
<<link "Put the Mini Chainsaw into the Dumbwaiter" "Kitchen 2-1">>
<<set $HW_Chainsaw to 2>>
<<include "Delete This">>
<<dialog>>
Helen hefts the small but weighty chainsaw up with both hands and carefully slots it inside the Dumbwaiter. She adjusts it so that it sits neatly. Jaycie could make good use of this...
<</dialog>>
<</link>>
<</capture>>
<</if>>
<</for>>
<<if $HW_Winchester is 2>>
<br><br>
A grand old shotgun sits idle inside the Dumbwaiter.
<br><br>
<<link "Take the Winchester?" "Kitchen 2-1">>
<<set $HW_Winchester to 3>>
<<set $type to "weapon">>
<<set $item to "Winchester">>
<<include Pickup>>
<<dialog>>
Helen picks up the shotgun and gives it a quick inspection. It's immediately apparent to her that the weapon is <i>lightly</i> cursed, but that might be the edge she needs tonight. She stows the weapon with a smirk - it's hard to <i>not</i> feel confident when you've got a shotgun!
<br><br>
<b>Gained the Winchester. It was moved to the 'Weapons' section.</b>
<</dialog>>
<</link>>
<</if>>
<<if ndef $HW_Dumbwaiter>>
<br><br>
<<link "Write a note for Jaycie and send it down. (Swap)" "Dumbwaiter time">>
<<set $HW_Dumbwaiter to 1>>
<</link>>
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 8>>
<<set $player_icon_top_set to 5>>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "Dining Hall 1-1">>
<<set $tile_right to "same">>
<<if $HW_Pixie_Surprise is 1>>
<<set $tile_down to "Pixie Surprise">>
<</if>>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<if $HW_Con_Kitchen is 1>>
<<set $Tile_Override to 1>>
<</if>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if $HW_Daria_Study is 1 and ndef $HW_Book_1>>
<br><br>
Of the many old books upon the shelf here, one of the spines sticks out to Jaycie. It is muted in colour, but the foil imprint upon the publisher mark at the base depicts a setting sun, a semi-circle casting rays in every remaining direction.
<br><br>
<<link "Pull it." "Library 2-1">>
<<set $HW_Book_1 to 1>>
<<dialog>>
Jaycie reaches for the book and pulls it. It does not pull away from the shelf further than a few inches, a rusty-feeling resistance present towards the back. A soft -click- is heard when it's pulled as far as it will go.
<<if $HW_Book_1 is 1 and $HW_Book_2 is 1 and $HW_Book_3 is 1>>
<b><br><br>Something rumbles to the northwest...</b>
<</if>>
<</dialog>>
<</link>>
<<elseif $HW_Daria_Study is 1>>
The 'Sunset' book here has been pulled.
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>/* [[maplink->Secret Passage Jaycie 1-1]] */
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if $HW_Book_1 is 1 and $HW_Book_2 is 1 and $HW_Book_3 is 1>>
<br><br>The bookcase to the north has receded into the floor...
<<if ndef $HW_Mirror>>
Beyond it lies a large mirror, a number of mirrored shards lying in front of it. How odd.
<<link "Inspect the mirror." "Mirror Encounter">><</link>>
<</if>>
<</if>>
<hrt><hr></hrt>
<<set $player_icon_right_set to 3>>
<<set $player_icon_top_set to 4>>
<<set $tile_up to "Secret Passage Jaycie 1-1">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<if ndef $HW_Mirror>>
<<set $tile_up to "no">>
<</if>>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if $HW_Daria_Study is 1 and ndef $HW_Book_3>>
<br><br>
Of the many old books upon the shelf here, one of the spines sticks out to Jaycie. It is muted in colour, but the foil imprint upon the publisher mark at the base depicts a setting sun, a semi-circle casting rays in every remaining direction. It is noticably less dusty than the other books around it.
<br><br>
<<link "Pull it." "Library 1-2">>
<<set $HW_Book_3 to 1>>
<<dialog>>
Jaycie reaches for the book and pulls it. It does not pull away from the shelf further than a few inches, a rusty-feeling resistance present towards the back. A soft -click- is heard when it's pulled as far as it will go.
<<if $HW_Book_1 is 1 and $HW_Book_2 is 1 and $HW_Book_3 is 1>>
<b><br><br>Something rumbles to the northwest...</b>
<</if>>
<</dialog>>
<</link>>
<<elseif $HW_Daria_Study is 1>>
The 'Sunset' book here has been pulled.
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 5>>
<<set $player_icon_top_set to 4>>
<<set $tile_up to "Conservatory 2-2">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>/* [[maplink->Study 1-2]] */
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 4>>
<<set $player_icon_top_set to 5>>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "Study 1-2">>
<<set $tile_right to "same">>
<<if ndef $HW_Daria_Study>>
<<set $tile_down to "One more time Daria">>
<</if>>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if $HW_Daria_Study is 1 and ndef $HW_Book_2>>
<br><br>
Of the many old books upon the shelf here, one of the spines sticks out to Jaycie. It is muted in colour, but the foil imprint upon the publisher mark at the base depicts a setting sun, a semi-circle casting rays in every remaining direction. Part of the cover has decayed away, revealing the book to be metal beneath it.
<br><br>
<<link "Pull it." "Library 2-3">>
<<set $HW_Book_2 to 1>>
<<dialog>>
Jaycie reaches for the book and pulls it. It does not pull away from the shelf further than a few inches, a rusty-feeling resistance present towards the back. A soft -click- is heard when it's pulled as far as it will go.
<<if $HW_Book_1 is 1 and $HW_Book_2 is 1 and $HW_Book_3 is 1>>
<b><br><br>Something rumbles to the northwest...</b>
<</if>>
<</dialog>>
<</link>>
<<elseif $HW_Daria_Study is 1>>
The 'Sunset' book here has been pulled.
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if ndef $HW_Incredibly>>
<br><br>
... Nothing, that is, except for the knife buried into the tool rack's wooden surface, on the upper right corner. It looks remarkably out of place, and Jaycie isn't sure what it's doing among gardening tools... but it speaks to her. Literally.
<br><br>
<<link "Pick up the obviously evil blade?" "Conservatory 2-1">>
<<set $HW_Incredibly to 1>>
<<set $type to "subweapon">>
<<set $item to "Incredibly_Evil_Knife">>
<<include "Pickup">>
<<dialog>>
Jaycie throws caution to the wind, wraps her hand around the blade's handle, and gives a firm, slow tug. With a bit of effort it slips free of the wood, its surface stained red yet remaining surgically sharp. Giving it an inspection and ignoring the voice it beams directly into her head - despite its mounting frustration at her ignorance - Jaycie spins the blade and then pockets it. Carefully.
<br><br>
<b>Gained the 'Incredibly Evil Knife Subweapon! It was moved to the 'Subweapon' section.</b>
<</dialog>>
<</link>>
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>/* [[maplink->Library 1-3]] */
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if ndef $HW_Con_Kitchen>>
<br><br>
<b>The door here is unlocked, but...</b> this isn't the one Helen is knocking from. Jaycie looks to the east...
<</if>>
<hrt><hr></hrt>
<<set $player_icon_right_set to 5>>
<<set $player_icon_top_set to 3>>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "Library 1-3">>
<<set $tile_right to "same">>
<<if ndef $HW_Con_Kitchen>>
<<set $tile_down to "no">>
<</if>>
<<include "Room2">>
<</nobr>><<nobr>>
<<if $HW_Con_Kitchen is 1>>
<<set $Tile_Override to 1>>
<</if>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if ndef $HW_Con_Kitchen or $HW_Con_Kitchen is 0>>
<br><br>
<<link "Rub the pollen off the window." "Con Kitchen Convo">><</link>>
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 4>>
<<set $player_icon_top_set to 2>>
<<set $tile_up to "no">>
<<set $tile_left to "Storage 1-1">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<if ndef $HW_Mandrake or $HW_Mandrake is 0>>
<<set $tile_right to "Mandrakes Encounter">>
<</if>>
<<include "Room2">>
<</nobr>><<nobr>>
<<if ndef $HW_Bedroom_West>>
<<set $HW_Bedroom_West to 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $player_icon_right_set to 4>>
<<set $player_icon_top_set to 9>>
As the increasingly familiar sounds of bodies getting busy assaults her ears, Helen pre-emptively frowns and raises her guard before opening the door the rest of the way. Expecting to find another room of soul-drained fuck-Zombies, he bewilderment is understandable when she's met with gasps, waves, and whistles. Any relief, however, is short-lived when the gaggle before her open their mouths - some of them having to free said mouths of delectable duty first, pulling off of twitching pricks or out of eager snatches.
<br><br>
<amy>"Oh wow!" "Heyyyy, I know her!" "Oooh, she's cute!" "Aww, too bad..."</amy> sing a chorus of voices masculine, feminine, and anywhere in between, a familiar <i>undertone</i> carried upon their mixed voices. No less confused than she was on entry, Helen takes a moment to examine the room's occupants; most of them are huddled together on the bed at the south end of the room, though a few are wrestling behind it, or draped over other furniture... all caught mid-coitus.
<br><br>
And all of them visibly corrupted, with newly-sprouted horns, a few tails, and red, pink or purple discolouration of the skin; not to mention burning embers of dark purple in their eyes, fighting to overtake whatever original colours lay there. Helen clutches her weapon, but the group wave her off and make no attempt to rush her down. Even more confusing!
<br><br>
<amy>"Heyyy, no need for that!" "Jeez, jumpy, ain't she?" "No fun! Booo!" "Chill, babe. You're off limits."</amy> comes another chorus, Helen having to strain her attention to pick that last line out of the crowd. She turns to the face in question - a young, effeminate-looking man lying draped over two attentive ladies larger them him in height and width, giggling and affectionately stroking his body. A single fang creeps past his lips, and his horns have grown long enough to develop a slight curve. Despite his size - disregarding his disproportionate endowment - it would appear that he's the 'leader' here.
<br><br>
<helen>"You. Explain."</helen> Helen demands, her patience wearing thin tonight. The Succuspawn shrugs with a grin, wrapping his arms one each around his girls.
<br><br>
<amy>"Like I said! You're off limits. Orders from the top- that is, from the new Boss. Mistress Amy!"</amy> he exclaims like a rallying cry, to which the entire room stops what they're doing and sighs dreamily. Helen grimaces at the display, then shakes her head.
<br><br>
<helen>"I'm 'off limits'? Funny, I've been fighting all night..."</helen> Helen grumbles, crossing her arms. The Succuspawn shakes his head and offers another unhelpful shrug.
<br><br>
<amy>"Guess you pissed the Mistress off bad enough, huh? I ain't sayin' no more than I already have. We're not allowed to touch you; on pain of 'ouch'. But hey, don't worry, girl..."</amy> he trails off, winking with a smirk. <amy>"I'm sure she'll let us play with whatever's left of you once she's <b>done.</b>"</amy> he sneers, and Helen scowls back, gripping her weapon tightly despite his insistence earlier. She'd rather walk back out of the room, but there might be something useful in here. So, she instead attempts to just tune these idiots out.
<br><br>
<<link "Continue" "Bedroom West 2-2">><</link>>
<<else>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 4>>
<<set $player_icon_top_set to 9>>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "Landing 4-1">>
<<include "Room2">>
<</if>>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if ndef $HW_Dildo or $HW_Dildo is 0>>
<br><br>
Sitting proud upon the dresser - evidently not required by the 'trainees' behind her - is a large purple dildo, resplendent with ample detail in stark contrast to its lack of colour accuracy.
<br><br>
<<if $HW_Dildo_Need is 1>>
<<link "Take the Dildo?" "Bedroom West 2-1">>
<<set $HW_Dildo to 1>>
<<set $type to "key">>
<<set $item to "Dildo">>
<<include Pickup>>
<<dialog>>
<helen>"Look, uh... I need to borrow this."</helen> Helen mutters, grabbing the-- ok, well- oh, god, how do you pick this thing up without it looking obscene? And the base is suction-cupped to the surface! Helen blushes fiercely as the gaggle behind her giggle at her misfortune, tugging and pulling fiercely until the damn thing finally slips free from the dresser. With a huff, she stows the massive shaft, silencing the gawpers behind her with a glare over her shoulder.
<br><br>
<b>Gained a big ol' dildo. It was moved to the 'Key Items' section.</b>
<</dialog>>
<</link>>
<</if>>
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if ndef $HW_Deplorable>>
<br><br>
One of the Succuspawn sat on the foot of the bed is busy fiddling with a ornate puzzle cube, about six inches long on each side. Helen freezes when she recognizes it for what it is; a Deplorable Composition. It would be extremely bad for anyone nearby if it were to be solved, but thankfully, the purple-skinned corrupted girl looks like she's about five seconds away from chewing into it in frustration, using her new, sharp fangs.
<br><br>
<<link "Ask if Helen can have it?" "Bedroom West 3-1">>
<<set $HW_Deplorable to 1>>
<<set $type to "subweapon">>
<<set $item to "Deplorable_Composition">>
<<include "Pickup">>
<<dialog>>
<helen>"You don't look like you're having fun, there."</helen> Helen remarks, to which the Succuspawn pauses her efforts and glares up at the Agent. With a huff, she thrusts the strange puzzle box into her hands!
<br><br>
<amy>"HMPH! Take it, it's boring anyway!"</amy> the Succuspawn huffs, crossing her arms and launching herself back into the groupie pile. Much yelling and squirming ensues, and she's quickly busy with hands and unmentionables grinding on her. Helen blinks, then looks down at the unsolved puzzle, glaring at it. Damn Spicy Cubes...
<br><br>
<b>Gained the 'Deplorable Composition' Subweapon! It was moved to the 'Subweapon' section.</b>
<</dialog>>
<</link>>
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>/* [[maplink->Bedroom West 2-2]] */
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 5>>
<<set $player_icon_top_set to 9>>
<<set $tile_up to "same">>
<<set $tile_left to "Bedroom West 2-2">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>/* [[maplink->Bedroom East 2-1]] */
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 7>>
<<set $player_icon_top_set to 9>>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "Bedroom East 2-1">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 6>>
<<set $player_icon_top_set to 7>>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "Entry Hall 3-2">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<if ndef $HW_Upstairs>>
<<set $HW_Upstairs to 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
Half-expecting to be suddenly whisked back down the stairs by Fae magicks, Helen allows herself a relieved sigh when no such mischief takes place. She narrows her eyes, casting a critical gaze to the doors that flank her to the south, a short few steps up to either the east or west. They all look unwarded... save for the one to northeast. That one <i>is</i> warded, and it looks particularly nasty! So, it must be important.
<b>The Quest Log has been updated.</b><<set $Quest_HHtMM to 11>>
<br><br>
<<link "Continue" "Landing 1-2">><</link>>
<<else>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</if>>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>/* [[maplink->Master Bedroom 4-3]] */
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 7>>
<<set $player_icon_top_set to 7>>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>/* [[maplink->Bathroom 4-2]] */
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 5>>
<<set $player_icon_top_set to 7>>
<<set $tile_up to "same">>
<<set $tile_left to "Bathroom 4-2">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<if ndef $HW_Daria_Bathroom>>
<<set $tile_left to "Daria 2">>
<</if>>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 8>>
<<set $player_icon_top_set to 9>>
<<set $tile_up to "same">>
<<set $tile_left to "Landing 4-3">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<if $HW_Dildo_Need is 2>>
<<set $Tile_Override to 1>>
<</if>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if ndef $HW_Dildo_Need>>
<<set $HW_Dildo_Need to 1>>
<</if>>
<<if $HW_Dildo_Need is 1>>
<br><br>
<b>Helen has a feeling that object might be use...</b> Sigh. How is she going to convince the Ghoul to give it up?
<</if>>
<<for _Key, _property range $Inventory>>
<<if $Inventory[_Key].internal is "Dildo" and $HW_Dildo_Need is 1>>
<br><br>
<<capture _Key>>
<<link "Trade the knob for a knob" "Bedroom East 1-1">>
<<set $HW_Dildo_Need to 2>>
<<include "Delete This">>
<<set $type to "key">>
<<set $item to "Door_Handle">>
<<include Pickup>>
<<dialog>>
As Helen approaches the lust-stricken Ghoul, she hisses and closes her legs - regardless of how uncomfortable her chosen implement of pleasure is at its job. When Helen produces the rather magificent dildo, however? The Ghoul's eyes light up and practically sparkle. She grabs for it with her clawed hands, practically wrenching it from Helen's grasp. With a huff, she pulls the dull metal knob from her sopping slit and swiftly replaces it with the far large dildo, shuddering as it stops a mere three inches in.
<br><br>
... And Helen's been staring. Ahem. She gingerly reaches down for the handle and picks it up with a grimace, the Ghoul completely zoning her out of perception as she starts to slam the meaty imitation meat in and out of her eager hole.
<br><br>
<helen>"A... pleasure doing business with you, I'm sure."</helen>
<br><br>
<b>Gained a slightly sticky Door Handle. It was moved to the 'Key Items' section.</b>
<</dialog>>
<</link>>
<</capture>>
<</if>>
<</for>>
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 4>>
<<set $player_icon_top_set to 7>>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "Landing 2-1">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 8>>
<<set $player_icon_top_set to 7>>
<<set $tile_up to "same">>
<<set $tile_left to "Landing 2-3">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>/* [[maplink->Secret Passage Jaycie 1-3]] */
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 3>>
<<set $player_icon_top_set to 3>>
<<set $tile_up to "Secret Passage Jaycie 1-3">>
<<set $tile_left to "no">>
<<set $tile_down to "Secret Passage Jaycie 1-1">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<for _Key, _property range $Inventory>>
<<if $Inventory[_Key].internal is "Door_Handle">>
<br><br>
<<capture _Key>>
<<link "Affix the handle to the door" "Bathroom 2-3">>
<<set $HW_Bathroom_Door_Fixed to 1>>
<<include "Delete This">>
<<dialog>>
Helen takes the retrieved door handle and turns it around in her grip until the square protrusion on the base side is facing the door. She pushes it into place and gives it a jiggle, then tries turning it. It fits! It opens!
<br><br>
<b>The Quest Log has been updated.</b><<set $Quest_HHtMM to 12>>
<</dialog>>
<</link>>
<</capture>>
<</if>>
<</for>>
<<if $HW_Bathroom_Door_Fixed is 1>>
<br><br><b>The door has been fixed.</b>
<<else>>
<br><br>The door is missing a handle. Try as she might, Helen can't jig it into opening.
<</if>>
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "Master Bedroom 2-1">>
<<if ndef $HW_Bathroom_Door_Fixed>>
<<set $tile_right to "no">>
<</if>>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "Bathroom 2-3">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "no">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "same">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $tile_up to "no">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>/* [[maplink->Secret Passage Helen 1-2]] */
<<if $HW_Portrait is 1>>
<<set $Tile_Override to 1>>
<</if>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<<if ndef $HW_Portrait or $HW_Portrait is 0>>
<br><br>
<<link "Examine the portrait's frame." "Portrait Encounter">><</link>>
<<else>>
<b>Advancing north will cause a change in perspective.</b>
<</if>>
<hrt><hr></hrt>
<<set $player_icon_right_set to 9>>
<<set $player_icon_top_set to 4>>
<<set $tile_up to "Secret Passage Helen 1-2">>
<<set $tile_left to "same">>
<<set $tile_down to "same">>
<<set $tile_right to "no">>
<<if ndef $HW_Portrait or $HW_Portrait is 0>>
<<set $tile_up to "no">>
<</if>>
<<include "Room2">>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Player_hp to $Player_hp_max>>
<<set $Player_glow to $Player_glow_max>>
Helen gingerly places a hand upon the frame. Finding it to be rather heavy, it's soon joined by the other, and then a heave back as she slowly pulls the groaning door open.
<br><br>
A musty smell of trapped air rushes past her, the passage beyond revealed to be a spiral staircase hewn from stone. It must be hidden within the support pillar! A quick mental calculation of her position compared to what she saw in the Kitchen quickly confirms it - and brings about the question of whether it has a twin on the other side of the Manor.
<br><br>
Helen purses her lips. She's hesitant to march into the belly of the beast, but she has no other way of reaching Jaycie right now. All she can do is ascend and hope her hunch is right.
<br><br>
<helen>"You're so much smarter than you know, darling... figure it out. I'm sure you will."</helen> she whispers. Then she steps into the gloomy secret stairs and begins to climb.
<br><br>
<<link "Meanwhile, with Jaycie... (Swap)" "Post-Portrait Jaycie Swap">>
<<set $Player_swap to "Jaycie">>
<<include "Character Swap">>
<<include "Marker Cleanup">>
<</link>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Player_hp to $Player_hp_max>>
<<set $Player_glow to $Player_glow_max>>
Jaycie steps inside the passage with a grumble. Just as she suspected from a glance, it's a very tight fit. She has to awkwardly shuffle her way sideways up the spiralling steps, her chest getting squashed against the central column the whole while.
<br><br>
<jaycie>"... should've worn sports bra..."</jaycie> the Revenant admits with a huff, but she soldiers onwards and upwards to the unknown.
<br><br>
To the end.
<br><br>
<<link "Reunion awaits." "Amy Encounter 1">>
<<set $Player_swap to "Helen">>
<<include "Character Swap">>
<<include "Marker Cleanup">>
<</link>>
<</nobr>><<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 3>>
<<set $player_icon_top_set to 3>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "Secret Passage Jaycie 1-2">>
<<set $tile_right to "The Chapel">>
<<include "Room2">>
<</nobr>>Double-click this passage to edit it.<<nobr>>
<<include "Room1">>
/* Tile-specific stuff goes here! */
<hrt><hr></hrt>
<<set $player_icon_right_set to 9>>
<<set $player_icon_top_set to 3>>
<<set $tile_up to "no">>
<<set $tile_left to "The Chapel">>
<<set $tile_down to "Secret Passage Helen 1-2">>
<<set $tile_right to "no">>
<<include "Room2">>
<</nobr>><<set setup.Storage_Tentacle_Pit = {
main_desc: "In the wake of its thorough thrashing, the tentacle monster is keeping its eyes low in Jaycie's presence. It seems ill-inclined to release any of its captives, however, and given that the few faces that Jaycie can see are blissed-out beyond good sense, that might be for the best - for now. <br><br>The room itself seems rather larger than the walkable portions left of it, with walls of fleshy membrane creeping up to the east and west, creating a bowl that rapidly becomes too steep to be worth the effort of traversing. The flesh coats every available surface, save for the sole exit to the direct north and the spot of the ceiling through which Jaycie fell earlier.",
n1_1: "Stuck in a rather acrobatic position is someone furred and female, her body clad in soft-looking fluff of a light sandy tone that sharply transitions into rich shades of purple down the thicker fur of her arms and legs. At least, the parts of them that are visible. Trapped upside down with one leg straight and the other bent, arms stuck behind her back up to the wrists, the girl's large, cream-toned ears - the same colour as her face - twitch and swivel in tune with her pleasure as her slit is plunged into from above again and again by a thick tentacle. A dishevelled one-piece leotard with a fishnet gap above her chest brings support to her perky chest, while a partial mask of tentacle flesh covering her muzzle seems to be keeping her well-supplied with direct doses of an aphrodisiac gas... perhaps explaining why every few thrusts, her dusky purple eyes roll back in half-climax. Somehow, Jaycie gets the feeling that the fluffy Supernatural is used to posing upside down.",
n1_2: "The door to the north seems to be the only viable exit out of this chamber. While somewhat stiffened by Monster-gunk in its hinges, it isn't blocked.",
n1_3: "The powerfully-built gray-pale woman trapped in this corner has been rather heavily subdued, more of her body engulfed in the mass than is permitted to remain outside of it. Even the parts of her that are left exposed are coiled tightly by grasping tendrils, many of them squashing flat against her limbs where they exert their strength to contain her own. She's blindfolded by one such example, her mouth propped open by what can best be described as an organic ring-gag, exposing viciously sharp fangs that no tentacle seems eager to risk. This, in tune with the angular, dramatic shape of her face - sharp chin, pointed ears - mark her as a vampire. Curiously, downy fluff is dotted around her body - the tips of her sharp ears and a fuzzy crop atop her chest being the most notable from Jaycie's position. The Monster is putting her obvious durability to good use, slamming away at both her holes below with some of its thickest and most pent-up pricks, but Jaycie observes that she seems to be more concerned with grasping at thin air in a futile effort to grab something several feet away to the south. Slowly turning her head, Jaycie observes the presence of a wine bottle in the hands of another captive...",
n2_1: "In what is either an impressive Halloween costume or a surprising capture for the Monster, the woman 'stood' entangled in tentacles against the wall here is covered in blue scales ranging from dark navy to bright cerulean, her hands and feet tipped with substantial claws that glowly softly - so, too, do the tops of her wings! The Dragongirl - Wyverngirl?... Wyrmgirl?... Jaycie grumbles, not knowing the distinctions - is under a substantially possessive hold by the tendrils around her body, with three of them tightly coiled around her thrashing tail and two each working to keep her wings furled shut. It's as if even the abomination can't believe its luck, making damn sure not to let this opportunity pass it by. This 'opportunity' being to ram as many tentacles as it can into her sturdy body at once, a process which sees the softer, paler scales of her belly dance beneath their surging mass inside her as she gags loudly around the one stuffing her throat deeply, the glow of her claws, hair and eyes surging brightly each time she cums. Jaycie elects to hope that she won't be a problem once they tackle the source of this problem and free her; with any luck, she'll be fucked into a stupor by then.",
n2_2: "The very center of the Monster's mass is clear of any captives, home instead to a variety of thick-lidded eyes and sensory organs. They snap shut or otherwise retreat into the flesh as Jaycie stomps through.",
n2_3: "Of the bodies stuck writhing in the flesh to the east, the foremost one is a stacked and tanned woman embedded halfway at an awkward angle - the top of her head, obscuring her identity, and the right side of her torso are stuck, along with her left leg lifted and bent by her side. It leaves her right leg to dangle, as does her left arm, held aloft by tentacles and clutching a bottle of red wine. Curiously, Jaycie notes that the ground beneath the wine's spill zone is free of infestation. The woman herself - a raver, judging by the smears of body paint and neon tatters strewn about her person - loudly gagging on a tentacle that plunders her throat, while her soft stomach bulges lightly above the constant sloppy pounding of a girthy tentacle into either awaiting hole below. Every now and then the tentacles coiled around her heavy chest coil and squeeze, causing her to shudder and whimper - and giggle drunkenly.",
n3_1: "A substantially fluffy white tail of remarkable size is tied up with purple tentacles holding it aloft and out of the way. Of what? Why, of an ample backside plugged by a tentacle thick and fit for purpose. Each tenta-bending thrust into the awaiting rear sees those fur-clad cheeks wobble and quake, along with the black-fleshed knotted cock below it throb violently whenever it slides home deep enough. The short vulpine victim is half-embedded chest-first against the flesh well, effortlessly held aloft with tentacles binding his arms tightly behind his back and bending his digitigrade legs closed shut. A slickened mop of rainbow-dyed hair cascades down between impressive triangular ears, the Fennec's loose, equally-colourful party attire still barely clinging onto his body here and there. A disgruntled but undeniably pleasured whine escapes his meat-gagged muzzle as he cums a fresh gout of seed onto the floor below, the tentacle ramming his backside not slowing down for so much as a second.",
n3_2: "Suspended by tentacles from the ceiling above is a vulpine man of slender but athletic build with a cybernetic arm, a stark white design that matches the white chest portions of his otherwise rich red fur. Said arm, along with the rest of his limbs, is embedded in the meat above up to his elbows and calves, causing him to rock and swing with the slow but powerful thrusts of the tentacles vying for dominance up his ass. With one eye blindfolded by a tentacle, the other struggles to retain focus, often crossing or quivering at particularly deep thrusts... either up his backdoor, or down his throat from the one stuffing his maw wide. A more slender tendril with a flattened surface is coiled around his shaft, lazily milking it with slow back-and-forth slithers - Jaycie steps aside silently, narrowly avoiding a splurt of his latest load.",
n3_3: "Jaycie isn't sure what to make of the obviously Supernatural woman stuck in the meat to the east, buried up to her ribs in the stuff. With skin awash with purple shades, the tentacle Monster seems equally curious to examine the limits of just how far her monstrous maw can stretch - that fanged hole is currently <i>triple-stuffed</i> with tentacles that plunge in alternating ferocity down the gagging woman's throat, her eyes crossed and blissed out. Either she takes particular pride in her throat game, or the rest of her body is getting similarly thorough treatment beneath the flesh wall's boundaries. Her impressively voluminous hair - a sort of dimmed navy in contrast to her face - is bobbing wildly in its high-tied ponytail, and Jaycie observes that the flesh wall keeps having to adjust its grip on her as her body seems to shapeshift every few seconds or so. A tug of war in an effort to escape? Or an involuntary response from the unknown entity of a woman in her throes of pleasure?",
shop: 0,
workshop: 0,
map: "https://i.imgur.com/YAKd2Fg.png",
map_path: "assets/maps/BasementTentaclePit.png",
recurring_markers: "Storage Tentacle Pit Recurring Markers",
map_scale: 24,
drop_block: 0
}>><<set setup.Wine_Cellar = {
main_desc: "This room is dominated by massive casks of wine, which stretch from cradles that see their bellies almost touching the floor, all the way to the ceiling. They must have been assembled within this very room, given the size of the doors - or perhaps lowered into the house's basement back when it was being built. Each cask features two plaques - a larger one in the center bearing its name, and a smaller one below bearing descriptions. At the base of each is a complicated-looking dispensing mechanism.<br><br>The room is a step down from the rest of the basement. As a result, it has become partially flooded by a mixture of wine - from a damaged cask - and tentacle slime, much of which drips from the northern door. Strange flesh coats the doorframe to a room marked 'QUARTERS'.",
n1_1: "The cask set up here has been damaged recently, no doubt by the clumsiness - or disrespect - of one of the ravers. It is the source of the abundant wine spillage that floods the room up to Jacyie's ankles. With a testing push, however, Jaycie finds the wood to be remarkably sturdy, even for her. Maybe it was a Super after all...",
n1_2: "The door to the north bears the sign 'QUARTERS' next to it. However, it is jammed shut by an obscene, fleshy growth that fills in every inch of the doorframe, pulsating loudly every few seconds. The flesh is unguarded, like raw meat.",
n1_2_override: "With the fleshy abomination sent packing, the door to the north is now open. Steps rise up out of the lowered floor of this chamber, the non-submerged steps stained with red wine footprints.",
n1_3: "This section of the room is slightly raised above the rest. It seems that it contains an old pump mechanism. However, given that the situation it exists to stop has happened anyway, it probably isn't working.",
n2_1: "The cask here contains 'Sangiovese'. The descriptive plaque reads... ''A wine for the bold and brave, the high acidity of Sangiovese grapes makes it hard to create. While often blended to dampen its sharp taste, this particular vintage is anything but mild.'' It has a strange dispensing mechanism affixed to it...",
n2_2: "Jaycie glances down as she feels her boot scrape over something with a barring texture. A grate, probably, but if it's meant to drain this room it's doing an awful job of it.",
n2_3: "A small set of steps connects the exit here to the reduced floor of the wine cellar, down into the ankle-deep flood. Don't slip now, Jaycie.",
n3_1: "The cask here has had its dispensing mechanism damaged, presumably after someone tried and failed to improvise a way of using it. No sense in even reading what's in it; Jaycie would rather save her braincells.",
n3_2: "The cask here contains 'Zin<s>fandel</s>', the plaque damaged and scratched. The descriptive plaque reads... ''A deceptively sweet wine that belies its strong alcohol content. Very moorish, when more is not needed. Drink responsibly.'' It has a strange dispensing mechanism affixed to it...",
n3_3: "The cask here contains 'Tempranillo'. The descriptive plaque reads... ''The early bloomer of the black grapes, this is a full-bodied red wine. This noble grape ensures that the wine will flow even before its slower brethren mature.'' It has a strange dispensing mechanism affixed to it...",
shop: 0,
workshop: 0,
map: "https://i.imgur.com/L1N5ZoK.png",
map_path: "assets/maps/BasementWineCellar.png",
recurring_markers: "Wine Cellar Recurring Markers",
map_scale: 24,
drop_block: 0
}>><<set setup.Storage = {
main_desc: "What was once a servant's quarters has been transformed into a temporary bar by the rave organizers. The old stone walls mingle with tacky, poorly-hung decorations, whereas a flimsy-looking bar has been set up along the north wall, beneath the slope of stairs to the northeast. Foldable chairs, beanbags and other such portable, cheap furniture litter the place, many surrounding equally cheap folding tables. Drinks in cans and bottles lie spilled, and many chairs are flipped onto their backs, or collapsed.<br><br>A number of suits of armour stand stoic to the west and east walls, though they appear to have been defaced by sharpies. Graffiti, bushy eyebrows, and cocks where cocks aren't meant to be. 'Eyerolling', Helen might call it.<br><br>Two exits lie to the south, leading to 'WINE' to the west and 'CLEANING' to the east. To the northeast, light filters down from the stairs leading up, strange shadows flitting through the rays.",
n1_1: "The stairs here lead up to some sort of conservatory, judging by the presence of abundant plant life blocking the rays of light from above.",
n1_3: "The space under the slant of the stairs is cramped, and is being used to store a number of items for the bar - two spare kegs, a lot of snacks, and a book the bartender must have been reading in between dealing with whooping drunkards. Still on page 1, judging by the bookmark.",
n1_4: "The center of the bar, with a cabinet and shelves of drinks to the north and the counter to the south. Jaycie wonders if she'd make a good bartender. She can reach the top shelf, after all, and she's a good listener. Hmm...",
n1_5: "The bar ends here. At this angle, it's plain to see that the hastily-erected counter is leaning rather heavily backwards. Probably best not to perform any sick slides over it.",
n1_6: "With room scarce behind the bar, this space just beyond the end of it is dedicated to a pile of kegs, drink multipacks, and oh so many snacks. Focus, Jaycie...",
n1_7: "Two suits of armour stand vigil in this corner, one facing south and one facing west. they appear to be holding hands. Good for them.",
n2_1: "The area before the foot of the stairs is guarded by a number of suits of armour, all standing in the same, stiff pose. Time has not been kind to their shine, but it's nothing some care and time couldn't restore",
n2_2: "The wall of the stairwell to the north has been plastered in graffiti by party-goers leaving their mark. The more sensible have used markers, but a number have taken to scratching into the stone itself.",
n2_3: "The bar begins here, connecting to the slant of the stairwell above it. It's a flimsy, temporary structure that seems to threaten to collapse with ominous creaking from Jaycie's mere proximity.",
n2_4: "Here in the very center of the makeshift bar, Jaycie can take in the sights of interrupted revelry. Above her, she notices a rigged-up set of support struts for lights, some of which continue to swivel aimlessly despite being turned off.",
n2_5: "Most of the barstools are upright, but this one right at the end been knocked over. Jaycie briefly ponders knocking all the other ones over so this one doesn't feel left out, but then decides against it.",
n2_6: "The table here, flanked by folding chairs unevenly turned towards it, was hosting some sort of drinking game. A number of disposable cups have formed a now-collapsed pyramid.",
n2_7: "Suits of armour line the wall, many of them defaced by sharpie and paint. One of them is missing its helmet entirely, with its arm moved up to comedically paw where its missing head should be. Cute, but mean.",
n3_1: "A large speaker setup dominates this corner of the room, cables slapdash set above it and disappearing into a gap in the ceiling. The central hub from which the music was being controlled must be elsewhere.",
n3_2: "The door to the wine cellar lies to the south. From this side, Jaycie can see purple corruption leeched into the stone surrounding the doorframe, from where the unknown meaty mass was latched.",
n3_3: "This particularly stretch of wall is remarkable in how unremarkable it is. Not a scratch on it. Keep it up, wall!",
n3_4: "A square-shaped hatch is set into the wall here, with a small, dirty red glass light set above that.",
n3_5: "A particularly slimy patch of... well, slime, has been left here. It looks like someone got dragged from here, through the Wine Cellar, and into the pit.",
n3_6: "The door to the Cleaning Room to the south has been blocked by a fallen speaker - a heavy duty lump of a thing, perhaps knocked over on purpose to form a barricade when everything went tits up.",
n3_6_override: "With the speaker righted, the door to the Cleaning Room to the south is now accessible.",
n3_7: "A number of scrape marks on the stone floor here indicate that the speaker setup was hastily moved, perhaps repurposed as barricades that ultimately failed to hold.",
shop: 0,
workshop: 0,
map: "https://i.imgur.com/SwEHYzP.png",
map_path: "assets/maps/BasementMakeshiftBar.png",
recurring_markers: "Storage Recurring Markers",
map_scale: 24,
drop_block: 0
}>><<set setup.Annex = {
main_desc: "A small, narrow annex that links three rooms. Aside from a shelf set against the north wall with a variety of old, defunct cleaning brands upon it, the sole areas of interest are its exits. A pair of doors flanks the north end's east and west, with faded bronze signage upon them reading 'WINE' and 'CLEANING', respectively. If Jaycie looks to her south, a similar sign exists above the doorway to what has now become a tentacle pit; 'STORAGE'.<br><br>The walls are hewn from somewhat rough-cut stone in good condition - minus the fresh applications of slime, which trails across the walls and floor from either room ahead; primarily from the room marked 'WINE', however.",
n1_1: "Doors flank Jaycie from her left and right. The shelf to the north contains nothing of immediate interest, unless she decides to start collecting vintage cleaning power packaging. She thinks about it, then shakes her head. Not tonight.",
n2_1: "This door leads back to the tentacle pit. There's really no need to go back in there... right?",
shop: 0,
workshop: 0,
map: "https://i.imgur.com/2c1R0kf.png",
map_path: "assets/maps/BasementAnnex.png",
recurring_markers: "Annex Recurring Markers",
map_scale: 24,
drop_block: 0
}>><<set setup.Laundry_Room = {
main_desc: "This room appears to have been tailored towards various forms of cleaning and laundry. A number of sinks, tubs and storage cabinets - as well as lines from which to hang clothing - are set against the walls. A small set of vents to the east wall evidently allowed air to filtrate in from outside to aid in drying laundry in the past, but they've long-since been blocked up by the mud outdoors. It's doubtful that any of the sinks still work, but it would appear that the rave was using this space to store water and drinks supplies.<br><br>The door to the west leads back into the annex, whereas the door to the north is marked 'QUARTERS'.",
n1_1: "There is a peculiar cabinet set against the wall here. The plaque upon it simply reads 'BOTTLES', though it is remarkably sturdy in construction. Perhaps it was made this way to keep it out of the hands of unobserved servants?...",
n1_2: "The door to the north looks normal enough, but when Jaycie gives it a testing rattle, it refuses to budge. She tries giving it a push, only to find that it's blocked from the other side...",
n1_2_override: "The door to the north is no longer blocked. Jaycie could close it again for nostalgia's sake, but that would be a bit daft, now, wouldn't it?",
n1_3: "A tall but plain cabinet contains a number of basic cleaning tools. A mop, an old wooden bucket, a threadbare brush with a termite-bitten handle...",
n2_1: "The exit back to the Annex lies to the west. The rest of this space is largely barren, clearly a path of frequent foot-traffic back in the day.",
n2_2: "The center of the room is rather starkly lit by the single lamp hanging above it. Jaycie stares up at it for a moment, then has to blink away sunspots in her eyes. Hmm.",
n2_3: "A large sink dominates this side of the room, though the pipes have long since ceased their functions. Perhaps they could be restored? Not by Jaycie, obviously. It is a wide basin that looks suitable for cleaning just about anything.",
n3_1: "A clothing press lies abandoned in this spot, the final stage of the laundry process. It's seen better days, the mechanism flecked with rust.",
n3_2: "This stretch of the room is home to a set of clothes lines, pulled across from east to west. Nothing hangs upon them now save for some very old pegs, some of which lie in two halves down on the ground.",
n3_3: "A large basin sits here, some well-decayed cloth sheets lying crumpled against it.",
shop: 0,
workshop: 0,
map: "https://i.imgur.com/tDMnznu.png",
map_path: "assets/maps/BasementCleaningRoom.png",
recurring_markers: "Laundry Room Recurring Markers",
map_scale: 24,
drop_block: 0
}>><<set setup.Secret_Passage_Jaycie = {
main_desc: "MainDesc",
n1_1: "TileDesc",
n1_2: "TileDesc",
n1_3: "TileDesc",
shop: 0,
workshop: 0,
map: $MAP_HW_SECRET_PASSAGE_JAYCIE_BOTTOM,
map_scale: 24,
drop_block: 0
}>><<set setup.Study = {
main_desc: "A compact little study, ideal for wiling away the winter months with fervent work in comfort. A small fireplace would have kept this room plenty warm, a cheaper alternative to warming the entire mansion. Aside from the fireplace, it features a desk with an ornate chair, another bookshelf - as if the library wasn't enough - and, around the fireplace, two large armchairs - one green, one orange - flanking a shallow table. The lights in this room are turned down low, giving it a comfortable, albeit dusty, ambience.<br><br>The sole exit lies to the north - there's one to the south, but it looks rather... Satan-y. Jaycie can't help but have her gaze linger on the chair in which Daria was sat. The Ghost girl seemed nice...",
n1_1: "The desk that sits in this corner is surprisingly well-kept, its varnish still shining to this day. The picture frames upon it have long-since faded, however, and the ink pot that sits to the right has dried into a solid block within.",
n1_2: "The exit north to the Library beckons. Jaycie doesn't really want to go back into the library - while she denied it at the beginning of the night, she has to admit that she's rather cold, and this room is so warm...",
n2_1: "Jaycie is sorely tempted to sink back into the armchair she sat in earlier. She tears her gaze away from it - she'll sleep good tonight, but until then, there's work to do.",
n2_2: "There's another bookshelf here. Madness! Jaycie keeps her growing rage down to a simmer by turning away.",
shop: 0,
workshop: 0,
map: "https://i.imgur.com/AV13dx6.png",
map_path: "assets/maps/GroundStudy.png",
recurring_markers: "Study Recurring Markers",
map_scale: 24,
drop_block: 0
}>><<set setup.Games_Room = {
main_desc: "An old-fashioned games room and lounge, containing a number of classic games, a table upon which to play them, a pool table, a darts board... oh, and roughly a dozen rave-goers fucking one another's brains out. A mission they appear to have completed, judging by the vacant, drooling faces on display and unintelligible moaning. Their bodies are pale and greying, a common symptom of soul removal. While in no danger of immediate death, their corruption could become permanent if anything happens to the souls... wherever they're being kept.<br><br>A number of those enraptured in the pleasures of the flesh here are in skimpy costumes. Happy Halloween, Helen supposes. The only viable exit here is back the way she came to the east - the door to the north is visibly warded with a pentagram. A nasty one.",
n1_1: "A large man is putting everything he has into a round of squatting slams against the body of a squealing participant beneath him. From the angle, Helen can't tell if the receiving partner is a man, a woman, or otherwise - but they're clearly having the time of their life, so no use dwelling on the matter. Gosh, that's a lot of cum...",
n1_2: "Two women and a man are groping and making out with one another in this corner, right in the path of an unfinished darts game. Just a downright silly place to do it, really.",
n2_1: "An italian-language version of the centuries-old game of luck 'Game Of The Goose' takes pride of place upon the shelves to the west wall here! It's in remarkably good condition, considering the amount of semen and other bodily fluids getting tossed about the room willy-nilly.",
n2_2: "Two men and three women are splayed across the pool table at this end, making highly inventive usage of the playing balls. Their entangled position actually rather hurts Helen's brain to figure out at a glance, and so, she elects to ignore them.",
n3_1: "A woman almost as tall as Jaycie - Helen notes - is vigorously slamming into a woman almost Helen's size - a-again, Helen notes - held against the wall, a frantic slamfucking pace as their lips entangle messily and loudly, eyes open and vacantly staring at one another as they rut. The noise of bodies impacting is almost drowned out by the noise of the furniture rattling in their proximity... a-ahem.",
n3_2: "A man of imposing bulk is laid flat on his back over in this corner, his hands dug deep into the generous hips of the dark-skinned woman riding him like her life depends on it. Their faces are vacant, lips curled into vague smiles, mindless moans tumbling from them both as the pool of seed between their legs grows ever larger with each climax into her quivering cunt. Curiously, Helen notes, the woman is dressed like a Hexslinger - a somewhat esoteric order of spellcasters who rose to brief prominence during the early days of the American West. Picture a cowboy hat combined with a witch's hat, and you're halfway there - that and the long, slit-backed coat draped over her shoulders certainly fit the bill.",
shop: 0,
workshop: 0,
map: "https://i.imgur.com/AJg6FDU.png",
map_path: "assets/maps/GroundGamesRoom.png",
recurring_markers: "Games Room Recurring Markers",
map_scale: 24,
drop_block: 0
}>><<set setup.Dining_Hall = {
main_desc: "In what easily ranks as one of the creepiest scenes of Helen's career, this dining hall is dominated by a central long table that stretches from north to south. Unfortunately, it is attended to not by hungry guests, but by frozen ravers.<br><br>Stuck in a variety of poses - albeit of a particularly singular, lewd theme - the petrified ravers are immortalized in smooth, marble-like stone, many of them stuck with their mouths open. They're bent over furniture, against the walls, kneeling, groping one another... it's a lot to take in.<br><br>A mere two exits exist here; one to the west, back into the Entry Hall, and one to the north, 'guarded' by an ornate façade built around the doorframe. Presumably it leads to a kitchen, given the sculpture's floral design; flowers and fruit, attended to by bustling pixies, each chiselled in lovingly fine detail.",
n1_1: "The doorway to the north has that carved, ornate façade built around it. Up-close, Helen can pick out the fine details of individual grapes upon the vine, fairies squabbling over ripe oranges, or tending to clusters of juicy berries. For a mercy, this work of art appears to be un-touched by unruly hands...",
n1_1_override: "The facade is still as beautiful as ever - even with one of its Pixies conspicuously missing, a black gap left in her wake - but it doesn't quite strike the same chord of appreciation with Helen after her encounter with the little brute.",
n1_2: "A chair set in the northeast corner here is home to a man and woman dressed as a catboy and a wolf, respectively... assuming, of course, that they aren't Supernaturals disguised as people merely wearing those costumes. Locked in a half-standing, half-sitting missionary, it seems they were frozen at the moment of climax - the man's head is tossed back with a look of joy, while the sitting woman's legs are wrapped tightly around his waist, her stone hands grasping unevenly at the backrest of the chair she's slumped upon.",
n2_1: "Helen has to slip between the table and a pair of frozen women, one on her knees before the standing one, one leg wrapped about her partner's back. The kneeling girl eatting pussy looks up with a confident expression, whereas the one standing is biting her knuckle on her right hand's index finger, eyes crossed, composure absent.",
n2_1_override: "Opposite the pair engaged in enthusiastic cunnilingus, on the table is the bowl-trapped Pixie. She's still snoring her head off, occasionally twitching in her sleep. Rather... hump-like twitches, at that, accompanied with snarls and growls. Feral little brute...",
n2_2: "Two frozen women sit side-by-side in closely-set chairs here, each busying a hand with the other's genitals. The one on the right has a rather cute shaft - Helen finds herself thinking, that is. Her expression is a mixture of nervousness and excitement. The one on the right has her other hand guiding the right girl's fingers towards her slit, her first hand stuck mid-pump of that prick, her expression more demure and sultry.",
n3_1: "The exit to the Entry Hall lies to the west, an invitingly warm glow compared to the comparative gloom and darkness of the dying candle lights here.",
n3_2: "Helen does briefly wonder if it's worth trying to reposition the couple who were frozen during a brazen standing 69, but she decides she's more likely to accidentally knock them over in the process. Also, she doesn't really want to touch that!",
n4_1: "The man frozen here!... appears to have been petrified whilst napping. Sitting back with his arms crossed, eyes closed, legs unevenly spread, fully clothed. Great, now Helen's feeling a little sleepy herself...",
n4_2: "Oh-- oh that's a clown. That's a party clown juggling various things, all of which are frozen in mid air, just as he himself is petrified. Unlike him, the items above him are suspended via glittering magic. God, that's... that is a clown-tier clown, too. Helen briefly worries if this is a man in costume, or whether they have a true Code Clown on their hands - his manic grin is a difficult feat for a mere mortal to replicate. Oh well - he's harmless whilst frozen...",
n5_1: "This spot is mercifully free of petrified people's, but that might have something to do with the wet floor sign set up here. A collapsed stack of crumpled, wet beer cans and a bowling ball speak a prior tragedy to which Helen was not witness...",
n5_2: "There is a rather impressive deer head mounted on the wall here. Before it can start laughing at her, Helen moves on.",
shop: 0,
workshop: 0,
map: "https://i.imgur.com/9w7niwM.png",
map_path: "assets/maps/GroundDiningHall.png",
recurring_markers: "Dining Hall Recurring Markers",
map_scale: 24,
drop_block: 0
}>><<set setup.Library = {
main_desc: "Books. Jaycie is becoming a better reader these days, largely thanks to Helen's tutelage and advice. That said... the sight of this room fills her with some level of dread. So many damn words. Is she expected to read them all? Aren't there enough words in the world already? Bah.<br><br>Oh, the room. Right. It's a rather posh affair, with each bookshelf stretching to the ceiling and packed with literature. Exits lie to the north - back to the conservatory - and to the south. A couple of comfortable-looking chairs are set in the corners, complete with dedicated tall lamps of a warm hue. The books themselves are in varying states of disrepair, however - stricken with their age and lack of climate-controlled storage. Take that, words...",
n1_1: "The bookcase to the north seems to protrude slightly from the wall. It's as well stocked as the rest of the library, the covers a fair rainbow of colours - perhaps this section was geared towards the younger residents of the manor back in the day.",
n1_2: "The interior wall forms a corner here, bookshelves lining both sides. It creates a smaller, comfortable atmosphere for the room, making it seem smaller than it really it.",
n1_3: "The exit to the north lies here, leading back into the Conservatory.",
n2_1: "An armchair and reading lamp sit in this corner against the south wall, with a bookcase along the west wall. It looks somewhat inconvenient, with the bottom two shelves carrying on behind the armchair. Must have been moved here after the library was built.",
n2_2: "To the south lies a door with an ornate appearance, the surface featuring carved details in two layered panels above and below.",
n2_3: "The exit to the south appears to be warded. Jaycie grumbles under her breath, losing her patience for these blockades. A bookcase lies to the east, stocked with what mostly appear to be non-fictional, historical tomes.",
shop: 0,
workshop: 0,
map: "https://i.imgur.com/Dsnv3cA.png",
map_path: "assets/maps/GroundLibrary.png",
recurring_markers: "Library Recurring Markers",
map_scale: 24,
drop_block: 0
}>><<set setup.Kitchen = {
main_desc: "What's cooking? Nothing, as it turns out. While a fairly impressive kitchen by today's standards - built to be staffed by more than a single servant, no doubt - all the layout decisions in the world can't help the ravages of age. The ovens have long since ceased to function, and the rave organizers seem to have looked elsewhere for their food needs. Instead, it appears this room was open to the partygoers instead - evidence of debauchery lines the floor and counters, including a rather impressive butt imprint on the central counter. No actual people, however.<br><br>To the south lies the exit to the Dining Hall, whereas to the north lies a door with a glass pane, the other side filthy with some sort of orange dust. A curved wall to the northeast implies the presence of a pillar beyond it, pushing into the space of this room. Next to the south door lies a dumbwaiter, its hatch open and inviting. But far too small to climb inside, Helen...",
n1_1: "The door to the north has a glass pane, but it's completely covered in an unknown, orange dust-like substance from the other side. Helen doesn't need to touch it to know that it's also cursed - at least, the handle is. It's strong enough that she can sense it radiating off the metal.",
n1_1_override: "The door to the north with the glass pane has been cleaned up by Jaycie, and now Helen can see through into the observatory beyond. How remarkably green! One of the monsters in residence must have a green thumb... possibly literally.",
n1_2: "The north counter set begins here, starting with a two-doored oven set side-by-side. It's a very old model - the kind that radiates heat and is kept active and warm constantly, rather than used when required, doubling as a heating method for the home.",
n1_3: "A tall cabinet resides here, stocked with all manner of cutlery, plates, bowls, cups and glasses. Beneath that is a set of drawers, many of which contain cookware - trays, pans and such.",
n1_4: "The wall here bulges into the room slightly, implying the presence of a pillar just beyond the wall.",
n2_1: "The dumbwaiter resides here, a hatch in the wall leading to a miniature elevator. It awaits goods to transport... but up, or down? There's only one button, implying that there is only one other destination.",
n2_1_override: "The dumbwaiter resides here, but it seems to have broken down. Helen sighs with a shake of her head. It was nice while it lasted...",
n2_2: "A large sink and drying rack dominates this side of the room, with an island counter located in the center down about half the room's length. The sink is full of water, but it's likely been brought in from outside via bottles or tanks.",
n2_3: "The door back to the Dining Hall resides to the south. A worn plaque to the side reminds the servants who worked here to make themselves presentable before leaving the kitchen. Charming stuff.",
n2_4: "A window overlooks the hills to the east... or, it would, under normal circumstances. Right now it overlooks the hungering void in which the Manor is trapped.",
shop: 0,
workshop: 0,
map: "https://i.imgur.com/L3dkcDy.png",
map_path: "assets/maps/GroundKitchen.png",
recurring_markers: "Kitchen Recurring Markers",
map_scale: 24,
drop_block: 0
}>><<set setup.Secret_Passage_Helen = {
main_desc: "MainDesc",
n1_2: "TileDesc",
n1_3: "TileDesc",
shop: 0,
workshop: 0,
map: $MAP_HW_SECRET_PASSAGE_HELEN_BOTTOM,
map_scale: 24,
drop_block: 0
}>><<set setup.Conservatory = {
main_desc: "In a Manor left to the dead, this conservatory is remarkably full of life. Plant life, that is. With the walls save for the southern one hewn from glass panes of varying degrees of cleanliness, the sun - when it isn't replaced with an unending void of darkness, that is - has seen to the healthy growth of a runaway garden, all set among a series of raised beds and shelved plant pots.<br><br>A pair of exits lie to the south, one with a glass pane to the east and one plain and wooden to the south. A number of trails exist to link the northern stairwell exit to the others, but these are slowly being overrun by creeping roots and ambitious, large leaves and fronds. It's rather warm in here, even without the sun - warmth from the earlier day still trapped within. A pair of considerably large pillars lie in the southwest and southeast corners, though a look though the glass ceiling shows that they seem to be fixed against the house, not truly supporting it from within...",
n1_1: "To the west lie stairs back down to the basement. The difference in temperature between the two rooms is stark, felt even a mere few steps back down.",
n1_2: "Some rather beautiful flowers have bloomed here, resplendent in a great variety of colours. It seems to be nothing more than the random chance of flowers left to their own devices.",
n1_3: "Tilting her head, Jaycie listens to the steady trickle of running water here, a pipe extending from the ceiling of the frame-paned glass wall. It seems that it's a rain-water collection system, which explains how this garden has been kept hydrated.",
n1_4: "The edge of this section of the central raised bed is clear of vegetation and soil, perfect for a comfortable sit and think. Jaycie considers it for a moment, but determination to see Helen again wins out over the quiet protest of her legs.",
n1_5: "One of the Mandrakes is glaring up at Jaycie form just below the soil's surface here, clearly rather annoyed that she didn't roll over and accept the gangbanging of her life. Jaycie glares back, confident it isn't going to try anything. Actually... is it glaring at her face, or her chest? Hmph.",
n1_6: "A small chair resides in this corner, turned to face outwards onto the glass panes before it. Jaycie wonders what the view is like back where the Manor is supposed to be...",
n2_1: "This is a surprisingly cramped portion of the Conservatory, given the presence of a large, rounded pillar to the west, and the stone-hewn sideguard of the stairwell to the north. Accordingly, it houses no pots nor beds, but a few assorted gardening tools. Nothing lethal enough for Jaycie's tastes, though.",
n2_2: "A door lies to the south here, with an old sign up that reads 'REMOVE SHOES BEFORE ENTERING'. Jaycie looks down at her tattered work boots, then shrugs. No.",
n2_3: "A door with a glass panel lies to the south, though the glass is filthy with layers of pollen, blocking all sight through it. Every few seconds, a familiar knocking is heard from the other side.",
n2_3_override: "The door through which Jaycie and Helen spoke. Jaycie can see it leads to a rather large kitchen. Great, now she wants meat...",
n2_4: "A sizeable plant pod is jostling and shaking in place here, growing up out of the raised flower bed. It's also giggling with two voices. Jaycie tilts her head and stares for a moment, trying to figure out if they're trapped but happy ravers, nymphs, or some other form of lusty plant creature. Oh well - they have their privacy, and she has things to do.",
n2_5: "Just as it is on the west side of the south wall, space has here has been compromised by the presence of a massive stone pillar the stretches up to the roof above. It looks oddly non-structural.",
shop: 0,
workshop: 0,
map: "https://i.imgur.com/qW9OYdj.png",
map_path: "assets/maps/GroundConservatory.png",
recurring_markers: "Conservatory Recurring Markers",
map_scale: 24,
drop_block: 0
}>><<set setup.Entry_Hall = {
main_desc: "A grand old entrance hall, to a grand old manor. Wooden floorboards stretch from south to north, splitting down the center around a staircase that briefly pauses at a middle landing before splitting both east and west up to the second floor. The north wall above this middle landing is dominated by a massive portrait frame, though the portrait within has been long-since removed. The room is lit by a mixture of candles, a gigantic chandelier above, and early electrical lamps built on ornate wall-holders, some of which flicker and buzz.<br><br>Footsteps in dust, handprints on walls and a large quantity of abandoned drink cans and bottles - along with articles of clothing - betray the rave that occurred here... along with hastily-built party lighting mounted wherever it can go, such as on the stair bannisters. Fake spiderwebs and plastic jack-o-lanterns are dotted about here and there, but it seem the organizers were happy to let the Manor's spooky credentials speak for themselves, for the most part.<br><br>A set of waiting sofas flank the exit to the south, which is currently opening out onto an eternal void into which no one without the ability to fly should step out into. Doors - two to the west, one to the northwest, and one to the east - bring the total number of exits to the Hall aside from the front door to five. Occasionally at random, the lights will dim down, turning the scene from being lit warmly to being lit only by the rainbow of discarded glowsticks and neon attire.",
n1_1: "A door lies to the north here in the nook between stair and wall, but it radiates a strange heat.",
n1_3: "The wall to the north of this nook is home to a set of shelves that shorten against the slant of the stairs above it, stretching from the stairwell to the west to the wall to the east. A chair is set against the wall to the east, turning it into something of a reading nook.",
n2_1: "The door to the west here seems to repel Helen in a manner she can't quite put her finger on... literally speaking.",
n2_3: "The floor here appears to have suffered some damage, perhaps from something being dropped upon it. Helen gives it a cursory inspection to see if digging through to the basement below is feasible, but it would appear that it's only surface layer damage.",
n3_1: "A party light affixed to the stairwell bannister to the east swivels and turns in a mad dance, though it emits no light. The wall to the west brandishes a portrait of a stern-faced nobleman, who seems to be glaring down at the viewer.",
n3_2: "The stairs loom up to the north, flanked by bannisters or an ornate and curved design, their varnish still shining strong after all these years. The stairs are carpeted a sanguine red, though the luster of the fabric has faded with time.",
n3_3: "The door here has a strange aura about it. It doesn't feel like the background radiation of dread the Manor otherwise emits. Helen isn't sure how she knows this - sometimes she gets hunches beyond her own brilliant comprehension, something she chalks up to her suspended Supernatural infection.",
n3_3_override: "The door here has been neutralized via the Hexslinger's Sidearm, dispelling the protective ward placed upon it. But was it cast to keep something out, or something in?",
n4_1: "The door here emits a fearsome chill the closer Helen gets to it. It carries an all-too familiar sensation of death about it - but not the cause thereof. Rather, the concept thereof. Helen would rather not dwell on why she feels this sensation so readily.",
n4_1_override: "Daria's ward upon the door has been dispelled by her own hand. Helen's thoughts drift to the mournful Ghost girl for a moment, but she sighs as she suppresses her mind back onto the task at hand.",
n4_2: "The regal chandelier above illuminates Helen in a warming glow. Occasionally, however, it flickers and buzzes as it dims. How much longer can it last, she wonders?",
n4_3: "A number of small portraits line the wall to the east, though many of them appear to have suffered the ravages of age. Faded ancient photographs, worn and flecked paint.",
n5_1: "The sofa set against the wall to the south here has seen heavy use in recent hours, judging by the smudged presence of dust that lingers in curves upon its cushions.",
n5_2: "This is where Jaycie and Helen were separated. If only she'd been faster... no, no, it won't do to dwell on what-ifs, Helen. Mistakes are for learning, not for ruminating.",
n5_3: "The sofa here has a rather nasty spring speared through its right-side cushion. Wouldn't want to sit on that!",
shop: 0,
workshop: 0,
map: "https://i.imgur.com/zjtulAr.png",
map_path: "assets/maps/GroundEntryHall.png",
recurring_markers: "Entry Hall Recurring Markers",
map_scale: 24,
drop_block: 0
}>><<set setup.Bedroom_West = {
main_desc: "The good news is that this room is populated by people capable of speech. The bad news is that they're morons, if you ask Helen. The ravers assembled in this room - or, rather, on its impressively large bed - are mostly focused on exploring one another's bodies and their newfound corruptions, each bearing minor demonic mutations. Reversible - but not for much longer.<br><br>Aside from the ongoing orgy on the bed, the bedroom is rather regal. Large windows dominate the southern wall, with heavy curtains drawn across them. A desk has been repurposed as a mounting point for a pair of eager half-demons to jump upon, and... look, if it's furniture, it's probably got someone fucking on it and babbling idiotically. Helen hates it here. The sole exit lies to the east, through which Helen East would like to leave.",
n1_1: "Helen does her best to ignore the insistence of the pigtailed Corrupted behind her that getting 'fucked full of demon gunk' feels 'totally poggers'. Fucking modern slang will be the death of her. Unfortunately, nothing on either wall of this corner is interesting enough to distract her.",
n1_2: "During the brief period in which Helen inspects the northeast corner here, the gaggle of groupies on the bed take notice of her impressive backside and erupt into a chorus of wolf-whistles and - worst of all - earnest compliments. Helen doesn't have an exercise regime to get her bum looking like this, it just happened, stop asking!!",
n2_1: "A well-kept dresser dominates the western wall here, its draws in varying states of being open. Seems the spawnling demon-turneds behind her found their experimental attire from somewhere...",
n2_2: "The purple and red couple are busy rutting against one another on the desk here, mercifully too occupied tonguefucking one another in the process to taunt or 'compliment' Helen. Ah, miracles <i></i> happen.",
n3_1: "It is an extraordinarily bad idea to be within claw-distance of the idiots upon the bed set against the south wall here. Not so much because they're dangerous, but because as they talk over themselves in an effort to flirt with her, Helen feels a growing urge to bite something in half. It's never a good sign when the Zombie voices are winning.",
n3_2: "A number of scratch marks are set into the carpet here. Given the newfound claws growing from the feet of those assembled in this room, that's hardly surprising...",
shop: 0,
workshop: 0,
map: "https://i.imgur.com/ifL4LZ6.png",
map_path: "assets/maps/FirstBedroomWest.png",
recurring_markers: "Bedroom West Recurring Markers",
map_scale: 24,
drop_block: 0
}>><<set setup.Bedroom_East = {
main_desc: "Much like the Games Room downstairs, this bedroom is home to a number of blissed-out, braindead sex-junkies. Unlike the Games Room, however, the inhabitants here are almost all Supernatural. It would appear that this was the scene of the resident's last stand, before they succumbed to Amy's influence... and their base desires for one another.<br><br>Ignoring the gleefully fucking monsters, this room contains a single bed set against the wall, a large bay window to the south overlooking the abyss beyond, a shelf stocked with old games and toys, and baby blue wallpaper faded with age and neglect. An empty wardrobe sits in the corner, its doors limp and open. It is otherwise rather barren, but its residents hardly seem to mind. The sole exit is back to the west.",
n1_1: "Busy with herself in the corner here is what appears to be a nude Ghoul girl. Ghouls are a varied subtype family of zombie, often created - intentionally or accidentally - by the actions of other Supernatural Monsters. This punky-haired blonde's corruption is not new - her long claws, slender neck and limbs are the product of a long life in this state. She has a sideshave haircut, black sclera, a shark-like maw and a curiously green-gray complexion... oh, and she's also busy thrusting a dark, smooth metal object in and out between her shaking spread legs like her life depends on it. It doesn't look like the most comfortable of objects to fuck oneself with, Helen notes - blushing furiously. Any attempt to get near her is met with a hiss through razor sharp teeth and a harsh glare.",
n1_1_override: "The Ghoul girl seems far happier with Helen's generous gift of a gigantic purple dildo, busy squirting what's left of her soul-stricken braincells out of her spasming pussy as her arms blur with the furious pace of her thrusts. G-good for her, Helen thinks.",
n1_2: "Three life-sized dolls of porcelain complexion, twins save for the colours of their hair - black, blonde and red - and the varying states of cracks and chips across their ball-jointed bodies - are making out and lounged over... nothing? No- ah. It appears to be an invisible person. Male? Female? Who knows. Not even the blonde on her knees gagging on what sounds like a tremendous length of dick is evidence enough for Helen to draw any conclusions.",
n2_1: "The door to the Landing awaits to the west. It seems to be incapable of closing properly, owing to some damage to the lock mechanism...",
n2_2: "Unlike seemingly every other inch of this room, no one - no mortal, no Supernatural - is fucking here. Progress!",
n3_1: "The single bed in this room is having a thorough testing of its springs performed by a pair of water-aspected nymphs - one currently on her back and getting ploughed, the other face-down, ass-up in a stupor with spunk drooling down her thighs - by something that Helen simply can't seem to lock eyes upon. Humanoid, but black, scratchy, as if rendered by the angry scribbles of a frustrated artist. Kinky.",
n3_2: "Up in the corner of the ceiling here, a short bat girl is clinging via her foot claws to a perch of sorts, both hands furiously fingering between clamped legs. Helen certainly hopes the enraptured Monstergirl's hand claws aren't as long as her toe ones are...",
shop: 0,
workshop: 0,
map: "https://i.imgur.com/3YK4sCY.png",
map_path: "assets/maps/FirstBedroomEast.png",
recurring_markers: "Bedroom East Recurring Markers",
map_scale: 24,
drop_block: 0
}>><<set setup.Landing = {
main_desc: "Serving as an access point to all of the upstairs rooms, this grand landing consists of a walkway that loops around to the south before arriving back at the split stairs to the north, both leading down to the middle landing before heading south to the Entry Hall. An impressive chandelier dominates the center of the room, obscuring the view of the opposite end from which Helen is stood. Fancy, varnished bannisters stretch around the central ring, preventing any nasty falls to the hardwood floor below.<br><br>The exits on this Landing are rather mirrored - one to the southwest, one opposite it to the southeast, one to the northeast, and one opposite that to the northwest. The door to the northeast, however, is visibly protected by a satanic sigil that just screams 'touch me to have a very bad time'.",
n1_1: "The stairs lead down to the east, connecting to a middle landing before heading back up east or down south. A pair of paintings adorns the west wall, one above the other, both featuring landscapes of steam trains.",
n1_2: "The middle landing is otherwise devoid of features. Not even a bench for the particularly wearer climber. Sad.",
n1_3: "The stairs lead down to the west here. A small set of display cases lie against the east wall, but they appear to have been emptied long ago - dust lines the open lids, the interiors and the depressions where precious items once sat.",
n2_1: "The door to the west is unmarked, but the floor visibly changes to a tile pattern from a glance under the gap. Must be the bathroom. The stair bannister lies to the east, whereas the stairs themselves lie north and then east.",
n2_2: "The stairs are mercifully no longer cursed. Or 'enchanted', but 'enchanted' in that way that we more honestly just call a 'curse', but that some of Helen's fellow Scientists and Researchers would get angry if you called 'cursed' in their vicinity. Pedants!",
n2_3: "A grand, carved door lies to the east, but it is heavily warded - while it possesses no outward signs of the curse it carries, the menace that radiates off of it sends dark parts of Helen's Supernatural-infused mind reeling. And yes, unlike the stairs, this is by definition cursed, <i>Jonathan.</i> Helen rolls her eyes, then remembers where she is.",
n3_1: "A bottle of half-drunk beer has been left on the stair bannister here. Helen notes that it is perfectly placed in the center of both the length and width axis of the handrail, making her wonder if that was on purpose. It is difficult to see the opposite side of the landing due to the presence of the ostentatious chandelier between it and her.",
n3_3: "A small bench is set against the wall here, perhaps a place where servants would once wait if they were assigned to look after the charge within the bedroom to its immediate south.",
n4_1: "A door lies to the west here, the sounds of muffled giggling and soft groans heard as Helen approaches...",
n4_3: "There's a door to the east here, stuck slightly ajar. As a result, the mindlessly moaning residents within are afforded little privacy...",
n5_1: "The southern wall of the Landing is largely devoted to art and pictures, placed in no particular pattern from east wall to west wall. They cover a broad range of topics and subjects, and Helen finds herself taking in the history for a moment, wondering what happened to this place to cause its abandonment in the first place...",
n5_2: "There is a small but perfectly rounded mouse hole at floor level here, leading into the exterior wall of the Manor's front side. Helen can't help but stop and stare at it - it's so round that it looks man-made, but why would a man make it? Of all the Manor's mysteries, this might be the biggest.",
n5_3: "This corner is curious well-kept but bare, as if a large piece of furniture used to live here before being removed recently. Discolouration - or, a lack thereof - of the south wall would support this threory.",
shop: 0,
workshop: 0,
map: "https://i.imgur.com/e1DxVdL.png",
map_path: "assets/maps/FirstLanding.png",
recurring_markers: "Landing Recurring Markers",
map_scale: 24,
drop_block: 0
}>><<set setup.Bathroom = {
main_desc: "A large bathroom of classical design, the north wall is primarily dominated by a large bathtub upon a raised platform. The bathtub is ornate in design, borne upon curved, carved feet of bronze - Helen assumes, anyway. Frosted glass lies upon the north wall, though it only stretches from the east end to halfway across its length, the flickering streaks of the abyss beyond dancing in the distance. The flooring here is tiled, as are the walls, though they bear several small chips and cracks from age.<br><br>Other than that, it's as one might expect. Old sink. Old toilet. Chains and two sets of taps. Of interest is that a door lies not only to the south, but to the east...",
n1_1: "This corner of the room bulges inwards in a manner similar to that of the kitchen downstairs, albeit on the opposite end of the room. Two pillars, one either side.",
n1_2: "The raised platform of the bathtub begins here. It is a sizeable tub, sheer white with gold leaf trim, borne aloft by decorative 'feet' moulded in what appears to be bronze. This is the 'head' side of the bath, presumably to allow for view of the main exit down to the south.",
n1_3: "The 'tail' end of the bath terminates here, the raised platform upon which it sits terminating as well. The frosted glass window... wait, that isn't frosted at all, it's just very very dirty on the outside. Ahem - the window that takes up the south wall begins here, set high up so as to afford privacy for the bather in question.",
n2_1: "An old is affixed to the west wall here, its taps long since dried out. It looks in serviceable condition, otherwise - perhaps restorable.",
n2_2: "Wait a second... one of the tiles on the ground here was laid at an incorrect angle! The 4-check pattern breaks here, the diagonal strips of black checks and white checks suddenly doubling. Oh! That's going to annoy Helen all night, now!",
n2_3: "There is a door here, leading to the west. Given the ornate appearance of the wood in comparison to the Landing's entrance to this bathroom, this must lead to the same room that the door to the northwest of the Landing does.",
n3_1: "The toilet here is a thing of venerable and uncomfortable beauty. It lacks a seat, but does at least have a lid. A cistern hangs above it in a rather ominous fashion, flushed via a chain - or, it would, if it worked.",
n3_2: "A railing on the west wall here evidently provided a place to store extra towels. Given that is is a notable distance from the bath, Helen can't help but wonder if the designer of this bathroom was an imbecile.",
n4_1: "A small hamper for used towels lies in the corner, partially collapsed from the ravages of age.",
n4_2: "The door back to the landing resides to the immediate east. To the south; absolutely nothing except tiles.",
shop: 0,
workshop: 0,
map: "https://i.imgur.com/bKRcqeK.png",
map_path: "assets/maps/FirstBathroom.png",
recurring_markers: "Bathroom Recurring Markers",
map_scale: 24,
drop_block: 0
}>><<set setup.Master_Bedroom = {
main_desc: "Compared to much of the manor, this room has been kept in fairly immaculate condition. It would appear that Daria has taken care of this chamber, even down to dusting it. A poster bed barely fits into the northwest end of the room, leaving just enough space for the door through which Helen entered. Heavy curtains are draped across the poles, some open, some closed. Two sets of windows are present here; the east wall is fairly dominated by a bay window, but the north wall's window starts at the west side and stretches only halfway into the room in a somewhat curious design. Looking out of it, the large pillar Helen observed pushing into the Kitchen's space can be seen to the right, with the glass Conservatory Jaycie was stuck in located down below.<br><br>The only other exit lies to the south, still warded with severe 'do not fuck with me' energy. A regal dressing table lies opposite the bed, while the south of the room is home to a comfortable-looking armchair and a bookcase, as well as a large wardrobe.",
n1_1: "The grand poster bed is set close to the west wall here, its back against the north wall. A nightstand prevents it from going any closer to the wall.",
n1_2: "The curtains on this side of the poster bed are half-closed from the north. The nightstand here is completely bare, though the wood features a number of minor stains from decades-old drinks.",
n1_3: "The northern window ends here, somewhat curiously throwing off symmetry with the eastern windows. A small dresser is set against the wall beneath the window, though it appears to be empty.",
n1_4: "A large portrait, about seven feet tall and four wide, is set against the wall to the north here. It has a luxurious frame, the spiral-textured gold just needing a bit of polish to restore it. The portrait itself is of... questionable content. A rather expressionist piece of jagged strokes and harsh, contrasting colours, it depicts a woman's profile in bust, her face contorted in pleasure.",
n1_4_override: "Helen rather likes the portrait better as a featureless black canvas. The frame remains as impressive as ever, but now it lies ajar, the secret passage beyond it exposed and calling to her sense of discovery...",
n2_1: "The door to the bathroom to the west is rather cumbersome to get into, owing to the sheer size of the poster bed.",
n2_2: "There's little to no room for any furniture here at the foot of the bed, but a fanciful landscape painting hangs upon the wall to the south.",
n2_3: "The carpet here has been damaged by scorch marks. It look rather like an incomplete pentagram, but it's remarkably old damage. Decades, even.",
n2_4: "A grand bay window extends to the east, creating a slight overhang with its wide sill. Helen sighs, wondering what the view is like when it isn't overlooking a maddening void. Oh, right, best not to look for long...",
n3_3: "A shelf to the west here has a number of small plant pots sat upon it. Surprisingly, they're alive. Are these Daria's, perhaps? They would just about catch the sun from the window opposite to the east.",
n3_4: "The end of the window is half-covered by a large dressing table, its makeup long gone but the mirrors still intact - albeit in need of a bloody good polishing. It's a rather regal piece of furniture, however. Black wood, nice varnish... Helen stares at her reflection in the mirror and takes a moment to adjust her hair, muttering.",
n4_3: "The door to the Landing resides to the west here, but it's still warded and will still probably hurt immensely to touch. Thus; Helen does not.",
n4_4: "A sizeable wardrobe sits against the south wall, perfect for retrieving an outfit before preparing for a day out at the dresser just to the north of it.",
shop: 0,
workshop: 0,
map: "https://i.imgur.com/o4PvsfR.png",
map_path: "assets/maps/FirstBedroomMaster.png",
recurring_markers: "Master Bedroom Recurring Markers",
map_scale: 24,
drop_block: 0
}>>/* when entering and leaving a room, each connected tile must have the right and top set coordinates refreshed manually. */
<<set $player_icon_right_set to 5>>
<<set $player_icon_top_set to 5>>
/* Map Marker stuff goes here! */
<<include "JOMT">>
/* when a direction would leave the room, it must be set manually. If you aren't taken out of a room, you can just type 'same' instead, and it will be handled automatically. */
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "same">>
<<set $tile_right to "same">>
<<include "Room2">>
<</nobr>><<nobr>>
<div align='center' style='font-size: 300%;color:#E5CEF3;'>
[img[$splash]]
</div>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $Intro to 0>>
<<set $HW_Helen_Quest to 0>>
<<set $HW_Jaycie_Quest to 0>>
<<set $Quest_HHtMM to 1>>
<<include "Marker Cleanup">>
<<set $map to $icon_marker_blank_24>>
<<set $map_player_marker to $icon_marker_blank_24>>
[img[$Save_Icon]] -- <<link "Load Game">><<script>>UI.saves()<</script>><</link>>
/*<br>
[img[$Fullscreen_Icon]] -- <<link "Fullscreen">><<script>>Fullscreen.toggle();<</script>><</link>>*/
<br><br>
DISCLAIMER! Read this.
<br><br>
<b>This is an unapologetically adult, 18+ game, with adult, 18+ themes and content. If you are below the age of 18 (or, if differing, the legal age to consume adult content within your region), do not play this game. Furthermore, all content within is fantastical indulgence and does not represent real-world condoning of covered scenarios and behaviours. Finally, any resemblance to real-world figures or events is strictly coincidental.</b>
<br><br>
This game is available from...
<br>
[[Itch.io|https://pyksies.itch.io/maverick-manor]]
<br><br>
If you downloaded it from elsewhere, please be aware that it may not be legitimate, and I hold no responsibility for issues you may face - up to and including tampering with the game's content and security.
<br><br>
<<linkreplace "I understand and wish to continue.">>
<hrt><hr></hrt>
Welcome to a <span style="color:#b49c34"><b>Hazard Heroines</b></span> game; <span style="color:#f779ff"><b>The Maverick Manor</b></span> a game created by Pyksies and the first of the Hazard Heroines narrative adult games. I hope you enjoy it! <<linkreplace "What is Hazard Heroines?">>
-- Hazard Heroines is an alternate setting to the 'Glowing World' first explored in MERCANOID. In a world where The Ends never took place, Earth has thrived in the wake of the introduction of Supernatural entities - but so, too, has it suffered under the yoke of Supervillains and the Heroes who oppose them. These games aim to explore this setting through the eyes of those who fight to protect it... or, perhaps, to rule it!
<</linkreplace>>
<br><br>
For years now, I've wanted to make a short game for the month of October - but every year, excuses cropped up. Not this year! Maverick Manor is a game I made in under 30 days to test myself and several systems - new, or overhauled. This game, and the speed at which it was made, is the result of treating my games like a full-time job. At the time of writing, I am exhausted but satisfied. ♥
<br><br>
This game contains a broad range of 18+ sexual content, but some kinks are harder than others. Filters exist for the following pieces of content: <b>Consensuality-play, Mind-Control, Soft Vore (non-lethal), </b> as well as filters for <b>Male, Female and Monstrous Partners.</b> These filters can be set to Allow, Warn, or Disable. Disable will automatically skip content containing these themes, whereas Warn will redirect you to a click-to-reveal spoilered synopsis of the scene, allowing you to decide for yourself to view it or not.
<br><br>
The game also contains accessibility functions in text size and (non-dialogue) text colour, as well as dividers that can be shifted in opacity and colour.
<br><br>
<<link "If you would like to make use of these filters or settings, click here.">><<dialog>><<include Options>><</dialog>><</link>> These settings can be changed later under the 'SET' button on the right bar.
<br><br>
If you're familiar with MERCANOID, you may want to know how this style of game differs from the full 'RPG' experience found in that game! <<linkreplace "Learn more about 'Narrative Games'?">>
-- Narrative Games are a shorter, more story-driven experience than full RPGs made by Pyksies. With more rigidly defined character(s) with powerful movesets and pre-rolled stats, it's up to you to learn the ins and outs of their playstyle(s) to overcome the challenges that lie ahead, and make careful use of your resources available. Remember; your chosen difficulty has no effect on your rewards. Feel free to lower the difficulty to 'Easy' if you want an easier time getting to the juicy bits, or to 'Hard' if you fancy a challenge!
<</linkreplace>>
<br><br>
To keep up to date with new content and games of mine, join my development [[Discord. (Invitation link)|https://discord.gg/Paa7qp6KmK]] Additionally, I can be found on [[Itch.io,|https://pyksies.itch.io/]] [[Bluesky|https://bsky.app/profile/pyksies.bsky.social]] and [[Newgrounds.|https://pyksies.newgrounds.com/]]
<br><br>
As a final disclaimer, all content, characters and concepts within are my own creations.
<br><br>
Once you are comfortable and ready to begin, click either link below. If it is your first time through, I heavily recommend watching the Intro. Have fun! ♥
<br><br>
<<link "Start the intro." "HH - The Maverick Manor Intro 1">><</link>>
<br><br>
<<link "Skip the intro." "Intro Skipper">>
<<set $Intro to 5>>
<</link>>
<</linkreplace>>
<</nobr>><<nobr>>
<helen>"Bloody dirt roads. It can never be somewhere accessible, can it?"</helen> the emerald-eyed blonde mutters, peering through her thick-rimmed glasses and the increasingly mud-splattered windshield before her at the messy tyre tracks ahead. Her gloved fingers drum upon the steering wheel, the left set with a dun-dun-dun, the right with a tak-tak-tak. With every lurch and shudder of the van, she tuts or scowls or mutters, a stark contrast - of many - to the massive woman by her side, seat reclined back. Even so, her head almost brushes the vehicle's ceiling... and has before, judging by the dent.
<br><br>
<jaycie>"... Could be worse."</jaycie> she says after a moment's pause, as if gathering her thoughts before delivering them in her breathless whisper of a voice. The gray behemoth of a woman makes no such noises of discomfort, but she grimaces as her half-exposed bust is bounced by the worst of the bumps in the road. A distracting sight for any driver, explaining the faint presence of blush on the otherwise deathly pale blonde's cheeks.
<br><br>
<helen>"Just as it could be better, dear Jaycie. For example, you could get used to a sports bra..."</helen> she remarks, lips pursing to one side, foot easing off the accelerator in anticipation of an even rougher patch ahead. The night's storm, while passed, has still made a muddle of the trail they're following. It's the usual rules for an emergency of this nature; all unshielded electronics are off, and that includes the GPS.
<br><br>
<jaycie>"... Too tight. Makes me cranky. Told you before, He-len..."</jaycie> the tall woman grumbles before she stretches her arms behind her head, groaning softly as she works aches out of her broad shoulders. This just arches her back all the further, though for the moment Helen is distracted by her driving duties.
<br><br>
<helen>"Oh, but darling! You're at your best when you're a little cranky- oh good heavens."</helen> Helen sputters, her brief glance back to Jaycie lingering for longer than intended by the sight of that bountiful presented bust, barely framed by the Revenant's open jumpsuit and barely contained by her black bra. The shorter woman all but buries her head into the collar of her white coat, gaze firmly snapped back to the fore. <helen>"<i>Now you're just showing off.</i>"</helen>
<br><br>
<jaycie>"Muh?..."</jaycie> Jaycie hums, one brow raised high above her dark, lake-like eyes. Understanding dawns on her face and she nods, ceasing her stretch as she slumps back in her seat. <jaycie>"... So-rry, He-len..."</jaycie> she whispers, though Helen doesn't have to look to detect the subtle smirk on her monstrous partner's lips.
<br><br>
Partners in the AIU, that is. Anomalous Investigations Unit, agents <helen>De-Animator</helen> and <jaycie>Unlucky 13.</jaycie>
<br><br>
<<linkreplace "The what?">><hrt><hr></hrt>
The <b>Anomalous Investigations Unit</b> is a global organization of humble origins, dedicated to the containment and observation of all manner of Supernatural entities... or, it was. After The Rewrite in the mid-60s, there was little need to keep the Supernatural out of the public eye; not with literal superheroes and the villains to match popping up everywhere.
<br><br>
People changing. People being born differently. And all manner of things thought long extinct or barely clinging to this realm. They suddenly became... well, not <i>common.</i> But present enough that the secret was out; that mankind was not alone.
<br><br>
And so, the AIU adapted. They changed from an organization devoted to secrecy to one devoted to sanctuary. Armed with their knowledge of the Supernatural - their abilities, their needs, their desires - the AIU would shirk its shadowy reputation and instead favour the carrot over the stick. To the Supernatural at odds with humanity, they would offer a hand of understanding, the resources they need to survive and to either assimilate or seclude.
<br><br>
But sometimes the Supernatural don't want to play along. And in those times, the stick - not the carrot - can still be put to proper use.
<hrt><hr></hrt>
<<linkreplace "Meet Stick #1 - Helen East, AKA De-Animator.">>
<helen>Helen East</helen> knows The Rewrite all too well - the effects it had on the rules of reality are the very reason behind the worst success of her life.
<br><br>
In the early 70's, Helen was a wild-eyed trainee mortician with idealistic delusions of grandeur - that she would find a way to defeat death itself. Her education provided no shortage of cadavers upon which to test her theories, but it was after her graduation that she had her big breakthrough; the revival of the victim of a car crash, his injuries fatal.
<br><br>
And yet with her concoction flowing into his veins, the man sat up. Bared his teeth. And gave Helen a mere two seconds to realize the depths of her mistake. Over the next fifty-five seconds, the man's condition was once again downgraded from 'alive' to 'dead', but the bite he left on Helen's forearm made it clear that her ordeal had only just begun.
<br><br>
She watched in horror as her arm turned pale, veins blackening around the point of injury. But a woman determined to beat death - no matter how badly the last minute might have shaken her resolve - would not let herself succumb to it so easily... especially not whilst surrounded by so many surgical tools.
<br><br>
We shall omit the grisly details - just as Helen omitted her infected arm. It did not spare her the infection of the undead plague she had created, but it did delay it - enough for her to adapt her concoction into something capable of freezing its progress, but not to cure it, nor revert it. Pale as a corpse, her nails black, her teeth sharpening. Every inch of her, a reminder of her hubris.
<br><br>
Over fifty years have passed since that time - since the AIU tracked her and her wriggling would-be cadaver down, hauled her in, and weighed up what to do with her. Forty-four years since she joined them of her own volition, trust slowly built up between the organization and the girl who exhibited such genuine remorse at her foolishness. And yet, the face of that girl stares back at her even now in the reflection of the windshield, fifty years but a fifth of that upon her features.
<br><br>
There are some perks to being half-zombified, as it turns out.
<br><br>
Meanwhile, for everything her condition took from her, the AIU - once convinced of her sincerity - provided. An answer for her lost limb. Education of the world that was and the world that now is. Her rise to her position today - a respected field operative as talented with a revolver as she is with a scalpel.
<br><br>
<span style='font-size: 80%;opacity:0.8;'>Also highly placed in the 'nicest ass' ratings in the ongoing HR Incident that is the Field Agent Anonymous Rankings List.</span>
<</linkreplace>><hrt><hr></hrt>
<<linkreplace "And Stick #2 - Jaycie, AKA Unlucky 13.">>
<jaycie>Jaycie</jaycie> is un-living, breathing evidence that the AIU of today is far more merciful than it used to be.
<br><br>
Though it must be stressed that Helen had a lot to do with the Revenant's continued presence on this plane. After all, Agent De-Animator was the one tasked with stopping the hulking undead woman when she went on a rampage through a lakeside campground.
<br><br>
Revenants are a less-understood but much-maligned form of undead. They are created to enact vengeance upon someone, something, or some concept, typically by the hands of another but - occasionally - by their own force of will from beyond the grave. It is a process that destroys much of what once was, and in its place leaves a force of spiteful destruction.
<br><br>
As much as any AIU researcher assigned to her case has been able to determine, Jaycie was once a young woman who drowned during a summer camp prank gone horribly wrong. The young man responsible was never brought to justice, for the case was never revealed to the public due to his family connections. Everything about the girl, every record, was systematically destroyed. In death, she became a figment. A phantom. And so she remained, until her rage at this injustice spurred her body - never even recovered, sunk beneath the silt - to emerge dripping from the campground lake.
<br><br>
As explained, however, when one becomes a Revenant, much of what was is erased. In Jaycie's case, this included her very reason for revival. What was left of the tall, betrayed girl was quickly filled with aimless sorrow, confusion, and rage.
<br><br>
And so it was that Helen found her, amidst the ruins of a cabin she'd torn down with her bare hands, the campers evacuated from 'the monster'. So it was that they fought, and so it was that Helen came to understand that this mere zombie was so much more.
<br><br>
Jaycie could not communicate it with her voice, all memory of her spoken language garbled and gone. But she did not need to. Not after Helen struck the mask from her face, and beheld a gaze full of anguish.
<br><br>
It was a risky move, lowering her gun. But when Jaycie lowered her machete in turn, Helen gently sat with her. Talked to her. And then talked for her, when the AIU clean-up crew came to deal with the aftermath. It was a difficult negotiation, but she flexed her credentials built up to that point in order to argue Jaycie's case. Thus was the Revenant taken in for study and containment and - for the first time - rehabilitation.
<br><br>
That was twenty-seven years ago. It has been six years since Jaycie became Helen's partner, after her mentor retired from the service. It was something of a spiteful act by her superior - <i>you dumped this problem in our laps, it's about time you took care of it yourself.</i> Indeed, handling Jaycie can be something of a full-time job, but only because Helen puts in the effort. She helps her with her various social lessons, sits in during her therapy appointments, and was there when Jaycie discovered that the man who killed her had passed away of an unrelated illness, severing what remained of her grudge against the living.
<br><br>
Jaycie can be hard work, sometimes. But Helen doesn't mind. She finds her to be a good listener, a loyal friend, and a terrifying combatant.
<br><br>
The best of friends!
<br><br>
<span style='font-size: 80%;opacity:0.8;'>Also a podium position holder of 'best fashion sense' in the highly problematic Field Agent Anonymous Rankings List.</span>
<</linkreplace>><hrt><hr></hrt>
<<linkreplace "... So, what was that about a 'Rewrite'?">>
Those who are aware of The Rewrite call it by that name, but the truth is that understanding The Rewrite is largely impossible. Because our understanding of it has been Rewritten.
<br><br>
It was in the mid-60s - even the year is a subject of fierce debate, let alone the exact day and hour. A relic thought to be mundane was stolen from an AIU housing facility; a large, church-scale bell of unknown origins, covered in carvings that had yet to be deciphered or linked to any known civilizations. Considered to be potentially extra-terrestrial or extra-dimensional in origin, it was considered a low-priority containment item due to its apparent mundanity.
<br><br>
Someone, however, knew better. Who? No one knows. Or, rather, no one can remember. A consequence of what that someone did with the Bell.
<br><br>
By the time the AIU was made aware of the theft and traced its point of interception and destination, it was all but too late. The Bell was the central piece of an apparatus that has never been successfully recreated to this day, destroyed in the shockwave that erupted from its green-metal surface when it was activated. A wave that coursed across the planet Earth, perhaps even into the far reaches of space... and changed things.
<br><br>
Some people are aware of The Rewrite. They're aware that the world wasn't always like this - or, rather, wasn't always <i>as</i> 'like this' as it is now. But when one is powerless to do anything about it, a certain sense of serene acceptance sets in. That, too, is part of The Rewrite. It happened. Nobody can reverse it. Nobody can particularly remember what life was like before it. So why worry about it?
<br><br>
It is a source of much anxiety for the unlucky AIU researchers assigned to study the case, for the mind simply rebels when attempting to glean a deeper understanding of The Rewrite and its effects on humanity - and the entities they share this planet and plane with. Sparingly, before The Rewrite. And increasingly shoulder-to-shoulder, after.
<br><br>
But for every caped crusader and street hero, for every society-assimilated goblin or creature of myth-made-manifest, for every cackling supervillain, there exists a dozen mysteries emerging unto this changed Earth.
<br><br>
Hence the AIU's ongoing mission to protect humanity, and welcome - with a firm hand - their neighbours of the last six decades.
<</linkreplace>>
<</linkreplace>><hrt><hr></hrt>
<<link "Continue (Advance the intro)" "HH - The Maverick Manor Intro 2">><</link>>
<</nobr>><<nobr>><<set $Intro to 0>>
<helen>"So, Jaycie. Did you check the briefing?"</helen> Helen asks. It's now her turn to smirk, for she feels - rather than sees - her partner stiffen up at the unspoken accusation.
<br><br>
<jaycie>"... Yes."</jaycie> Jaycie lies, taking twice as long as usual to answer - a dead giveaway. Or, an undead giveaway. Helen scoffs with a slight shake of her head, turning round a bend as the van emerges from the hedge-flanked dirt road. Jaycie leans into the turn, crossing her arms beneath her chest with a mutter.
<br><br>
Ahead of the pair, with the full moon resplendent above and behind it, lies the silhouette of a mansion at the top of a hill. They're a few miles down from the nearest town, this land nothing but isolated, historic farms... and this house, it seems. Yet even from a distance, it looks out of place. Lit up. Surrounded by vehicles, some with their headlights active.
<br><br>
<helen>"That,"</helen> Helen begins, pointing with one finger but keeping both hands on the wheel, <helen>"Would be our destination. Headquarters detected a burst of magic energy of unknown origin and traced it to this location. We're to investigate. If there's a problem, and it is within our means to solve it..."</helen> Helen trails off, pointing to Jaycie without turning her way, cueing her in.
<br><br>
<jaycie>"... We solve it."</jaycie> Jaycie rumbles, leaning up out of her reclined seat - and then bumping her head, scowling as she glares up at the roof as though it owes her an apology. Helen winces slightly at the now familiar sound of her undead partner's head damaging the company van. With greater care, Jaycie leans forward, now hunched in her seat, staring up at the mansion as they approach. <jaycie>"... What kind of magic?"</jaycie>
<br><br>
<helen>"Unknown. It was powerful, but brief. A blip on the satellite, and we've no prior
reports of supernatural activity in this area."</helen> Helen explains. To the layman, 'powerful' might come across as concerning, but the experienced pair know that magic, regardless of origins, tends to operate in predictable ways.
<br><br>
A release as major as a storm yet brief as a lightning bolt is of concern strong enough for investigation, but occasional enough to hold off sending in an entire team. Helen glances back at Jaycie but frowns when she observes her deep in thought, brow furrowed. The half-zombie follows her gaze to the lights ahead.
<br><br>
<jaycie>"... Cars. Weird lights. Looks like?..."</jaycie> Jaycie trails off, but it's not without good reason. Helen takes a moment to confirm their unspoken, shared suspicion. Past the bright lights of the parked cars, a rainbow of tighter colours swivels and pans across the windows...
<br><br>
<helen>"... Are those party lights? I swear to various gods, if this is another jumped-up magician-for-hire showing off..."</helen> Helen grumbles, her shoulders slumping slightly within her coat. She then shakes her head, however. Letting her guard down on a hunch would be stupid. If she were a gambling woman, however?...
<br><br>
<jaycie>"... My money's on someone Awakening."</jaycie> Jaycie offers after one of her usual, ponderous pauses. Helen twists her lips as she drives over a discarded string of festive streamers, the manor almost in spitting distance now... and no one there to greet them. An uneasy silence sets in on the final approach, as discarded bottles and signs of hedonistic levity litter the road.
<br><br>
<jaycie>"... Wouldn't mind a party. Hate missing Halloween..."</jaycie> Jaycie mutters, breaking the silence. Helen purses her lips, flashing her comrade a reassuring smile - Halloween tends to be a nice time for the Supernaturals who have a hard time fitting in under regular guises. In the season, Jaycie can walk around as herself with people assuming she's in an elaborate costume. It's easier for Helen, more 'mundane-passing' as she is. Frowning, the Scientist makes a note to make it up to her partner afterwards.
<br><br>
<<linkreplace "The silence sets back in. And yet, they press on.">><hrt><hr></hrt>
<br><br>
It's Helen who next breaks the quiet.
<br><br>
<helen>"Hmm. I don't know, Jaycie. I've got a chill down my spine..."</helen> Helen admits as the van slows to a crawl, parking up a short distance away from the abandoned vehicles. Jaycie says nothing, her expression difficult to read from a glance by the careful driver. Thoughtful, perhaps. As for the vehicles? Powered. But abandoned. Lights swirl within the Manor, all but confirmed to be the product of party lighting. Temporary structures dot the landscape, all metal scaffolding and supports for speakers, a makeshift kitchen... It certainly looks like an illegal rave.
<br><br>
<helen>"Minus the ravers."</helen> Helen mutters, finishing her unspoken analysis. Then, for Jaycie's benefit - the larger woman gazing down at her with curiosity - Helen elaborates. <helen>"No one's here. I don't hear or feel any music, either. Some of this gear looks expensive, so whoever organized this wouldn't just leave it here..."</helen> she sighs, rubbing the back of her neck with her left hand. She pushes away from the steering wheel and turns to her left, opening the door and climbing out as Jaycie silently mimics her.
<br><br>
The van trembles upon its suspension as the amazonian Revenant leaves it, as it always does. As Helen shuts her door behind her, she knows that Jaycie will have already masked up before leaving the sanctuary of the vehicle. Sure enough...
<br><br>
<helen>"Aren't you cold?"</helen> Helen asks with a deadpan expression and tone as they meet one another at the back of the vehicle. Jaycie looks down at herself - insofar as the busty undead can, past her own rack and past the holes of her faded-white hockey mask - and then shrugs.
<br><br>
<jaycie>"... Warmer inside, probably."</jaycie> she replies, her already quiet voice now muffled further by the perpetually frowning face protection she wears. Each ventilation hole dotted about its surface is scarred to varying degrees, but the lacquered surface is free of structural cracks or chips. She cuts quite the imposing figure here, illuminated by a headlight from behind and the glow of the van's rear lights from the front. Her jumpsuit clings tightly and hangs loosely at different points of her powerful frame, largely due to its perpetually half-open status. Her stance is ready, still as a rock. Intimidating, yes, but Helen is used to her friend's unsettling appearance by now. She ponders how she compares to any potential prying eyes, but banishes the thought from her mind as she opens the rear doors. Work to do.
<br><br>
As the harsh lights around them are mellowed by that from the armoury contained within their van, Jaycie stares down at Helen from on high, her gaze obscured by the dark sockets of her mask meshing with the shadows around her eyes. Her friend is in fine form, as usual. She may be short - as almost everyone is, next to Jaycie - but the Revenant knows how unassumingly strong her partner is in a fight. She watches as Helen reaches up to a concealed zip about her right shoulder and tugs at it, performing a loop to remove the entire sleeve of her coat. She glances toward Jaycie and, on cue, Jaycie takes hold of her sleeve for her, helping to remove it and free Helen's brass arm from hiding. She rolls her shoulder, arm clicking and whirring as she removes the glove from it, accepting the sleeve back from Jaycie and tossing it into the van.
<br><br>
After sharing a glance at one another and then back at the muted manor to their left, the women gaze upon the tools of their trade, securely mounted on custom racks. The door's interior is lined with a thick padding that, when closed, secures everything against the racks. Weapons modern and medieval stare back at them, each silently pleading to be used... in some cases, the pleading is literal, and rather mentally irritating.
<br><br>
<<link "Gear up, Helen." "HH - The Maverick Manor Intro 3">>
<<set $Intro to 4>>
<<set $Player_swap to "Helen">>
<<include "Character Swap">>
<</link>>
<</linkreplace>>
<</nobr>>IS {
color:#dbccf1;
font-weight: bold;
font-variant: small-caps;
}
BA {
color: #d2ced7;
opacity: 0.8;
font-weight: bold;
}
helen {
color: #bcffd0;
}
jaycie {
color: #daecf9;
}
daria {
color: #adf0ff;
}
amy {
color: #ff79d5;
}
pixie {
color: d6efbb;
}
focus {
color: #F33898;
}
success {
color: #61EC68;
}
fail {
color: #F65050;
}<<nobr>><style> .error-view {display:none}</style>
<<set $type to "clothing">>
<<set $item to "Helens_Work_Attire">>
<<include "Pickup">>
<<for _Key, _property range $Inventory>>
<<if $Inventory[_Key].type is "clothing">>
<<if $Inventory[_Key].owned is $Player_name>>
<<set $type to $Inventory[_Key].type>>
<<set $item to $Inventory[_Key].internal>>
<<set $whichNo to $Inventory[_Key].id>>
<<include "Equip Function">>
<</if>>
<</if>>
<</for>>
<helen>Helen</helen> regards her side of the armoury - the left side - with a mixture of casual familiarity and thoughtfulness. She leans back past the open, padded door to gaze up at the Manor, frowning for a moment. The lack of any response to their arrival is eerie, and the concern that there may be people in trouble within is mounting.
<br><br>
She turns back to her gear, lightly clutching her chin with her brass hand. That arm - constructed from magical artifice - accounts for a solid half of her combat prowess, capable of generating fierce electrical discharges, and even protecting her from harm via a shield. But it's foolish to rely on that alone, which is why she has her equalizers.
<br><br>
<<linkreplace "Pick up her trusty revolver.">>
<<set $type to "weapon">>
<<set $item to "DeAnimator">>
<<include "Pickup">>
Helen reaches for the pride and joy of her collection, mounted in its case above everything else on display. An imposingly large revolver, far larger than her frame would suggest to be suitable for firing. The five-round chamber bulges obscenely from the frame, landing in her organic, gloved hand as she pulls it from its housing. She carefully loads a selection of rounds into it; three standard bullets, and then two specials, one incendiary with a red cap, and one toxic with a glass-like housing at its tip. This is the weapon branded with her name; The De-Animator.
<br><br>
<i>The De-Animator was added to the Weapon inventory. It would be wise to open it and Equip it now.</i>
<</linkreplace>>
<br><br>
<<linkreplace "The curiously shiny orb calls to her.">>
<<set $type to "subweapon">>
<<set $item to "Ecto_Orb">>
<<include "Pickup">>
Sitting shiny among the arsenal - just to the right of the throwing knives and to the left of the crossbow - are a row of three metal orbs. Helen casually plucks the middle one of the bunch from its stand, inspecting it for scratches. No such worry - its surface is flawless, though she knows that with a commanding thought, she can change that in an instant. This strange little weapon - a replica she created of a mysterious artefact - is an 'Ecto Orb', a transforming homing weapon capable of deploying a range of destructive implements against the foes it harasses. She affixes it to her brass arm, a special housing for it built halfway down her forearm.
<br><br>
<i>The Ecto Orb was added to the Subweapon inventory. It would be wise to open it and Equip it now. A Weapon and a Subweapon can both be equipped at once.</i>
<</linkreplace>>
<br><br>
<<linkreplace "Best to take some protection.">>
<<set $type to "armour">>
<<set $item to "Discrete_Vest">>
<<include "Pickup">>
Helen pops open a case with both hands operating a latch each, tilting the lid back. She picks up the unmarked vest that lies within, giving it a quick inspection. Shoulderless, secured by rear-wrapping straps instead. Slender, but remarkably protective. She tosses it over her shoulder - it is her preferred choice in most jobs, for it does not impede her movements.
<br><br>
<i>The Discrete Vest was added to the Armour inventory. Helen's armour protects during combat, reducing damage taken and improving her ability to dodge attacks.</i>
<</linkreplace>>
<br><br>
<<linkreplace "The odds and bobs.">>
<<set $type to "consumable">>
<<set $item to "AIU_MediKit">>
<<include "Pickup">>
<<set $item to "Lightning_In_A_Bottle">>
<<include "Pickup">>
<<set $item to "Lightning_In_A_Bottle">>
<<include "Pickup">>
<<set $item to "Memory_Mender">>
<<include "Pickup">>
<<set $item to "Spirit_Grenade">>
<<include "Pickup">>
<<set $Intro_Consumables to 1>>
<<trigger 'Equipped'>>
Helen sorts through a bag of essentials. The MediKit is a must-have, of course. No good in a fight, but always good to have after a fight is finished. A few of her own patented 'Lightning In A Bottle's for the sake of restoring her energy in a pinch, should she run low. A Memory Mender, just in case they see something truly horrific - jaded though they both are - and, why not? A Spirit Grenade. An AIU favourite.
<br><br>
<i>Assorted Consumables were added to the Consumable inventory. Take a moment to examine them.</i>
<</linkreplace>>
<hrt><hr></hrt>
<<on 'Equipped'>>
<<include "Helen Replace">>
<</on>>
<</nobr>><<nobr>>
<<set $Character_Swapping to 1>>
<<set State.variables['Inventory' + $Player_name] to {}>>
<<set State.variables['consumables' + $Player_name] to clone($consumables)>>
<<for _Key, _property range $Inventory>>
<<if $Inventory[_Key].owned is $Player_name and $Inventory[_Key].location is "Player">>
<<set State.variables['Inventory' + $Player_name][_Key] to $Inventory[_Key]>>
<</if>>
<</for>>
<<include "Inventory Wiper">>
<</nobr>><<nobr>>
<<set $consumables to clone(State.variables['consumables' + $Player_name])>>
<<for _Key, _property range State.variables["Inventory" + $Player_name]>>
<<set $type to State.variables["Inventory" + $Player_name][_Key].type>>
<<set $item to State.variables["Inventory" + $Player_name][_Key].internal>>
<<set $whichNo to State.variables["Inventory" + $Player_name][_Key].id>>
<<set $inventory_restoration to 1>>
<<include "Pickup">>
<<if $currentWeapon is $item or $currentSubweapon is $item or $currentArmour is $item or $currentAccessory is $item or $currentClothing is $item>>
<<set State.variables.Inventory["n" + $whichNo].equipped to 0>>
<<include "Equip Function">>
<</if>>
<</for>>
<<set $inventory_pane to "weapon">>
<<set $Character_Swapping to 0>>
<</nobr>><<nobr>>
<<if $currentWeapon is "DeAnimator" and $currentSubweapon is "Ecto_Orb" and $currentArmour is "Discrete_Vest" and $Intro_Consumables is 1>>
<<linkreplace "All geared up.">>
Helen gives herself a one-over, triple-checks her equipment, then nods to Jaycie as she holsters her revolver. <helen>"How are you getting on, darling?"</helen>
<br><br>
<<link "Gear up, Jaycie." "HH - The Maverick Manor Intro 4">>
<<set $Player_swap to "Jaycie">>
<<include "Character Swap">>
<</link>>
<</linkreplace>>
<<else>>
<fail><b>Helen should equip her Weapon, Subweapon and Armour before moving on.</b></fail> The Inventory is located on the right side bar - the arrow at the top of either side of the page can open and close these bars. Different types of items are stored in their own inventory sections, selected below the inventory.
<</if>>
<</nobr>><<nobr>><style> .error-view {display:none}</style>
<<set $type to "clothing">>
<<set $item to "Jaycies_Jumpsuit">>
<<include "Pickup">>
<<for _Key, _property range $Inventory>>
<<if $Inventory[_Key].type is "clothing">>
<<if $Inventory[_Key].owned is $Player_name>>
<<set $type to $Inventory[_Key].type>>
<<set $item to $Inventory[_Key].internal>>
<<set $whichNo to $Inventory[_Key].id>>
<<include "Equip Function">>
<</if>>
<</if>>
<</for>>
<jaycie>Jaycie</jaycie>'s side of the armoury is less orderly. Less stocked, too. Many of the things contained within are less viable options, more souvenirs. Sometimes they're both. Unlike Helen, Jaycie doesn't spare much of a glance for the Manor. Once you've cleared out three haunted mansions, you've more or less got the gist of it. That's not to say that she doesn't share a pang of concern for the party, bereft of partygoers as it is...
<br><br>
Leaning forward with one hand resting on the top of the van's rear doorway, Jaycie glances around for her favoured tools.
<br><br>
<<linkreplace "Ah, there's Crystal.">>
<<set $type to "weapon">>
<<set $item to "Crystal">>
<<include "Pickup">>
The exception to the disorderly mess of Jaycie's side is the case containing a single, finely-polished weapon; a large machete that would take a normal man two hands to barely lift from its plinth. Jaycie reaches in with one hand and firmly grasps the familiar hilt, lifting it with ease. Helen can tell she's smiling from behind her mask by the way her ears rise slightly. Jaycie gives the weapon a quick inspection, then pauses. She reaches up with her other hand and polishes away a smudge, as if such a thing would matter in the coming moments!
<br><br>
<i>Crystal added to the Weapon inventory. As with Helen, it should be Equipped now.</i>
<</linkreplace>>
<br><br>
<<linkreplace "Crossbows are ok. But there's always a bigger fish.">>
<<set $type to "subweapon">>
<<set $item to "Speargun">>
<<include "Pickup">>
Ah, the Merman Incident. A harrowing time, but not without its silver linings. Jaycie reaches for the large speargun tucked between two display racks, hefting it aloft and propping it onto her shoulder for a moment. The combination component shield and harpoon rack gives the weapon considerable bulk, and, of course, the curse it carries is already seeping into her ears. With a roll of her concealed eyes, she gives the weapon a smack, then nods in satisfaction at the silenced whine in her mind. Behave. You'll get your blood... if blood awaits.
<br><br>
<i>The Speargun was added to the Subweapon inventory.</i>
<</linkreplace>>
<br><br>
<<linkreplace "Best to take some protection.">>
<<set $type to "armour">>
<<set $item to "Padded_Jacket">>
<<include "Pickup">>
Jaycie reaches inside the van and blindly gropes around the back of one of the racks. She could just go and open the side door to get this, but she's stubborn... ah. Fingers meet fabric through her heavy work gloves, and she tugs and yanks her oversized jacket free. It jangles and clanks from the heavy tat lining its many pockets.
<br><br>
<i>The Padded Jacket was added to the Armour inventory. It reduces dodge slightly, but makes Jaycie even more durable.</i>
<</linkreplace>>
<br><br>
<<linkreplace "The fiddly things.">>
<<set $type to "consumable">>
<<set $item to "AIU_MediKit">>
<<include "Pickup">>
<<set $item to "Lightning_In_A_Bottle">>
<<include "Pickup">>
<<set $item to "Memory_Mender">>
<<include "Pickup">>
<<set $Intro_Consumables to 2>>
<<trigger 'Equipped'>>
In keeping with her slapdash sorting, Jaycie grabs her MediKit - personalized to her needs, just as Helen's is - one of Helen's 'bottles', and - at Helen's insistence, all but pushing it into her hand - a Memory Mender. Jaycie grumbles, but pockets it regardless.
<br><br>
<i>Assorted Consumables were added to the Consumable inventory. Take a moment to examine them.</i>
<</linkreplace>>
<hrt><hr></hrt>
<<on 'Equipped'>>
<<include "Jaycie Replace">>
<</on>>
<</nobr>><<nobr>>
<<if $currentWeapon is "Crystal" and $currentSubweapon is "Speargun" and $currentArmour is "Padded_Jacket" and $Intro_Consumables is 2>>
<<linkreplace "All geared up.">>
Jaycie rolls her shoulders in her coat, her speargun slung over one shoulder via a strap, her favoured machete - a gift from Helen - clutched firm in the other. <jaycie>"... Check."</jaycie>
<br><br>
<<link "The Manor awaits." "HH - The Maverick Manor Intro 5">>
<<set $Player_swap to "Helen">>
<<include "Character Swap">>
<</link>>
<</linkreplace>>
<<else>>
<fail><b>Jaycie should equip her Weapon, Subweapon and Armour before moving on.</b></fail> The Inventory is located on the right side bar - the arrow at the top of either side of the page can open and close these bars. Different types of items are stored in their own inventory sections, selected below the inventory.
<</if>>
<</nobr>><<nobr>>
<<set State.variables.Inventory["n" + $whichNo].equipped to 1>>
<<if $game_gold is 1>>
<<set $I_I_U to setup[$type][$item].icon_equipped_path>>
<<else>>
<<set $I_I_U to setup[$type][$item].icon_equipped>>
<</if>>
<<set $I_P to State.variables.Inventory["n" + $whichNo].position>>
<<include "Icon Equip Changer">>
<<if State.variables.Inventory["n" + $whichNo].type is "weapon">>
<<set $Player_weapon_main to setup[$type][$item].name_formal>>
<<set $currentWeapon to setup[$type][$item].internal>>
<<set $currentWeaponID to $whichNo>>
<<set $Player_weapon_main_damage_type to setup[$type][$item].main_damage_type>>
<<set $Player_weapon_main_damage_type_2 to setup[$type][$item].main_damage_type_2>>
<<set $Player_weapon_main_modifier to setup[$type][$item].main_modifier>>
<<set $Player_weapon_main_modifier_2 to setup[$type][$item].main_modifier_2>>
<<set $Player_weapon_main_archetype to setup[$type][$item].main_archetype>>
<<set $Player_weapon_main_damage_range to setup[$type][$item].main_damage_range>>
<<set $Player_weapon_main_damage to setup[$type][$item].main_damage>>
<<set $Player_weapon_main_advanced_range to setup[$type][$item].main_advanced_range>>
<<set $Player_weapon_main_attack_type to setup[$type][$item].main_attack_type>>
<<set $Player_weapon_main_accuracy_bonus to setup[$type][$item].main_accuracy_bonus>>
<<set $Player_weapon_main_defence to setup[$type][$item].main_defence>>
<<set $Player_weapon_main_armour_penetration to setup[$type][$item].main_armour_penetration>>
<<set $Player_used_item to $Player_combat>>
<<elseif State.variables.Inventory["n" + $whichNo].type is "subweapon">>
<<set $Player_weapon_sub to setup[$type][$item].name_formal>>
<<set $currentSubweapon to setup[$type][$item].internal>>
<<set $currentSubweaponID to $whichNo>>
<<set $Player_weapon_sub_damage_type to setup[$type][$item].sub_damage_type>>
<<set $Player_weapon_sub_damage_type_2 to setup[$type][$item].sub_damage_type_2>>
<<set $Player_weapon_sub_modifier to setup[$type][$item].sub_modifier>>
<<set $Player_weapon_sub_modifier_2 to setup[$type][$item].sub_modifier_2>>
<<set $Player_weapon_sub_archetype to setup[$type][$item].sub_archetype>>
<<set $Player_weapon_sub_damage_range to setup[$type][$item].sub_damage_range>>
<<set $Player_weapon_sub_damage to setup[$type][$item].sub_damage>>
<<set $Player_weapon_sub_advanced_range to setup[$type][$item].sub_advanced_range>>
<<set $Player_weapon_sub_attack_type to setup[$type][$item].sub_attack_type>>
<<set $Player_weapon_sub_accuracy_bonus to setup[$type][$item].sub_accuracy_bonus>>
<<set $Player_weapon_sub_defence to setup[$type][$item].sub_defence>>
<<set $Player_weapon_sub_armour_penetration to setup[$type][$item].sub_armour_penetration>>
<<set $Player_used_item to $Player_combat>>
<<elseif State.variables.Inventory["n" + $whichNo].type is "armour">>
<<set $currentArmour to setup[$type][$item].internal>>
<<set $currentArmourID to $whichNo>>
<<set $Player_armour to setup[$type][$item].armour>>
<<set $Player_armour_verbose to setup[$type][$item].armour_verbose>>
<<set $Player_armour_description to setup[$type][$item].armour_description>>
<<set $Player_armour_on = setup[$type][$item].armour_on>>
<<set $Player_armour_defence = setup[$type][$item].armour_defence>>
<<set $Player_armour_dodge = setup[$type][$item].armour_dodge>>
<<set $Player_shield_armour = setup[$type][$item].shield_armour>>
<<set $Player_armour_sexy = setup[$type][$item].armour_sexy>>
<<set $Player_armour_badass = setup[$type][$item].armour_badass>>
<<if def setup[$type][$item].resist_poison_armour>><<set $Player_resist_poison_armour = setup[$type][$item].resist_poison_armour>><<else>><<set $Player_resist_poison_armour = 0>><</if>>
<<if def setup[$type][$item].resist_burn_armour>><<set $Player_resist_burn_armour = setup[$type][$item].resist_burn_armour>><<else>><<set $Player_resist_burn_armour = 0>><</if>>
<<if def setup[$type][$item].resist_freeze_armour>><<set $Player_resist_freeze_armour = setup[$type][$item].resist_freeze_armour>><<else>><<set $Player_resist_freeze_armour = 0>><</if>>
<<if def setup[$type][$item].resist_paralyze_armour>><<set $Player_resist_paralyze_armour = setup[$type][$item].resist_paralyze_armour>><<else>><<set $Player_resist_paralyze_armour = 0>><</if>>
<<if def setup[$type][$item].resist_silence_armour>><<set $Player_resist_silence_armour = setup[$type][$item].resist_silence_armour>><<else>><<set $Player_resist_silence_armour = 0>><</if>>
<<if def setup[$type][$item].resist_bleed_armour>><<set $Player_resist_bleed_armour = setup[$type][$item].resist_bleed_armour>><<else>><<set $Player_resist_bleed_armour = 0>><</if>>
<<if def setup[$type][$item].resist_confuse_armour>><<set $Player_resist_confuse_armour = setup[$type][$item].resist_confuse_armour>><<else>><<set $Player_resist_confuse_armour = 0>><</if>>
<<if def setup[$type][$item].resist_petrify_armour>><<set $Player_resist_petrify_armour = setup[$type][$item].resist_petrify_armour>><<else>><<set $Player_resist_petrify_armour = 0>><</if>>
<<if def setup[$type][$item].resist_blind_armour>><<set $Player_resist_blind_armour = setup[$type][$item].resist_blind_armour>><<else>><<set $Player_resist_blind_armour = 0>><</if>>
<<if def setup[$type][$item].resist_soft_armour>><<set $Player_resist_soft_armour = setup[$type][$item].resist_soft_armour>><<else>><<set $Player_resist_soft_armour = 0>><</if>>
<<if def setup[$type][$item].resist_charm_armour>><<set $Player_resist_charm_armour = setup[$type][$item].resist_charm_armour>><<else>><<set $Player_resist_charm_armour = 0>><</if>>
<<if def setup[$type][$item].resist_drain_armour>><<set $Player_resist_drain_armour = setup[$type][$item].resist_drain_armour>><<else>><<set $Player_resist_drain_armour = 0>><</if>>
<<if def setup[$type][$item].resist_disable_armour>><<set $Player_resist_disable_armour = setup[$type][$item].resist_disable_armour>><<else>><<set $Player_resist_disable_armour = 0>><</if>>
<<if def setup[$type][$item].resist_clot_armour>><<set $Player_resist_clot_armour = setup[$type][$item].resist_clot_armour>><<else>><<set $Player_resist_clot_armour = 0>><</if>>
<<if def setup[$type][$item].resist_curse_armour>><<set $Player_resist_curse_armour = setup[$type][$item].resist_curse_armour>><<else>><<set $Player_resist_curse_armour = 0>><</if>>
<<if def setup[$type][$item].resist_oil_armour>><<set $Player_resist_oil_armour = setup[$type][$item].resist_oil_armour>><<else>><<set $Player_resist_oil_armour = 0>><</if>>
<<if def setup[$type][$item].resist_chill_armour>><<set $Player_resist_chill_armour = setup[$type][$item].resist_chill_armour>><<else>><<set $Player_resist_chill_armour = 0>><</if>>
<<if def setup[$type][$item].resist_infirm_armour>><<set $Player_resist_infirm_armour = setup[$type][$item].resist_infirm_armour>><<else>><<set $Player_resist_infirm_armour = 0>><</if>>
<<if def setup[$type][$item].resist_glue_armour>><<set $Player_resist_glue_armour = setup[$type][$item].resist_glue_armour>><<else>><<set $Player_resist_glue_armour = 0>><</if>>
<<if def setup[$type][$item].resist_bogged_down_armour>><<set $Player_resist_bogged_down_armour = setup[$type][$item].resist_bogged_down_armour>><<else>><<set $Player_resist_bogged_down_armour = 0>><</if>>
<<if def setup[$type][$item].resist_drowning_armour>><<set $Player_resist_drowning_armour = setup[$type][$item].resist_drowning_armour>><<else>><<set $Player_resist_drowning_armour = 0>><</if>>
<<if def setup[$type][$item].resist_choking_armour>><<set $Player_resist_choking_armour = setup[$type][$item].resist_choking_armour>><<else>><<set $Player_resist_choking_armour = 0>><</if>>
<<if def setup[$type][$item].resist_concussion_armour>><<set $Player_resist_concussion_armour = setup[$type][$item].resist_concussion_armour>><<else>><<set $Player_resist_concussion_armour = 0>><</if>>
<<if def setup[$type][$item].blunt_armour>><<set $Player_blunt_armour = setup[$type][$item].blunt_armour>><<else>><<set $Player_blunt_armour = 0>><</if>>
<<if def setup[$type][$item].piercing_armour>><<set $Player_piercing_armour = setup[$type][$item].piercing_armour>><<else>><<set $Player_piercing_armour = 0>><</if>>
<<if def setup[$type][$item].slashing_armour>><<set $Player_slashing_armour = setup[$type][$item].slashing_armour>><<else>><<set $Player_slashing_armour = 0>><</if>>
<<if def setup[$type][$item].fire_armour>><<set $Player_fire_armour = setup[$type][$item].fire_armour>><<else>><<set $Player_fire_armour = 0>><</if>>
<<if def setup[$type][$item].elec_armour>><<set $Player_elec_armour = setup[$type][$item].elec_armour>><<else>><<set $Player_elec_armour = 0>><</if>>
<<if def setup[$type][$item].ice_armour>><<set $Player_ice_armour = setup[$type][$item].ice_armour>><<else>><<set $Player_ice_armour = 0>><</if>>
<<if def setup[$type][$item].poison_armour>><<set $Player_poison_armour = setup[$type][$item].poison_armour>><<else>><<set $Player_poison_armour = 0>><</if>>
<<if def setup[$type][$item].holy_armour>><<set $Player_holy_armour = setup[$type][$item].holy_armour>><<else>><<set $Player_holy_armour = 0>><</if>>
<<if def setup[$type][$item].void_armour>><<set $Player_void_armour = setup[$type][$item].void_armour>><<else>><<set $Player_void_armour = 0>><</if>>
<<if def setup[$type][$item].earth_armour>><<set $Player_earth_armour = setup[$type][$item].earth_armour>><<else>><<set $Player_earth_armour = 0>><</if>>
<<if def setup[$type][$item].water_armour>><<set $Player_water_armour = setup[$type][$item].water_armour>><<else>><<set $Player_water_armour = 0>><</if>>
<<if def setup[$type][$item].wind_armour>><<set $Player_wind_armour = setup[$type][$item].wind_armour>><<else>><<set $Player_wind_armour = 0>><</if>>
<<if def setup[$type][$item].emp_armour>><<set $Player_emp_armour = setup[$type][$item].emp_armour>><<else>><<set $Player_emp_armour = 0>><</if>>
<<if def setup[$type][$item].sonic_armour>><<set $Player_sonic_armour = setup[$type][$item].sonic_armour>><<else>><<set $Player_sonic_armour = 0>><</if>>
<<if def setup[$type][$item].energy_armour>><<set $Player_energy_armour = setup[$type][$item].energy_armour>><<else>><<set $Player_energy_armour = 0>><</if>>
<<if def setup[$type][$item].acid_armour>><<set $Player_acid_armour = setup[$type][$item].acid_armour>><<else>><<set $Player_acid_armour = 0>><</if>>
<<if def setup[$type][$item].radiation_armour>><<set $Player_radiation_armour = setup[$type][$item].radiation_armour>><<else>><<set $Player_radiation_armour = 0>><</if>>
<<if def setup[$type][$item].strength_armour>><<set $Player_strength_armour = setup[$type][$item].strength_armour>><<else>><<set $Player_strength_armour = 0>><</if>>
<<if def setup[$type][$item].agility_armour>><<set $Player_agility_armour = setup[$type][$item].agility_armour>><<else>><<set $Player_agility_armour = 0>><</if>>
<<if def setup[$type][$item].wits_armour>><<set $Player_wits_armour = setup[$type][$item].wits_armour>><<else>><<set $Player_wits_armour = 0>><</if>>
/*<<if def setup[$type][$item].toughness_armour>><<set $Player_toughness_armour = setup[$type][$item].toughness_armour>><<else>><<set $Player_toughness_armour = 0>><</if>>*/
<<if def setup[$type][$item].damage_armour>><<set $Player_damage_armour = setup[$type][$item].damage_armour>><<else>><<set $Player_damage_armour = 0>><</if>>
/* THESE OFFENSIVE ONES ARE HERE, BUT ARE NOT ACTUALLY USED IN DAMAGE CALC RIGHT NOW. */
<<if def setup[$type][$item].accuracy_armour>><<set $Player_accuracy_armour = setup[$type][$item].accuracy_armour>><<else>><<set $Player_accuracy_armour = 0>><</if>>
<<if def setup[$type][$item].armour_penetration_armour>><<set $Player_armour_penetration_armour = setup[$type][$item].armour_penetration_armour>><<else>><<set $Player_armour_penetration_armour = 0>><</if>>
<<if def setup[$type][$item].dice_bonus_armour>><<set $Player_dice_bonus_armour = setup[$type][$item].dice_bonus_armour>><<else>><<set $Player_dice_bonus_armour = 0>><</if>>
<<set $Player_used_item to $Player_combat>>
<<elseif State.variables.Inventory["n" + $whichNo].type is "accessory">>
<<set $currentAccessory to setup[$type][$item].internal>>
<<set $currentAccessoryID to $whichNo>>
<<set $Player_accessory to setup[$type][$item].accessory>>
<<set $Player_accessory_on = setup[$type][$item].accessory_on>>
<<if def setup[$type][$item].resist_poison_accessory>><<set $Player_resist_poison_accessory = setup[$type][$item].resist_poison_accessory>><<else>><<set $Player_resist_poison_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_burn_accessory>><<set $Player_resist_burn_accessory = setup[$type][$item].resist_burn_accessory>><<else>><<set $Player_resist_burn_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_freeze_accessory>><<set $Player_resist_freeze_accessory = setup[$type][$item].resist_freeze_accessory>><<else>><<set $Player_resist_freeze_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_paralyze_accessory>><<set $Player_resist_paralyze_accessory = setup[$type][$item].resist_paralyze_accessory>><<else>><<set $Player_resist_paralyze_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_silence_accessory>><<set $Player_resist_silence_accessory = setup[$type][$item].resist_silence_accessory>><<else>><<set $Player_resist_silence_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_bleed_accessory>><<set $Player_resist_bleed_accessory = setup[$type][$item].resist_bleed_accessory>><<else>><<set $Player_resist_bleed_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_confuse_accessory>><<set $Player_resist_confuse_accessory = setup[$type][$item].resist_confuse_accessory>><<else>><<set $Player_resist_confuse_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_petrify_accessory>><<set $Player_resist_petrify_accessory = setup[$type][$item].resist_petrify_accessory>><<else>><<set $Player_resist_petrify_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_blind_accessory>><<set $Player_resist_blind_accessory = setup[$type][$item].resist_blind_accessory>><<else>><<set $Player_resist_blind_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_soft_accessory>><<set $Player_resist_soft_accessory = setup[$type][$item].resist_soft_accessory>><<else>><<set $Player_resist_soft_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_charm_accessory>><<set $Player_resist_charm_accessory = setup[$type][$item].resist_charm_accessory>><<else>><<set $Player_resist_charm_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_drain_accessory>><<set $Player_resist_drain_accessory = setup[$type][$item].resist_drain_accessory>><<else>><<set $Player_resist_drain_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_disable_accessory>><<set $Player_resist_disable_accessory = setup[$type][$item].resist_disable_accessory>><<else>><<set $Player_resist_disable_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_clot_accessory>><<set $Player_resist_clot_accessory = setup[$type][$item].resist_clot_accessory>><<else>><<set $Player_resist_clot_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_curse_accessory>><<set $Player_resist_curse_accessory = setup[$type][$item].resist_curse_accessory>><<else>><<set $Player_resist_curse_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_oil_accessory>><<set $Player_resist_oil_accessory = setup[$type][$item].resist_oil_accessory>><<else>><<set $Player_resist_oil_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_chill_accessory>><<set $Player_resist_chill_accessory = setup[$type][$item].resist_chill_accessory>><<else>><<set $Player_resist_chill_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_infirm_accessory>><<set $Player_resist_infirm_accessory = setup[$type][$item].resist_infirm_accessory>><<else>><<set $Player_resist_infirm_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_glue_accessory>><<set $Player_resist_glue_accessory = setup[$type][$item].resist_glue_accessory>><<else>><<set $Player_resist_glue_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_bogged_down_accessory>><<set $Player_resist_bogged_down_accessory = setup[$type][$item].resist_bogged_down_accessory>><<else>><<set $Player_resist_bogged_down_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_drowning_accessory>><<set $Player_resist_drowning_accessory = setup[$type][$item].resist_drowning_accessory>><<else>><<set $Player_resist_drowning_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_choking_accessory>><<set $Player_resist_choking_accessory = setup[$type][$item].resist_choking_accessory>><<else>><<set $Player_resist_choking_accessory = 0>><</if>>
<<if def setup[$type][$item].resist_concussion_accessory>><<set $Player_resist_concussion_accessory = setup[$type][$item].resist_concussion_accessory>><<else>><<set $Player_resist_concussion_accessory = 0>><</if>>
<<if def setup[$type][$item].blunt_accessory>><<set $Player_blunt_accessory = setup[$type][$item].blunt_accessory>><<else>><<set $Player_blunt_accessory = 0>><</if>>
<<if def setup[$type][$item].piercing_accessory>><<set $Player_piercing_accessory = setup[$type][$item].piercing_accessory>><<else>><<set $Player_piercing_accessory = 0>><</if>>
<<if def setup[$type][$item].slashing_accessory>><<set $Player_slashing_accessory = setup[$type][$item].slashing_accessory>><<else>><<set $Player_slashing_accessory = 0>><</if>>
<<if def setup[$type][$item].fire_accessory>><<set $Player_fire_accessory = setup[$type][$item].fire_accessory>><<else>><<set $Player_fire_accessory = 0>><</if>>
<<if def setup[$type][$item].elec_accessory>><<set $Player_elec_accessory = setup[$type][$item].elec_accessory>><<else>><<set $Player_elec_accessory = 0>><</if>>
<<if def setup[$type][$item].ice_accessory>><<set $Player_ice_accessory = setup[$type][$item].ice_accessory>><<else>><<set $Player_ice_accessory = 0>><</if>>
<<if def setup[$type][$item].poison_accessory>><<set $Player_poison_accessory = setup[$type][$item].poison_accessory>><<else>><<set $Player_poison_accessory = 0>><</if>>
<<if def setup[$type][$item].holy_accessory>><<set $Player_holy_accessory = setup[$type][$item].holy_accessory>><<else>><<set $Player_holy_accessory = 0>><</if>>
<<if def setup[$type][$item].void_accessory>><<set $Player_void_accessory = setup[$type][$item].void_accessory>><<else>><<set $Player_void_accessory = 0>><</if>>
<<if def setup[$type][$item].earth_accessory>><<set $Player_earth_accessory = setup[$type][$item].earth_accessory>><<else>><<set $Player_earth_accessory = 0>><</if>>
<<if def setup[$type][$item].water_accessory>><<set $Player_water_accessory = setup[$type][$item].water_accessory>><<else>><<set $Player_water_accessory = 0>><</if>>
<<if def setup[$type][$item].wind_accessory>><<set $Player_wind_accessory = setup[$type][$item].wind_accessory>><<else>><<set $Player_wind_accessory = 0>><</if>>
<<if def setup[$type][$item].emp_accessory>><<set $Player_emp_accessory = setup[$type][$item].emp_accessory>><<else>><<set $Player_emp_accessory = 0>><</if>>
<<if def setup[$type][$item].sonic_accessory>><<set $Player_sonic_accessory = setup[$type][$item].sonic_accessory>><<else>><<set $Player_sonic_accessory = 0>><</if>>
<<if def setup[$type][$item].energy_accessory>><<set $Player_energy_accessory = setup[$type][$item].energy_accessory>><<else>><<set $Player_energy_accessory = 0>><</if>>
<<if def setup[$type][$item].acid_accessory>><<set $Player_acid_accessory = setup[$type][$item].acid_accessory>><<else>><<set $Player_acid_accessory = 0>><</if>>
<<if def setup[$type][$item].radiation_accessory>><<set $Player_radiation_accessory = setup[$type][$item].radiation_accessory>><<else>><<set $Player_radiation_accessory = 0>><</if>>
<<if def setup[$type][$item].strength_accessory>><<set $Player_strength_accessory = setup[$type][$item].strength_accessory>><<else>><<set $Player_strength_accessory = 0>><</if>>
<<if def setup[$type][$item].agility_accessory>><<set $Player_agility_accessory = setup[$type][$item].agility_accessory>><<else>><<set $Player_agility_accessory = 0>><</if>>
<<if def setup[$type][$item].wits_accessory>><<set $Player_wits_accessory = setup[$type][$item].wits_accessory>><<else>><<set $Player_wits_accessory = 0>><</if>>
/*<<if def setup[$type][$item].toughness_accessory>><<set $Player_toughness_accessory = setup[$type][$item].toughness_accessory>><<else>><<set $Player_toughness_accessory = 0>><</if>>*/
<<if def setup[$type][$item].damage_accessory>><<set $Player_damage_accessory = setup[$type][$item].damage_accessory>><<else>><<set $Player_damage_accessory = 0>><</if>>
/* THESE OFFENSIVE ONES ARE HERE, BUT ARE NOT ACTUALLY USED IN DAMAGE CALC RIGHT NOW. */
<<if def setup[$type][$item].accuracy_accessory>><<set $Player_accuracy_accessory = setup[$type][$item].accuracy_accessory>><<else>><<set $Player_accuracy_accessory = 0>><</if>>
<<if def setup[$type][$item].armour_penetration_accessory>><<set $Player_armour_penetration_accessory = setup[$type][$item].armour_penetration_accessory>><<else>><<set $Player_armour_penetration_accessory = 0>><</if>>
<<if def setup[$type][$item].defence_accessory>><<set $Player_defence_accessory = setup[$type][$item].defence_accessory>><<else>><<set $Player_defence_accessory = 0>><</if>>
<<if def setup[$type][$item].dodge_accessory>><<set $Player_dodge_accessory = setup[$type][$item].dodge_accessory>><<else>><<set $Player_dodge_accessory = 0>><</if>>
<<if def setup[$type][$item].dice_bonus_accessory>><<set $Player_dice_bonus_accessory = setup[$type][$item].dice_bonus_accessory>><<else>><<set $Player_dice_bonus_accessory = 0>><</if>>
<<set $Player_used_item to $Player_combat>>
<<elseif State.variables.Inventory["n" + $whichNo].type is "clothing">>
<<set $currentClothing to setup[$type][$item].internal>>
<<set $currentClothingID to $whichNo>>
<<set $Player_outfit = setup[$type][$item].outfit>>
<<set $Player_outfit_on = setup[$type][$item].outfit_on>>
<<set $Player_outfit_sexy = setup[$type][$item].sexy>>
<<set $Player_outfit_badass = setup[$type][$item].badass>>
<<set $Player_outfit_description = setup[$type][$item].outfit_description>>
<<set $Player_outfit_top = setup[$type][$item].outfit_top>>
<<set $Player_outfit_bottom = setup[$type][$item].outfit_bottom>>
<<set $Player_outfit_legs = setup[$type][$item].outfit_legs>>
<<set $Player_outfit_boots = setup[$type][$item].outfit_boots>>
<<set $Player_outfit_arms = setup[$type][$item].outfit_arms>>
<<set $Player_outfit_gloves = setup[$type][$item].outfit.gloves>>
<</if>>
<<trigger 'Equipped'>>
<</nobr>><<nobr>>
The pair close a door each as they step away from the van, Jaycie stepping around from behind Helen as they gaze up at the Manor looming over them. Helen has to crane her neck to turn to face her friend.
<br><br>
<helen>"Ready if you are. Oh! And Jaycie?"</helen> Helen asks, something suddenly dawning on her.
<br><br>
<jaycie>"Mm?..."</jaycie> Jaycie rumbles in reply, tilting her head. Helen smiles, then raises her brass arm.
<br><br>
<helen>"Happy Halloween."</helen> the scientist explains with a cheeky wink, earning a scoff from her towering companion. Jaycie gently knocks against the offered arm with the blunt side of her machete, a gentle -clang- ringing through the air - silent, aside from the howling wind around them, and the occasional creak and clatter of the mansion it buffets against.
<br><br>
Past discarded cans and muddy skids before the short porch stairs, the two women step through the open double doors. Then reality crackles and frays, a look of shock upon Helen's face and behind Jaycie's mask.
<br><br>
<<link "And then, they disappear." "HH - The Maverick Manor Intro 6">><</link>>
<</nobr>><<nobr>>
<<set $player_icon_right_set to 6>>
<<set $player_icon_top_set to 10>>
<<if $game_gold is 1>>
<<set $map to setup.Entry_Hall.map_path>>
<<else>>
<<set $map to setup.Entry_Hall.map>>
<</if>>
<<set $map_player_marker to $Player_Icon_24>>
<<include "Player Coordinates 24">>
<<set $Intro to 5>>
Dust kicked up from the sudden arrival of the two agents has yet to settle. It hangs heavy in the air, disturbed yet another time on this seemingly eternal night. And yet, as it clears, only one woman can be seen; Jaycie, lying prone on her front at an awkward angle.
<br><br>
Helen, meanwhile, is the first to wake - and is quick to give thanks to her half-zombified body's massively reduced oxygen requirements.
<br><br>
<helen>"Jayc-- ech! Get-- o-oh!"</helen> the smaller woman gasps and stutters, crushed beneath her partner in a most compromising position. Helen's ample backside slots neatly into the groove of Jaycie's hips, while Helen realizes with a jolt that her difficulty breathing <i>might</i> stem from being buried into the Revenant's uncontained tits. With her cheeks flushed crimson, the scientist squirms under her cold and out-cold partner for a while... and then impatience and embarrassment win out over reason.
<br><br>
<helen>zzzZZZZZZAP.</helen> -- <jaycie>"GYARGH!?"</jaycie>
<br><br>
Helen inhales sharply as Jaycie roars back into consciousness - and up to her feet. The Revenant tosses her head from side to side wildly, gripping her machete tight, fight-or-flight going to war in her head. Then she sees Helen lying on her front before her; immediately, she freezes on the spot. <jaycie>"He-len?..."</jaycie>
<br><br>
<helen>"... I'm fine, Jaycie."</helen> Helen mumbles into crossed arms, trying to hide her blush until it fades. A futile effort, she soon realizes - thus does she pick herself up, dusting her coat sleeve with her unsleeved brass arm. Thankfully, her partner seems oblivious as to the source of her embarrassment, even with her chest all but completely on display. <helen>"I haven't looked behind us yet. I have a terrible feeling I know what I'll see..."</helen> Helen sighs, rubbing her neck with her organic hand. She hears Jaycie - now calmed, thankfully - shuffling, no doubt turning around.
<br><br>
<jaycie>"... Nothing there."</jaycie> the Revenant whispers, her usually quiet voice laced with a soft awe that all but confirms Helen's woes.
<br><br>
<helen>"Literally, I take it... Oh, blast it!"</helen> Helen swears as she finally turns around herself, beholding the door they walked through - and the creeping void beyond it, a wash of purple streaks across black abyss. <helen>"Dimensional displacement? That's... That's <i>big.</i>"</helen> the blonde gulps, a brass finger finding its way between her lips. In times of stress, her old nail-biting habit has a tendency of resurging... though a quick wince as her teeth meet metal snaps her out of it.
<br><br>
<jaycie>"... Have you seen this before?"</jaycie> Jaycie asks, turning back to Helen, though her body remains facing the abyss, as if ready to strike at it at a moment's notice. Helen sighs and approaches the amazon, gently lowering her raised machete arm with a guiding press of her hand upon her bicep.
<br><br>
<helen>"Sort of. It was on a much smaller scale. The entire mansion's interior is..."</helen> Helen trails off, frowning as she tilts her head. She turns once again, emerald eyes flitting wildly about the grand foyer in which they stand, the disturbed dust finally settling around their feet like the rise of a curtain. <helen>"... Beautiful, but that's beside the point."</helen> she grumbles, her eyes briefly focusing on the stairway directly ahead of them, splitting off to the left and right to provide access to a square-circular landing above them. Doors to the left and to the right, both closed.
<br><br>
Noises. Not music. Not a party, either. Voices, but not talking. Just...
<br><br>
<jaycie>"Zombies."</jaycie> Jaycie declares with grim certainty as she picks up on the same moans that Helen has. Helen grimaces, her blush returning in full force.
<br><br>
<helen>"Ah, no, darling, I don't think those are the groans of our lesser cousins... Rather, the moans of-- oh, good <i>heavens.</i>"</helen> she huffs and buries her face into her collar, for the noises are unmistakable now. Above, below, all around - there's no one to be seen, but plenty to be heard. Smacks. Squelches. Slithers and slips. <i>Moans, frantic and heaving and <b>loud.</b></i> <helen>"... It's suddenly become rather hot in here."</helen>
<br><br>
<amy>"Tell me about it, party-crasher~."</amy>
<br><br>
<<link "Who said that!?" "HH - The Maverick Manor Intro 7">><</link>>
<</nobr>><<nobr>>
The agents turn - Helen with a spin on her heel, Jaycie with a casual lurch - then crane their necks upwards at the source of the voice... hovering with hands on hips above the grand staircase.
<br><br>
Hot pink skin scantily clad in shiny black leather, pentagram straps dancing across a stacked chest, either side of a pinched waist, and connecting her corset to impossibly high-heeled long boots and the gloves to match. Fanged teeth gleaming in a mischievous, malicious smile, the left side of her half framed by a cascade of pitch black, wavy hair of luxurious shine, casting a faint shadow across burning purple eyes. A spade-tipped tail curls around her ribcage from the right and coils around her left breast, the tip seemingly determined to slip into the confines of her corset.
<br><br>
<helen>"Oh, hell's bells!..."</helen> Helen scowls, knowing a Succubus when she sees one. Helen knows their ilk. A 'popular' Demon - insofar as the average Demon <i>can</i> be popular - around the office, but one to be dealt with using the utmost caution. Even a friendly Succubus is still a slave to their own whims...
<br><br>
<amy>"Hell's <i>Belle,</i> actually~."</amy> the Demon giggles, one hand covering her mouth politely. Her laughter devolves into a gleefully manic snicker, however, as she drops the arm - and the act. She flexes her claws as her wings spread wide behind her, skeletal structures joined by bat-like membrane, the horns jutting from her head glowing the same purple as her eyes at their tips. The power radiating off of her is intoxicating - Helen feels her skin prickling. Jaycie shuffles on the spot with a quiet huff, glaring up at the Demon impassively. <amy>"KYaaAHAHAHA!! Oooh, sorry, soo~ooorry. I'm just so thrilled to have guests! This party was already winding down, but here come a couple of big shots for round two! Lucky, lucky me, mmm~..."</amy>
<br><br>
<jaycie>"Helen. Should I shoot her?"</jaycie> Jaycie asks with a tilt of her head, to which Helen raises an arm before her friend - more of a request than a real attempt to hold the amazon back.
<br><br>
<helen>"That depends. Is our gracious host willing to explain what the hell is going on here?"</helen> Helen asks, eyes narrowed behind her spectacles, grip tight on her holstered revolver with her other hand. The Succubus grins down at the pair, the corners of her lips unsettlingly high into her cheeks.
<br><br>
<amy>"Gosh, your friend's scary..."</amy> she suddenly pouts, only to replace the faux-fright with that malicious grin once more. She crosses her arms as her wings fold against her back, her ability to hover independent of their presence. <amy>"All <i>you</i> need to know is that as of tonight, I run things around here. Still moving back in, you see. Got a lot of renovations to do - the place was practically falling apart around my ears when I got here! Alas..."</amy> the Succubus sighs with a shake of her head and a theatrical shrug - and then she pauses mid-pose, opening her eyes with a smirk, her gaze trained at Jaycie... or rather, at her feet. <amy>"<i>See what I mean?</i>"</amy>
<br><br>
Helen picks up on the gaze before Jaycie does. With wide eyes she turns and tries to grab Jaycie's arm...
<br><br>
<<linkreplace "Too late.">>
With a mighty -crack-, the wooden floor beneath Jaycie's feet splits apart like a jagged maw. The Revenant emits a soft noise of surprise as she staggers back, but the hole opens up directly beneath her. Helen's hand scrabbles for her friend's sleeve but she fumbles, Jaycie barely making a sound as she disappears down into the floor. Helen reaches down -- and then sharply pulls her arm back as the floor's maw snaps back shut, a crack left where the two ends rejoin.
<br><br>
Just like that, Jaycie is gone. Helen whips back around and draws her revolver with a snarl, baring her semi-sharpened teeth as the Succubus whoops with uncontained mirth.
<br><br>
<amy>"See what I mean!? KYAAAHAHAhahahaha!~"</amy> she cackles, only to suddenly freeze at the sight of Helen's weapon. <amy>"OooOOoooh, big gun. Compensating for something, baby? Don't pout. Your friend's fine. Just gave her a shortcut downstairs, that's all - I've got a little friend making merry with the funny, drunk-y mortals down there! She's in good hands..."</amy> the Demon insists, but her grin says otherwise. <amy>"Well. Less hands, more tentacles. A LOT more tentacles. I'd send you to join her, but <i>you</i> could be useful..."</amy>
<br><br>
<helen>"Shut it."</helen> Helen demands coldly, her finger curling around the trigger. A flash illuminates the room as De-Animator fires, a shot aimed right between the eyes - but the Succubus' tail ceases its constant groping of herself with a flick that catches the shot with a whipstrike, deflecting it!
<br><br>
... In theory. Helen grins and the Succubus gasps as a purple smog erupts from the point of deflection, the rest of the bullet pinging off to the side but the toxic payload it carries barely thrown off target. The Succubus rasps as her wings unfurl and beat, clearing the air around her, but she's left coughing and snarling with watering eyes.
<br><br>
<amy>"Wipe that SMILE off your face! Oh, you think you're clever!? By the time I'm done with you-- <i>-cough-</i> THINKING will be a fucking LUXURY!!"</amy> she rants impetuously, to which Helen rolls her eyes and takes aim once more.
<br><br>
With a hiss, the poisoned Succubus twirls on the spot, smoke erupting from her maw and cloaking her in a miniature tornado generated by her wings. Helen fires once, twice, but it just punches holes in otherwise empty smoke! It dissipates, leaving behind nothing but silence and sulphur. A retreat, for now...
<br><br>
...Leaving Helen to look down, reloading her gun swiftly with practiced habit despite the concern on her face.
<br><br>
It's not so much that she's worried about Jaycie not being able to handle things. It's more that she prefers to keep an eye on her when she does!
<br><br>
<<link "Meanwhile, downstairs..." "HH - The Maverick Manor Intro 8">> <<set $Player_swap to "Jaycie">>
<<include "Character Swap">>
<</link>>
<</linkreplace>>
<</nobr>><<nobr>>/* [[maplink->Storage Tentacle Pit 3-2]] */
<<set $player_icon_right_set to 6>>
<<set $player_icon_top_set to 10>>
<<if $game_gold is 1>>
<<set $map to setup.Storage_Tentacle_Pit.map_path>>
<<else>>
<<set $map to setup.Storage_Tentacle_Pit.map>>
<</if>>
<<set $map_player_marker to $Player_Icon_24>>
<<include "Player Coordinates 24">>
<b>Meanwhile, with <jaycie>Jaycie</jaycie>...</b>
<br><br>
Fortunately for the Revenant, she lands on something soft. Something vast. Something... <i>alive.</i> Initial revulsion at landing in a pile of mud - the Revenant has had enough of silt in her after-lifetime - quickly gives way to shock at the reality of her landing pad - her shared landing pad, at that.
<br><br>
A bowl of pulsating flesh, lining the walls and curling across the ceiling, save for the gap through which she fell. Purple and bruised in colour, illuminated in alien colours pink and blue through bioluminescent bulbs and bulges. These lights filter across the living flesh around her, but also across the skin tones trapped within it in a dozen different positions and placements - <i>people</i> buried limbs-deep in the meat... with meat buried arms-deep into them.
<br><br>
The intense scents and sounds of the tentacular orgy strike Jaycie like a truck as she struggles on uneven ground to her feet, internally thankful that she didn't land on anyone. It seems that was intentional - the floor before her is largely clear of any moaning, writhing bodies, stored instead upon the slopes up against the walls around her. Nay, the center of this canyon of carnality is host to a number of peering eyes, disjointed-jawed maws, and extending, curious tentacles.
<br><br>
<jaycie>"... Hate this job-"</jaycie> Jaycie mutters, swinging wild with her machete as those tentacles suddenly lunge towards her. Her blade sings cleanly through a trio - eliciting a gurgling shriek from below her feet - but they were merely a distraction!
<br><br>
<jaycie>"Ngh!-"</jaycie> Jaycie growls as a thick tentacle slithers around her hip from behind, swiftly coiling around her midsection! Her swinging arm gets pinned down by her side by the muscular appendage, its bloated, phallic tip bashing aimlessly against the mouthless visage of her mask in confusion. She tenses against its hold on her, but it's shockingly strong!
<br><br>
<<link "Let's get to it... (FIGHT!)" "Combat Enemy HW Tentacle Pit Intro">>
<<set $Prior_Location to "Storage Tentacle Pit 3-2">>
<<set $Continue_Rewind to "HH - The Maverick Manor Intro 8">>
<<set $Player_swap to $Player_name>>
<<include "Character Swap">>
<</link>>
/*<<link "Let's get to it... (FIGHT!) (BUT ACTUALLY SKIP)" "Storage Tentacle Pit 3-2">>
<</link>>
<<link "they're waiting for you Gordon. in the test chambeeeeeeeeer" "HW Test Chamber">>
<</link>>*/
<</nobr>><<nobr>>
<style> .error-view {display:none}</style>
<<set $Player_swap to "Helen">>
<<include "Character Swap">>
<<set $type to "weapon">>
<<set $item to "DeAnimator">>
<<include "Pickup">>
<<set $type to "subweapon">>
<<set $item to "Ecto_Orb">>
<<include "Pickup">>
<<set $type to "armour">>
<<set $item to "Discrete_Vest">>
<<include "Pickup">>
<<set $type to "clothing">>
<<set $item to "Helens_Work_Attire">>
<<include "Pickup">>
<<for _Key, _property range $Inventory>>
<<if $Inventory[_Key].type is "weapon" or $Inventory[_Key].type is "subweapon" or $Inventory[_Key].type is "armour" or $Inventory[_Key].type is "clothing">>
<<if $Inventory[_Key].owned is $Player_name>>
<<set $type to $Inventory[_Key].type>>
<<set $item to $Inventory[_Key].internal>>
<<set $whichNo to $Inventory[_Key].id>>
<<include "Equip Function">>
<</if>>
<</if>>
<</for>>
<<set $type to "consumable">>
<<set $item to "AIU_MediKit">>
<<include "Pickup">>
<<set $item to "Lightning_In_A_Bottle">>
<<include "Pickup">>
<<set $item to "Lightning_In_A_Bottle">>
<<include "Pickup">>
<<set $item to "Memory_Mender">>
<<include "Pickup">>
<<set $item to "Spirit_Grenade">>
<<include "Pickup">>
<<set $Intro_Consumables to 1>>
<<set $Player_swap to "Jaycie">>
<<include "Character Swap">>
<<set $type to "weapon">>
<<set $item to "Crystal">>
<<include "Pickup">>
<<set $type to "subweapon">>
<<set $item to "Speargun">>
<<include "Pickup">>
<<set $type to "armour">>
<<set $item to "Padded_Jacket">>
<<include "Pickup">>
<<set $type to "clothing">>
<<set $item to "Jaycies_Jumpsuit">>
<<include "Pickup">>
<<for _Key, _property range $Inventory>>
<<if $Inventory[_Key].type is "weapon" or $Inventory[_Key].type is "subweapon" or $Inventory[_Key].type is "armour" or $Inventory[_Key].type is "clothing">>
<<if $Inventory[_Key].owned is $Player_name>>
<<set $type to $Inventory[_Key].type>>
<<set $item to $Inventory[_Key].internal>>
<<set $whichNo to $Inventory[_Key].id>>
<<include "Equip Function">>
<</if>>
<</if>>
<</for>>
<<set $type to "consumable">>
<<set $item to "AIU_MediKit">>
<<include "Pickup">>
<<set $item to "Lightning_In_A_Bottle">>
<<include "Pickup">>
<<set $item to "Memory_Mender">>
<<include "Pickup">>
<<set $Intro_Consumables to 2>>
<<goto "HH - The Maverick Manor Intro 8">>
<</nobr>>Jaycie - Introduction tutorial fight against the Tentacle Pit. Upon defeating it, can explore the room and then leave it. When Jaycie enters the Annex 2-1 for the first time, divert to cutscene as she ponders what's going on.
Swap to Helen.
Helen - Tries every door in the foyer, as well as the stairs. The doors are all warded, and the stairs seem to go on forever, despite the secondary landing being right before her eyes. Once all exits have been tried - with a warning that she feels eyes on her with the penultimate one - Daria appears, attacks. Upon defeat, Daria explains what happened - to the best of her ability - and unwards the Games Room. Helen asks her to help, but Daria panics. Frightened, she slips through a wall and vanishes with an echoing apology. Helen ponders what to do now.
Swap to Jaycie.
Jaycie has access to the Laundry Room and the Wine Cellar. Both have doors to the north, but both are blocked in some manner. Puzzle going back and forth to unlock one of the doors, but Focus is being drained slightly every few steps. Potential game over. Once Jaycie makes it into the Storage area - turned into a makeshift bar - she is attacked by the Maiden Armour. Upon defeating it, she takes a moment to collect herself.
Swap to Helen.
Helen can now access the Games Room. In the Games Room, she finds a few interactables, as well as a way of de-warding the Dining Hall door. Upon entering, she finds herself flanked on all sides by sculptures in lewd positions. The Corrupted Pixie attacks her. Upon victory, Helen is able to access the Kitchen - there she finds the Mini Chainsaw, as well as the dumb waiter. She can place the Chainsaw into the dumb waiter, at which point...
Swap to Jaycie.
Jaycie is alerted by the dumb waiter arriving. She takes the chainsaw. The stairs leading up are blocked with debris, but now she can get through. She can also explore the bar, find the Winchester, and send it back up to Helen. Entering the Conservatory, Jaycie is attacked by the Mandrake Gang. Upon defeating them, she's able to knock on the door and speak with Helen. Jaycie attempts to chainsaw the door, but the wards stop her. Helen says she'll try exploring more, and asks Jaycie to be careful.
Swap to Helen.
Helen can talk to Jaycie through the door during this section. She can get the winchester, if it was sent to her earlier. She's now able to go upstairs. The southern bedrooms are filled with all manner of lewd acts, tempting her astray. The Master Bedroom is locked - the key is in two halves, one in one of the bedrooms, and one in the bathroom. Upon entering the Master Bedroom, Helen is attacked by the haunted portrait. Defeating it, she finds the secret passageway and enters...
Swap to Jaycie.
Jaycie enters the Library, but finds nothing of interest at first. In the Study, she can find clues alerting her to a secret passage back in the Library. By pulling 4 books in the right order, the passage opens, but the possessed mirror lies beyond it. Fight. Upon victory, Jaycie can enter...
Swap to Helen.
The pair are reunited as they emerge from their respective passages to this secret chapel in the attic, but they're quickly subdued by Amy via a spell that binds them and drains their will. Daria arrives and resolves that, while she's no match for what Amy has become, she can help the Agents. She turns them ethereal, breaking them free of the chains that have bound them.
Fight begins. Helen, Amy, Jaycie, Amy. Amy will use a curse that targets the flesh or the spirit - a Context move provided by Daria allows the girls to switch between either state to avoid what will otherwise be a OHKO. If either girl is defeated, game over. Upon victory; victory!<<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<if $Prior_Location is "Entry Hall 4-1">>
Helen goes to place her hand on the door knob, but a severe chill shoots up her arm and down her spine. She gasps as she recoils from the warded door, a scowl on her face. No getting through this one... Helen should try another exit.
<<if ndef $HW_Tried_Door_1>>
<<set $HW_Tried_Door_1 to 1>>
<<set $HW_Entry_Hall_Doors to $HW_Entry_Hall_Doors + 1>>
<</if>>
<<elseif $Prior_Location is "Entry Hall 2-1">>
Helen attempts to place her hand on the door handle, but she seems to slip right off of it. Baffled, she tries again; only to realize that her hand isn't able to touch it! It's as if she's a matching magnet. Scowling, she looks back to the south and up to the north for another exit.
<<if ndef $HW_Tried_Door_2>>
<<set $HW_Tried_Door_2 to 1>>
<<set $HW_Entry_Hall_Doors to $HW_Entry_Hall_Doors + 1>>
<</if>>
<<elseif $Prior_Location is "Entry Hall 1-1">>
Helen can't approach this door at all. A wave of heat repels her from getting closer than a couple of feet away, sharply ramping up in proximity but not felt in the slightest once out of its short range. A shiver overtakes the scientist as an unpleasant memory briefly conquers her thoughts, and she turns away from the door. She'll find another.
<<if ndef $HW_Tried_Door_3>>
<<set $HW_Tried_Door_3 to 1>>
<<set $HW_Entry_Hall_Doors to $HW_Entry_Hall_Doors + 1>>
<</if>>
<<elseif $Prior_Location is "Entry Hall 3-3">>
Helen places her hand on the door knob and turns!... and then blinks, realizing she's now facing the opposite direction, hand outstretched and grasping thin air. Baffled, she turns back around, touches the knob, blinks in increasing bewilderment at the entry hall before her-- BAH! What is wrong with this house!? Scowling, she resolves to find another exit instead.
<<if ndef $HW_Tried_Door_4>>
<<set $HW_Tried_Door_4 to 1>>
<<set $HW_Entry_Hall_Doors to $HW_Entry_Hall_Doors + 1>>
<</if>>
<<elseif $Prior_Location is "Entry Hall 3-2">>
Helen sets a foot on the first step on the stairs, feeling the wood creak softly beneath her. She takes another step forward, and then another. And another. And another. She walks for a surprising amount of time, especially considering that the secondary landing before the stairs split is right in front of her... and yet, it gets no closer. Looking down, Helen gasps as she realizes she's still on the second step. She frowns, watching her feet as she climbs another two steps - reality shimmers, and she's back at step one again! Well- step two, but it's still not getting her anywhere! She throws her arms up and mutters, retreating from the stairs for now.
<<if ndef $HW_Tried_Door_5>>
<<set $HW_Tried_Door_5 to 1>>
<<set $HW_Entry_Hall_Doors to $HW_Entry_Hall_Doors + 1>>
<</if>>
<</if>>
<br><br>
<<if $HW_Entry_Hall_Doors is 4>>
<b><fail>Helen feels like she's being watched.</fail> There's only one possible exit left...</b> <i>Remember, experienced Agents know when to Save!</i> <br><br>
<</if>>
<<if $HW_Entry_Hall_Doors is 5>>
A mighty chill suddenly billows through the room. Helen inhales sharply, eyes wide and wild as she readies her stance, feeling - rather than seeing - the presence of someone in the hall with her!
<br><br>
It isn't the Succubus, though. That felt different, like pins and needles on her skin, especially around... <i>ahem.</i> This is a general sense of chill, a hollow ringing in the ears, a...
<br><br>
<daria><b>"BOOooOOooOOO!!!"</b></daria>
<br><br>
<<link "Who is it this time!?" "Daria omg hiiii">><</link>>
<</if>>
<<if $HW_Entry_Hall_Doors isnot 5>>
@@#space;<<link "Return." $Prior_Location>><</link>>@@
<<elseif $HW_Entry_Hall_Doors is 5>>
<<set $HW_Entry_Hall_Doors to 6>>
<</if>>
<</nobr>><<nobr>>
For the second time tonight, Helen finds herself twirling on the spot to face a new threat. She quickly confirms it's not the Succubus, at least. Instead of hot pink, she's met with a wash of pale blue shades...
<br><br>
Hovering in the air above her, limbs lightly splayed out as if floating on water, is a ghostly woman with punky, casual attire. Rave attire, for that matter. Oversized, untied sneakers, their laces drifting on invisible winds as the woman drifts around Helen in a lazy circle. A tattered tank top beneath a cropped, hooded jacket, daisy duke shorts... in which reside a rather impressive bulge between the legs. Fishnets in substantial disrepair clad her legs. Her hair is tied up into a tall but loose ponytail, the end of which flickers like a burning candle. Her face is youthful, but her eyes old... and her smile devious.
<br><br>
<daria>"Aw, did I scare ya? Hehe! I don't usually do this sort of thing, but hey! It's a <i>funny</i> kind of night."</daria> the Ghost says cryptically, shrugging with her palms raised skywards. Helen frowns, observing her silently for the moment. The enchantments on her revolver will allow her to strike this spirit - if it should come to blows, that is. <<if $Player_weapon_main isnot "De-Animator">>And if she hadn't unequipped it, for that matter!<</if>> <daria>"Hmm! Quiet, ain't ya! Your soul looks a little zombified, but I figured you weren't braindead..."</daria>
<br><br>
<helen>"I'm not <i>braindead.</i>"</helen> Helen spits, the insult striking a nerve for the infected scientist. <helen>"I was merely busy taking your measure."</helen> she insists calmly but firmly, to which the ghost giggles, cartwheeling through the air in a spiral as her legs briefly merge together into a spectral trail.
<br><br>
<daria>"Taking my measurements!? Leeeewd!~ But that seems to be the new way of things around here. At least, that's what Mistress Amy says! And she's never wrong! I think!..."</daria> the ghost suddenly pauses in mid air, frowning. It quickly passes from her face, however, with a giggle and a shrug - her eyes flashing purple for a moment.
<br><br>
<helen>"Implying this is new, yes?... Could you tell me what happened here? If at all possible, I'd prefer if we cooperate."</helen> Helen offers, hope rising in her voice that this entity might not be hostile. The Ghost tilts her head - and then tilts her entire body, rotating upside-down for a moment. Helen tracks her gaze, watching it lock onto her chest, her hips... uh oh.
<br><br>
<daria>"Oh, I'd like that. See, I'm itching to stretch my legs - but I don't have legs to stretch! So yeah... lets cooperate! You don't mind if I borrow your legs, right? Also, like, your everything else, too?~"</daria> the Ghost inquires with a shockingly genuine tone, hands clasped together in a plea with a smile. Helen blinks and gawps at the absurd request, but- <daria>"Sweet! Now, just hold still!!"</daria> the Spirit demands, sharply righting herself as she raises a hand, spectral energies gathering in her palm!
<br><br>
<<set $Prior_Location to "Daria omg byyyyyye">>
<<link "We'll have none of that! (FIGHT!)" "Combat Enemy HW Ghost Girl Intro">>
<<set $Prior_Location to "Daria omg byyyyyye">>
<<set $Continue_Rewind to "Entry Hall 4-2">>
<<set $Player_swap to $Player_name>>
<<include "Character Swap">>
<</link>>
/*<<link "We'll have none of that! (FIGHT!) (BUT ACTUALLY SKIP)" $Prior_Location>>
<</link>>*/
<</nobr>><<nobr>>
The Ghost lies slumped front-ways on the ground - well, partially. One of her arms and half a leg is phased through it! She groans, her voice echoing in different directions as she pulls her arm out of the floor in order to press a palm against her forehead.
<br><br>
<daria>"Hoooly... I didn't know I could still <i>get</i> headaches."</daria> she seethes, slowly pulling her hand down her cheek as her eyes open. They're still purple, but... something about them is different now. Less of a glow about them. And far less glee behind them. The Spirit looks up at Helen with a pause, then blinks. Then a look of shock washes over her, the colour somehow draining from her cheeks! Helen grimaces, half-preparing herself for round two, but...
<br><br>
<daria>"... Oh. Oh, my gosh! I am <i>so</i> incredibly sorry!!"</daria> insists with a gasp, practically leaping up from her splayed-prone position only to drop back to the floor in a knee-knocked kneel, bowing until the wispy ends of her ponytail drape across the ground. Helen's turn to pause and blink now, as the Spectre bows and apologizes again and again-
<br><br>
<helen>"It's alright!! It's alright, really! I suspect you weren't quite yourself just now..."</helen> the Scientist postulates, to which the Ghost slowly raises her head. Biting her lip, she nods - once, then slowly again, then swiftly three times more.
<br><br>
<daria>"No no, not at all! I don't know what came over me! Everything's... gah, <i>pink.</i>"</daria> she hisses, her face scrunching up as she presses her palm to her forehead once more. <daria>"I remember trying to calm everyone down about the mortals arriving - we tried scaring them off but that just made them more excited. Then the music started, things started breaking..."</daria> she recollects, sitting up into a kneel again, arms crossed beneath her slender chest. Her gaze stays trained on the floor as she speaks, lost in thought. <daria>"Just when it all became too much to handle for some of the shyer residents, Amy..."</daria>
<br><br>
The Ghost pauses. Her pupils shrink as her eyes widen, and she bites the tip of her thumb.
<br><br>
<daria>"Oh, shit. Amy!"</daria>
<br><br>
<<linkreplace "''Pause for a second. Collect yourself. Then, please, explain.''">>
<helen>"Pause for a second. Collect yourself. Then, please, explain."</helen> Helen requests, keeping her tone gentle and her stance relaxed. Relief that her foe has come to her senses makes the transition from mission-minded to diplomatic a breeze for the experienced Agent, though her attempts at a warm smile are slightly counter-balanced by her teeth. Nonetheless, the Ghost fans herself with both hands and nods, chilled vapours pouring from her mouth as she breathes deeply. An odd quirk for a spirit.
<br><br>
<daria>"Right. Right, sorry. I'll try to explain as best I can, but everything's fuzzy inside."</daria> she sighs, slowly rising to her feet and then lifting off from the ground, back to hovering in her swim-like pose. <daria>"You're, uh... I'm guessing AIU? Right?"</daria> she hesitates. No sense hiding it; Helen nods.
<br><br>
<helen>"I am. My partner and I were called here after a burst of magical energy of unknown origin was detected. The situation, it appears, is more severe than we anticipated."</helen> Helen explains, but then she raises a hand in plea of pause when she notices the Ghost's concerned expression. <helen>"We're not here to hurt you. But if people - mortal or otherwise - are in danger, we need to know about it. First thing's first, however; my name is Helen East. May I have yours?"</helen> she inquires, another warm smile. The Ghost nods, her ponytail swaying and flicking slowly behind her head.
<br><br>
<daria>"Oh, of course. It's Daria. No surname. Used to have one, but didn't care for it... or the first name, eheh."</daria> Daria smiles back, but then her expression turns serious once more. <daria>"I've lived here for about fifty years, now. This place is a sanctuary for us Supernatural folks who just want to live in peace, and, until now, we've managed that without much bother..."</daria> she trails off with a sigh, crossing her arms and looking away. <daria>"If ya don't include Amy, that is..."</daria>
<br><br>
<helen>"You mentioned her. Is she the Succubus?"</helen> Helen inquires. Daria nods, but then halts herself with a roll of her purple eyes, a splash of colour against the moonlit sea of blues that comprises the rest of her ethereal form.
<br><br>
<daria>"Well she is <i>now,</i> but she used to be </daria><amy>a Succubus!--"</amy> Daria's pitch suddenly changes, her eyes flashing. She clasps both hands over her mouth, clearly spooked. <daria>"Argh! You see what I mean? Bits of my mind are all... pink! She's done something to my head... all of our heads! Everyone who was here has been corrupted."</daria> she groans, hugging herself tightly. <daria>"Stupid, stupid-- I shouldn't have trusted her!..."</daria>
<br><br>
<helen>"Darling, darling!.."</helen> Helen insists, her voice staying gentle but rising firm above Daria's oncoming panic, stopping it in its tracks as the Spirit gazes down at her sadly. <helen>"Whatever happened here, my partner and I will do everything we can to fix it. Please, take a moment, then tell me what you can."</helen>
<br><br>
<daria>"... Hmm. Maybe you AIU people aren't as bad as the rumours say... A-alright. Look, a few days ago, people started sniffing around the Mansion. We thought they might be AIU at first, but they didn't dress the part. Or act it. I was a bit of a party girl back in the day, so after I eavesdropped on them, I realized they were scouting the place out to host a Halloween rave."</daria> she explains, glancing around the hall. <daria>"Some of the other residents were excited, but a lot of them wanted nothing to do with it. I'm... sort of in charge around here - not by choice, really - so the majority swayed me. We tried to scare the organizers away, but..."</daria>
<br><br>
Daria plants her hand on her face, embarrassment radiating off of her.
<br><br>
<helen>"They took one look at your attempts and just got excited?"</helen> Helen hazards a guess, her deadpan returning. Daria's eyes widen, and she nods with a bewildered look.
<br><br>
<daria>"One of them pointed at me and yelled 'hey baby, show me those paranormal ac-titty-ties', which doesn't even <i>sound</i> good!"</daria> Daria huffs, arms crossing tightly again. <daria>"We could've gotten physical with them, but... well, that would probably get us in trouble with the AIU. So, I tried to negotiate with them to keep the party under control. It... didn't work for long. Once the people poured in and got drunk, stuff started breaking. The residents got upset. A couple of fights broke out, and then... Amy showed up."</daria> she sighs. Helen nods for her to continue, and, after a moment, Daria does so.
<br><br>
<daria>"Amy used to live with us. But she never got on with the other residents. She was... insecure. It was the hardest thing, but after one too many fights, I asked her to leave. That was about nine years ago..."</daria> the Ghost sighs, shoulders slumping. It's clearly a bitter memory. <daria>"Well, just when everything seemed to be at its worst - poof!"</daria> she spreads her fingers wide, gesticulating the appearance. <daria>"There she was. She told me that she had a way of getting the mortals to clear off, and... well, the majority decided it couldn't be worse than this."</daria>
<br><br>
Silence sets in - at least, from the two women conversing. It allows the background noises of depravity and sex to echo through the hall as Daria looks around, as if only just realizing it exists at all.
<br><br>
<helen>"I see. Thank you, Daria; that was very helpful."</helen> Helen insists, bowing her head slightly with her brass hand on her heart. Daria manages a weak smile in reply. <helen>"If I'm going to fix this, it seems that we'll need to subdue Amy."</helen> she supposes, but Daria's face turns pale yet again.
<br><br>
<daria>"W-we?"</daria> she stammers. Helen winces slightly - that hadn't actually been her conscious intention, but... well, backup would have been nice. Perhaps she can...
<br><br>
<helen>"You can clearly handle yourself, so your help would be appreciated, especially as you know the layout of this place. But, if you truly don't wish to fight, could you possibly help me de-ward one of these doors? I couldn't help but notice that one of them is warded with a substantially cold magic... not dissimilar to your own."</helen> Helen notes, to which Daria glances away guiltily.
<br><br>
<daria>"... U-um. Yeah. Ok. I can turn that one off. The rest aren't mine."</daria> she says quietly and with haste, pointing over her shoulder. The door to the Southwest flashes as the magic upon it is dispelled! Helen nods with relief - any progress is progress.
<br><br>
<helen>"Thank you, Daria. Any further cooperation you can offer would be greatly appreciated, of course."</helen> Helen requests with another warm smile, but Daria fixes her gaze up onto the ceiling and shivers.
<br><br>
<daria>"No. No-- I'm sorry. I'm so sorry, but she's too strong now. I... I'm sorry!."</daria> the Ghost exclaims, a choked sob erupting from her throat. Helen gasps and raises her hands in a comforting gesture, but Daria curls up in the air with a whine... and then unfurls, her form spiralling with a ghostly shriek as she surges upstairs and through one of the walls, leaving rapidly-fading frost in her wake.
<br><br>
Helen sighs heavily, watching that frost patch as it disappears, joined only by Daria's frantic apologies echoing until they fade beneath the background noises of muffled depravity around her. That could have gone better...
<br><br>
<helen>"I hope you're managing better than I am, Jaycie..."</helen>
<br><br>
<b>The door to the Southwest is now open. The Quest Log has been updated.</b> <<set $Quest_HHtMM to 4>>
<br><br>
<b>Helen pats at her trusty AIU MediKit.</b> It would be wise to use it after a fight.
<br><br>
<<link "Continue." "Entry Hall 4-2">>
<<set $HW_Fight_2 to 0>>
<<set $player_icon_right_set to 6>>
<<set $player_icon_top_set to 9>>
<</link>>
<</linkreplace>>
<</nobr>><<nobr>>
<<set $HW_Fight_2 to 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
Helen places her hand on the door knob and, sure enough, nothing happens. No chills, no thrills, no spills. It's a perfectly mundane door, leading into the unknown.
<br><br>
With a deep breath, Helen adjusts her spectacles with her free hand and then turns the knob, stepping inside the warm-lit room beyond...
<br><br>
<<link "Meanwhile, with Jaycie... (Swap)" "Post-Daria Jaycie Swap 2">>
<<set $Player_swap to "Jaycie">>
<<include "Character Swap">>
<<include "Marker Cleanup">>
<<set $Jaycie_Gassed to 0>>
<</link>>
<</nobr>><<nobr>>
<<if ndef $HW_Gas or $HW_Gas is 0>>
<<if $HW_Fight_1 is 1>>
<br><br> Sweet-smelling smog swirls around Jaycie, making her shuffle and huff. A strange warm prickles across her chest and brings rarely-seen colour to her cheeks beneath her mask...
<<set $Jaycie_Gassed to $Jaycie_Gassed +1>>
<<if $Jaycie_Pit is 1>>
<focus> Surprising absolutely no one, it's even worse in this room!</focus>
<<set $Jaycie_Gassed to $Jaycie_Gassed +1>>
<</if>>
<<if $Jaycie_Gassed gte 4>>
<<set $Jaycie_Gassed to 0>>
<b><br><br>Jaycie shudders as a pang of need rushes through her. </b>She shakes her head to dismiss it, but the fog in her head grows stronger... <focus>Lost 3 Focus!</focus>
<<set $Player_focus to $Player_focus - 3>>
<</if>>
<<if $Player_focus lte 0>>
<br><br>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $direction_lock to 1>>
With the fog filling the room from floor to ceiling - and doing much the same in her head! - Jaycie staggers from room to room, pawing blindly at the walls as she coughs and hunches over. G-gods-- each cough feels disturbingly good with her throat sticky with this strange substance. F-focus... she just has to find the door. She almost trips multiple times, only staying upright by clinging to the wall by her side, eventually coming to a door. Maybe this one?...
<br><br>
Jaycie opens the door. Then her eyes fly wide beneath her mask as a swarm of tentacles rushes to meet her; she's walked back into the Pit, and it's fully rejuvenated itself!
<br><br>
<<link "Continue..." "HW Tentacle Pit Content Check">>
<<set $Prior_Location to "Annex 2-1">>
<<set $Continue_Rewind to "Annex 2-1">>
<</link>>
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $HW_Maiden to 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
Passing by the set of old armour suits, Jaycie tilts her head back and gazes up the stairs. Strange, purple-flecked light spills from above through panes of glass, obscured by floral fronds that cast harsh shadows down upon her body.
<br><br>
It looks like a greenhouse... but, more importantly, it's a way back up to Helen. Jaycie doesn't need more than that. She plants a foot on the first step-
<br><br>
Jaycie lunges back as instinct screams in her head, something <i>meaty</i> spearing past her head and crashing into the stone-set steps. She turns around and straightens back up, only to get whipped in the back by the tentacle as it retreats back to its point of origin.
<br><br>
The good news is that it isn't that damn tentacle pit again. The bad news is that one of those seemingly innocent suits of armour is <i>alive.</i> Through her mask, Jaycie observes impassively as the suit directly opposite the stairwell shudders to life, its armoured torso split open sideways. It shifts and morphs, its movements becoming more fluid - its bulk becoming greater, taller even than Jaycie! She steps back into the vast room behind her as the living armour's helmet shifts into the visage of a serenely smiling woman, eyes closed - now resembling a statue...
<br><br>
Or, Jaycie thinks as it splits in half and jettisons a dozen tendrils her way, like an iron maiden on legs!
<br><br>
<<set $Prior_Location to "Post Maiden Helen Swap 1">>
<<link "Let's get to it... (FIGHT!)" "Combat Enemy HW Maiden Armour Intro">>
<<set $Prior_Location to "Post Maiden Helen Swap 1">>
<<set $Continue_Rewind to "Storage 1-1">>
<<set $Player_swap to $Player_name>>
<<include "Character Swap">>
<</link>>
/*<<link "! (FIGHT!) (BUT ACTUALLY SKIP)" $Prior_Location>>
<</link>>*/
<</nobr>><<nobr>>
<<set $HW_Fight_3 to 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
The 'Maiden Armour' remains slumped and half-dismantled back against the wall, clearly no longer a threat. Jaycie still feels a familiar rage boiling in her chest, but with a deep breath - just like Helen taught her - she slowly but surely brings it down to a simmer, and then cools off.
<br><br>
Still, this has the effect of dimming the adrenaline rush of a good fight. The big girl sighs as she leans against the wall of the stairwell for a moment, briefly pulling her mask up to breath unobstructed. The air leading up to the glass-ceiling room above is refreshingly cool, and, thus, she takes this moment to bask in it. The tingling of her skin has ceased by now, but she finds herself musing on strange thoughts about her partner and friend... and then she frowns. Why does the word 'friend' feel strangely hollow? No, not hollow - <i>lacking?...</i>
<br><br>
<<link "Meanwhile, with Helen... (Swap)" "Post Maiden Helen Swap 2">>
<<set $Player_swap to "Helen">>
<<include "Character Swap">>
<<include "Marker Cleanup">>
<</link>>
<</nobr>><<nobr>>
<<set $player_icon_right_set to 6>>
<<set $player_icon_top_set to 7>>
<<if $game_gold is 1>>
<<set $map to setup.Annex.map_path>>
<<else>>
<<set $map to setup.Annex.map>>
<</if>>
<<set $map_player_marker to $Player_Icon_24>>
<<include "Player Coordinates 24">>
<jaycie>Jaycie</jaycie> tears her gaze from the ceiling. Pining for her friend won't help her. Reaching her will. It's as simple as that.
<br><br>
She takes a step towards the doors ahead of her, but then pauses at the sound of a hissing from behind. Turning to look over her shoulder, she glares down at the crack of the door back to that living pit. A fine pink mist is seeping out from under it, swirling and rising around her feet. She turns back around as the annex around her begins to fill with the strange substance, the Revenant feeling her skin prickle in strange ways.
<br><br>
... It's not... unpleasant. But it's incredibly distracting. Jaycie huffs and shakes her head - she should get away from this stuff!
<br><br>
<b>The Quest Log has been updated.</b><<set $Quest_HHtMM to 5>>
<br><br>
<<link "Back to it..." "Annex 2-1">><</link>>
<</nobr>><<nobr>>
<<set $player_icon_right_set to 4>>
<<set $player_icon_top_set to 9>>
<<if $game_gold is 1>>
<<set $map to setup.Games_Room.map_path>>
<<else>>
<<set $map to setup.Games_Room.map>>
<</if>>
<<set $map_player_marker to $Player_Icon_24>>
<<include "Player Coordinates 24">>
<helen>Helen</helen> steps into the warm and welcoming glow of what appears to be a Games Room. She has all but two seconds to take in the ambience before she realizes said ambience is an orgy - which explains both and warmth <i>and</i> its humidity.
<br><br>
<helen>"Good heavens-"</helen> the scientist inhales sharply, a hand clasped over her mouth. Over the tables, in the seats!... all manner of folk, their eyes shadowed and empty, tongues lolling from their slack jacks, humping and grinding and moaning with fervent, puppet-like thrusts.
<br><br>
A bunch of ravers, no doubt, locked under the corrupting influence of their new Mistress. Reduced to mindless, sex-hungry zombies... if one will excuse the term. Helen grimaces slightly, ignoring the flutter of her heart as she tries her best to keep her eyes off of bare backsides, quivering cocks and swaying tits, and on... well, anything that might help her advance further into the Manor.
<br><br>
<helen>"I'm petitioning for a raise after this..."</helen>
<br><br>
<b>The Quest Log has been updated.</b><<set $Quest_HHtMM to 7>>
<br><br>
<<link "Back to it!" "Games Room 2-2">><</link>>
<</nobr>><<nobr>>
/* This is for deleting specific items when they are called in an inventory. The code surrounding it, in-passage, looks like...
<<for _Key, _property range $Inventory>>
<<if $Inventory[_Key].internal is "Wine_Bottle_Tempranillo">>
<<link "Throw the bottle of Tempranillo at the door" "Throw Wine">>
*/
/* ALSO. You MUST <<capture _Key>> in the code executing the use of the item, or it will instead just detonate the last item in the Inventory! */
<<set $type to $Inventory[_Key].type>>
<<set $item to $Inventory[_Key].internal>>
<<set $whichNo to $Inventory[_Key].id>>
<<set $move_letter to setup[$type][$item].type_id>>
<<set $Remove_Position to State.variables.Inventory["n" + $whichNo].position>>
<<set State.variables["I_" + $move_letter + "_" + $Remove_Position] to "empty">>
<<run delete State.variables.Inventory["n" + $whichNo]>>
<<include "Slots Update">>
/* ... and then it finishes like...
<</link>>
<</if>>
<</for>>
*/
<</nobr>><<nobr>>
<<set $HW_Pixie to 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
Helen silently steps through the field of frozen ravers, illuminated by the dying light of clutched glowsticks and smeared UV-react paint. As she reaches the door with the sculpted façade of frolicking Fae, she pauses, fingers hovering an inch from the handle. Her senses are screaming at her to reconsider, and the experienced Agent heeds them well - she steps back from a door and glances to her left and right, then up.
<br><br>
Of the fairies entangled in the stone façade above, one has shining eyes that appear to be staring directly at her. A tense stare down stretches into seconds... and then the 'sculpture' opens a jagged maw with a sound like snapping slate.
<br><br>
<pixie>"<i>Oooooh...</i> this one's smarter than yer average moron!"</pixie> comes a shrill voice with a far-away accent, the Pixie's arm snapping free of its place in the sculpture. Helen steps back - mindful not to trip on any frozen revellers - with a scowl on her face, watching as the Fae entity pulls itself free of the wall.
<br><br>
Clutching the wall it emerged from, the Pixie stands - or hangs - just barely over a foot in height. It's a feminine figure with a tightly pinched waist, proportions slightly exaggerated beyond human form - as if in crude imitation. Her arms and legs are slightly too long and, in contrast to her pale-mint skin, are clad in light gray stone jointed at the elbows and knees, her hands ending in clawed fingers whilst her feet taper down to slender spikes with blunted nubs. Her torso, meanwhile, is protected by something akin to a leotard-come-corset hewn from verdant leaves fraying an autumnal orange at their tips. The angular appearance of her legs continues further up, with thick, stone-clad thighs giving way to generous hips, then curving into that tight waist, only to hourglass back around a comparatively slender chest before arriving at her head - a grinning face with oversized, long-lashed orange eyes and a spiky outcrop of rock in imitation of a punkish hairstyle.
<br><br>
Earth-aspected, no doubt. A Pixie, rather than a fairy, judging by the grin and the unknowable glint in her eye. And definitely corrupted, judging by the purple flecks that burn in her eyes.
<br><br>
<helen>"Awful lot of people making assumptions about my intelligence, tonight..."</helen> Helen sighs with a roll of her eyes. Fae are difficult to deal with at the best of times, and tonight is rapidly becoming the worst of times! <helen>"I'd rather not fight you, if that can be avoided..."</helen> she suggests. To no great surprise, the wall-clutching Pixie emits a shrill bout of laughter.
<br><br>
<pixie>"Ah! She sees me for what I am - a thing to be feared, I am, I am! What a smart little zombie. With such a shiny, pretty arm... and a scared, pretty face."</pixie> the Fae coos and ahs, scurrying across the wall with her head bent back at an uncomfortable angle. She slips behind one of the petrified party-goers - <pixie>"Your reverence doth please this one, it does, it does. I think I'll go easy on you! But I take trophies of all I meet. My right! My right."</pixie>
<br><br>
Helen spins around, for now the voice is coming from elsewhere in the room. But-- she turns, and turns, each word the Pixie speaks coming from the slack-jawed expression of a different petrified statue!
<br><br>
<pixie>"If a trophy ye wish not to be, then a trophy ye'll give unto me. Your arm! So shiny, so pretty. Give it. Give it give it now! It'll be <b>mine</b> either way, you know..."</pixie> the Pixie insists from her unseen position, hopping from statue to statue as the air fills with glittering green and gold dust. Helen frowns, burying her nose into her collar.
<br><br>
<helen>"I'm not giving you my arm, Pixie. I'll ask you one more time - stand aside."</helen> Helen scowls, preparing her stance for a fight - now well-convinced what froze these people in the first place. The Pixie erupts into a cackle that echos across the walls and stone faces...
<br><br>
<pixie>"OH! You're fun! You're spicy! I'm gunna make your cute face look so FUNNY!~"</pixie> the Fae declares, suddenly leaping out from the mouth of a statue behind Helen. She turns, eyes wide and wild, the Fae's clawed fingers outstretched with madness to meet her gaze.
<br><br>
<<set $Prior_Location to "Post-Pixie Encounter">>
<<link "We'll have none of that! (FIGHT!)" "Combat Enemy HW Corrupted Pixie Intro">>
<<set $Prior_Location to "Post-Pixie Encounter">>
<<set $Continue_Rewind to "Dining Hall 1-1">>
<<set $Player_swap to $Player_name>>
<<include "Character Swap">>
<</link>>
/*<<link "We'll have none of that! (FIGHT!) (BUT ACTUALLY SKIP)" $Prior_Location>>
<</link>>*/
<</nobr>><<nobr>>
The Pixie howls in humiliated outrage, punching and kicking against the glass wall around her in fury. Helen continues to lean against the bowl with an impassive look on her face - inwardly smug, but not wanting to throw any more fuel on this volatile little fire. She waits until the Fae tires herself out with her seemingly endless strikes against the glass, but eventually the parade of <i>-tik!-</i> impact noises slows to a trickle before ceasing entirely.
<br><br>
Helen glances down to observe the Pixie lying splayed on her back, wheezing for breath, the purple embers in her eyes fading away. She weakly raises an arm to ineffectually bat at the glass wall yet again, then slumps, curls up!... and snores.
<br><br>
Helen immediately assumes a trick, of course, but the Pixie's wings furl against her back as she shuffles into a comfier sleeping position, seemingly out like a light. Frowning, Helen reaches for a heavy candlestick and places it on the flat bottom of the upturned bowl, weighing it down just in case.
<br><br>
No sense interrogating her - she'll probably hold a grudge, even with the corruption beaten out of her for now!
<br><br>
<b>The Quest Log has been updated.</b><<set $Quest_HHtMM to 8>>
<br><br>
<<link "Continue." "Dining Hall 3-1">>
<<set $HW_Pixie to 1>>
<<set $player_icon_right_set to 8>>
<<set $player_icon_top_set to 8>>
<</link>>
<</nobr>><<nobr>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
Reaching into her coat, Helen pulls out a small notepad - about half way used - and a pen. Experienced with writing standing up, she quickly jots down a simplified message for her partner; Jaycie's reading comprehension is improving, but it's best to keep it simple under the circumstances.
<br><br>
She pauses for a moment. Her thoughts drift. After that brief beat of hesitation, Helen adds one more line, and then tears the page out of the pad, placing it into the Dumbwaiter. She hits the button and crosses her fingers - just when it seems that nothing will happen, the ancient system rumbles into life and the box descends below!
<br><br>
<<link "Meanwhile, with Jaycie... (Swap)" "Post-Pixie Jaycie Swap">>
<<set $Player_swap to "Jaycie">>
<<include "Character Swap">>
<<include "Marker Cleanup">>
<</link>>
<</nobr>><<nobr>>
<<set $player_icon_right_set to 6>>
<<set $player_icon_top_set to 4>>
<<if $game_gold is 1>>
<<set $map to setup.Storage.map_path>>
<<else>>
<<set $map to setup.Storage.map>>
<</if>>
<<set $map_player_marker to $Player_Icon_24>>
<<include "Player Coordinates 24">>
<jaycie>Jaycie</jaycie> prepares to lumber her way up the stairs, having wasted too much time recovering in the aftermath of her fight with the Maiden. Just as she starts her ascent yet again, however, she's alerted by the sound of faint rumbling... and then a rusting slide of metal, followed by a 'ding' to her right.
<br><br>
Jaycie leans back from the stairwell and peers back into the room, then takes a step backwards and walks through the makeshift bar room to the source of the noise - a buzzing red light set in the wall above the square hatch she couldn't open earlier.
<br><br>
Inside is a note. That's good. <<if $HW_Chainsaw is 2>>Inside is also a chainsaw. That's even good-er. Without hesitation, Jaycie picks it up, effortlessly holding it aloft in one hand as she inspects it. <b>(A Mini Chainsaw was picked up.)</b><<set $type to "weapon">><<set $item to "Mini_Chainsaw">><<include Pickup>><<set $HW_Chainsaw to 3>><</if>>
<br><br>
The Revenant fixes her attention on that note and reaches into the box for it, picking it up and accidentally crumpling it slightly in her clumsy, thick gloves. She grumbles and straightens it out, then raises it beneath the dim red light so she can read it properly.
<br><br>
<helen>
JAYCIE.<br>
THIS IS HELEN.<br>
I KNOW YOU WILL FIND THIS!<br>
<<if $HW_Chainsaw is 3>>HOPE YOU LIKE THE PRESENT!<br><</if>>
PROGRESS SLOW UPSTAIRS, BUT I AM FINE.<br>
IF YOU'RE THERE, PRESS THE BUTTON AND SEND THIS BACK UP.<br></helen>
<br><br>
There's a gap after this. A half-formed capital letter. And then, past that,
<helen>I AM PROUD TO BE YOUR PARTNER.
<b>I LOVE YOU.</b>
STAY SAFE.</helen>
<br><br>
Jaycie stares at the message for a while, her eyes lingering on the finale three lines. Silently, she tucks the slip of paper away, then stares at the Dumbwaiter, hands fidgeting against one another as distracting thoughts float through her head.
<br><br>
<b>The Quest Log has been updated.</b><<set $Quest_HHtMM to 9>>
<br><br>
<<link "Back to it..." "Storage 3-4">><</link>>
<</nobr>><<nobr>>
<jaycie>Jaycie</jaycie> hits the button and watches as the Dumbwaiter slowly grinds its way back up and out of sight, the door struggling to close behind it. This thing needs oiling...
<br><br>
The red light blinks out, leaving her staring at a closed hatch once more in the gloom.
<hrt><hr></hrt>
Meanwhile...
<br><br>
<helen>Helen</helen> sits against the counter in the kitchen as she ponders her next move. She jumps when the Dumbwaiter rumbles back into life, measured hope flaring within her as she carefully approaches it. She smiles - Jaycie got her message, which means she's still fighting and free. Relieved, <<if $HW_Winchester is 2>>Helen's eyes fall upon the rather imposing shotgun contained within... a gift for her, it seems! How thoughtful. <</if>>Helen then focuses on the red light of the Dumbwaiter system, noticing that it isn't glowing like it did before. Did using it twice break it? She presses it with a frown and, sure enough, nothing happens.
<br><br>
Oh well. The communication was nice while it lasted...
<hrt><hr></hrt>
Meanwhile...
<jaycie>Jaycie</jaycie> turns away from the wall. She has work to do.
<br><br>
<<link "Back to it..." "Storage 3-4">><</link>>
<</nobr>><<nobr>>
<<set $HW_Mandrake to 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
Jaycie brushes aside some of the oversized fronds that block her path, stepping through them with ease. It's surprisingly warm in this room, even without the sun to bake through the glass walls and slanted ceiling above. Surprisingly green, too. For a place that appears abandoned, this conservatory is remarkably alive... and yet, there's order to the chaos. The paths from the stairs to the doors lining the south wall remain, albeit vines and roots greedily climb over their pots and troughs with ambitions to block them.
<br><br>
The towering Revenant takes another step - and then leans back as a large, closed flower to her right suddenly unfurls, spraying pollen in a jet mere inches from her masked face! She scowls and staggers back as the garden seems to come to life around her... or, rather, as the <i>soil</i> does. In the raised bed to her left, Jaycie notices a pair of eyes staring back at her in the green and brown - and then another, and another...
<br><br>
With wild whoops of delight, the soil erupts as a number of green little men leap up and out of it! They have plump bodies, with somewhat spindly limbs resembling the offshoots of carrots. Simplistic faces not unlike those carved into jack-o-lanterns grin up her from all around as roots spiral down the monster's bodies, wrapping around their limbs and weaving into more defined, humanoid forms.
<br><br>
Still measuring no more than a foot and a half of height each, the Mandrakes - at least, that's what Jaycie thinks Helen would call them - leap from their beds and surround Jaycie. Two, four... uh... she runs out of fingers on one hand and mentally files their number under 'fuck it'.
<br><br>
Then she pauses as the Mandrakes appear to come to the same conclusion about her - eruptions of those weaving roots from their groins swiftly coalescing into firm, proud and <b>fearsome</b> members, twitching madly and drooling sap.
<br><br>
<i>Oh.</i>
<br><br>
The largest of the Mandrakes lets out a battle cry and points up at Jaycie with a swing of his arm, the rest obeying him and his wild lettuce-like hair-do, charging at Jaycie!
<br><br>
<<set $Prior_Location to "Post-Mandrakes Encounter">>
<<link "Let's get to it... (FIGHT!)" "Combat Enemy HW Mandrakes Intro">>
<<set $Prior_Location to "Post-Mandrakes Encounter">>
<<set $Continue_Rewind to "Conservatory 1-1">>
<<set $Player_swap to $Player_name>>
<<include "Character Swap">>
<</link>>
/*<<link "Let's get to it... (FIGHT!) (BUT ACTUALLY SKIP)" $Prior_Location>>
<</link>>*/
<</nobr>>
<<nobr>>
Jaycie pants softly as the last of the Mandrakes whimpers and scurries back into the dirt, their interest in her body now outweighed by survival instinct. She scowls at the last one directly, causing it to yelp in panic and swan-dive back into the soil, backside quaking as it hastily burrows to safety. With that, Jaycie's shoulders slump as she rolls her neck, alone again.
<br><br>
<i>Knock. Knock-Knock. Knock.</i>
<br><br>
Jaycie's head swivels, now facing the source of the noise - one of the doors to the south, the one further east. It has a sturdy-looking glass pane upon it, but it's covered in pollen on this side. Every few seconds, the knock repeats - dun, dun-dun, dun.
<br><br>
<i>Helen's knock!</i>
<br><br>
<<link "Continue." "Conservatory 1-2">>
<<set $player_icon_right_set to 5>>
<<set $player_icon_top_set to 2>>
<</link>>
<</nobr>><<nobr>>
<<set $HW_Con_Kitchen to 1>>
Jaycie places a hand on the pollen-coated glass and gives it a firm wipe to the side. It leaves smears and streaks behind, but it reveals the face awaiting her on the other side.
<br><br>
<helen>"Ah! Jaycie, thank goodness!"</helen> Helen exclaims, her voice muffled by the door. Jaycie reels back slightly in surprise, but then swiftly makes for the door handle- <helen>"Wait! Don't!"</helen> Helen exclaims, freezing Jaycie on the spot. Jaycie slowly turns her head back to the window as Helen breathes a sigh of relief. <helen>"The door is warded. It's a rather unpleasant pain, so please don't touch the handle. Seems like almost every bloody door in this house is trapped..."</helen>
<br><br>
Jaycie tilts her head back, and Helen watches her partner slowly track from left to right, examining the doorframe.
<br><br>
<helen>"... That includes strengthening them, darling. But, a nice thought. Are you alright? Have you encountered the Succubus again?"</helen> Helen asks, concern thick in her voice. Helen caring about her has always made Jaycie happy, but it feels... different, tonight. The Revenant takes a moment before she responds, in her usual, lost-in-thought manner.
<br><br>
<jaycie>"... No Succubus. Big monster with tentacles, captured a lot of people. And some kind of living armour. And... gar-den-ing. But... they weren't strong enough to get me."</jaycie> Jaycie explains, some pride leaking into her words. Helen scoffs slightly, her smile warm once more. Jaycie takes a moment to wipe more pollen from the glass, so as to better see her friend's face.
<br><br>
<helen>"What about a Ghost? A friendly one, I mean. I encountered her earlier - she told me that a few Supernaturals live here, but they've been corrupted by 'Amy'... that's the Succubus' name, apparently."</helen> Helen explains, sighing when Jaycie shakes her head. She places a hand on the glass, and Jaycie does the same. <helen>"Pity. From the sounds of it, none of the 'residents' here wanted anything like this to happen. Well... I wouldn't put it past the Pixie."</helen> she adds with a narrowed gaze over her shoulder back into the Dining Hall.
<br><br>
<jaycie>"Pix-ee?"</jaycie> Jaycie asks, head tilted. Helen nods.
<br><br>
<helen>"Attacked me earlier. I put her in time out. I'm no closer to getting upstairs, though - ah, I'll explain. After we got separated, I got the draw on her and sent her retreating. I have a feeling she's upstairs... after all, you haven't encountered her."</helen> the scientist half explains, half postulates. Jaycie nods slowly; makes sense to her. <helen>"I think if we defeat her, we can reverse what's happened here before anyone succumbs beyond the point of no return. I've found a lot of people in a state of blissful corruption, but it doesn't seem to be entrenched."</helen>
<br><br>
<jaycie>"... Mmm..."</jaycie> Jaycie murmers, mind's eye cast back to the tentacle pit and the people writing within in. <jaycie>"... Keep going?"</jaycie> she asks, to which Helen - after a moment of hesitation - nods firmly.
<br><br>
<helen>"Keep going. See if you can find anything on your end, alright? I'll do what I can here. Oh, and Jaycie?"</helen>
<br><br>
<jaycie>"Ah?"</jaycie>
<br><br>
<helen>"I'll make this up to you next Halloween. Pinky swear."</helen> the half-Zombie scoffs, to which Jaycie's shoulders rock with a one-beat chuckle. Their hands part from the glass, and Jaycie turns from the door, trying to ignore the thumping of her usually rarely-beating heart. What is wrong with her tonight?...
<br><br>
<b>The Quest Log has been updated.</b><<set $Quest_HHtMM to 10>>
<br><br>
<<link "Meanwhile, with Helen... (Swap)" "Post Kitchen Convo Swap">>
<<set $Player_swap to "Helen">>
<<include "Character Swap">>
<<include "Marker Cleanup">>
<</link>>
<</nobr>><<nobr>>
<helen>Helen</helen> watches Jaycie step away from the door. She turns around herself and sighs heavily, a mixture of relief at seeing her friend in high spirits, and from the weight of this evening bearing down on her. Apprehension has set in after speaking about Daria and Amy. Amy clearly isn't invincible, but can the two of them alone really defeat her?
<br><br>
Worse still, can either one of them, alone, defeat her - should it come to that?...
<br><br>
Shaking her head fiercely, Helen sets her sights on the door back south. Stiff upper lip, girl.
<br><br>
<<link "Back to it!" "Kitchen 1-1">>
<<set $player_icon_right_set to 6>>
<<set $player_icon_top_set to 4>>
<<set $HW_Pixie_Surprise to 1>>
<</link>>
<</nobr>><<nobr>>
<<set $HW_Pixie_Surprise to 2>>
As Helen enters the Dining Hall, something immediately springs to her attention. The statues all around her don't look quite so bereft of colour as they did before. There's variation across them from the original skin-tones of those petrified!
<br><br>
The Pixie's magic must be wearing off. The little minx herself is splayed on her back under her bowl, snoring obnoxiously for her size. Helen regards her with pursed lips, wondering if anything's changed with the warded exits back in the Entry Hall...
<br><br>
<<link "Continue" "Dining Hall 1-1">><</link>>
<</nobr>><<nobr>>
<<set $HW_Portrait to 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
Doing her best to ignore the subject matter of the painting, Helen leans in and squints through her spectacles at the frame. Something about it looks off to her, but she can't quite put it into... words...
<br><br>
... Are those hinges on the right of the frame, hidden by the room's corner?
<br><br>
<helen>"Got you now."</helen> Helen scoffs, all but certain that this is a secret passage of some kind. She leans back - and then she freezes as she makes eye-contact with the painting. Unusual, given that mere moments ago, its eyes were rolled up into the back of its head.
<br><br>
<helen>"Bloody hell!-"</helen> Helen gasps as she hops back and leans, a clawed hand swiping the air where her head was moments ago. Her arms swing out to counter-balance as she rights herself and staggers back, watching as the surface of the painting bubbles and boils from something emerging behind the paint!
<br><br>
An elongated head with a spiked maw, a pair of beady, black-dot eyes, leading down to a chiselled torso from which slope two oversized, over-clawed arms. The monster emerges no further than that, lower body hidden - but as it stretches its arm towards Helen for another swipe, it's clear that it doesn't need to!
<br><br>
<<set $Prior_Location to "Post-Portrait Encounter">>
<<link "We'll have none of that! (FIGHT!)" "Combat Enemy HW Haunted Portrait Intro">>
<<set $Prior_Location to "Post-Portrait Encounter">>
<<set $Continue_Rewind to "Master Bedroom 1-4">>
<<set $Player_swap to $Player_name>>
<<include "Character Swap">>
<</link>>
/*<<link "We'll have none of that! (FIGHT!) (BUT ACTUALLY SKIP)" $Prior_Location>>
<</link>>*/
<</nobr>><<nobr>>
With a warbling shriek and a strong smell of paint fumes, the Monster of the Haunted Portrait shudders and convulses its way back into the painting. The scene it depicts begins to rapidly change, morphing from landscapes to portraits of long-dead nobles to, most curiously, a picture of a small white cat. Then? Nothing. The portrait turns entirely black as the Monster retreats, sealing itself off from the Manor.
<br><br>
Helen inhales deeply, then reaches up and runs a hand through her hair to adjust it into proper place. She then pushes up her spectacles, holds for a moment, and then exhales sharply.
<br><br>
<helen>"Almost over. I can feel it."</helen> she declares, watching as the ornate portrait frame slowly creaks open. Hinges! She knew it.
<br><br>
<b>The secret door is now open.</b>
<br><br>
<b>The Quest Log has been updated.</b><<set $Quest_HHtMM to 13>>
<br><br>
<<link "Continue" "Master Bedroom 1-4">><</link>>
<</nobr>><<nobr>>
<<set $HW_Daria_Bathroom to 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $player_icon_right_set to 4>>
<<set $player_icon_top_set to 7>>
As Helen enters the bathroom, she becomes aware of a chilling presence within. She doesn't fret, however - it feels familiar... as does the voice behind the quiet sob in the corner. Helen quietly steps inside the bathroom and observes Daria 'sat' on the edge of the ornate, raised bathtub at the far end of the room, her knees tightly held together against her chest, her face buried within them.
<br><br>
<helen>"Sorry to disturb..."</helen> Helen murmurs softly. Daria looks up sharply from her shelter, wobbling tears flicking from her eyes and fading from being as they float away from her in scattered directions. She sniffs, running an arm across her face, leaving behind the impression of smeared makeup for a moment before her ethereal visage seems to reset.
<br><br>
<daria>"... Hi. Um. I'm sorry about earlier. I just... hooouh..."</daria> she shudders and exhales, burying her face again. <daria>"I don't know if you know - hell, you might, you seem to be kind of... undead, yourself - but dying? It sucks. It really sucks. And I really don't want to do it again."</daria> she mutters, slowly raising her head again to stare at Helen. The Scientist purses her lips and shakes her head.
<br><br>
<helen>"Ah, I'm a bit of a procrastinator at times, see. Haven't got around to truly dying, yet."</helen> she quips, and, despite the Ghost's sorrows, Daria does manage to choke out a laugh at the joke. She sniffles again, and Helen lets the moment sit for a spell before speaking again. <helen>"For what it's worth, I shot her earlier, and even with that the threats I got in return didn't exactly sound <i>lethal.</i>"</helen> she posits, but Daria wrinkles her nose and frowns.
<br><br>
<daria>"Not a whole lot of things can hurt me. But Amy? Well, now that she's... what she is, I'm a complete pushover. Succubi deal in souls. I'm... basically nothing <i>but</i> one."</daria> the Spirit pouts, looking away sharply.
<br><br>
<helen>"Well, I seem to be doing alright without the assistance. I managed to meet up with my partner too, but we're still stuck on separate sides of the Manor. I don't suppose?..."</helen>
<br><br>
<daria>"I didn't ward any other doors. Someone warded the Master Bedroom, though... I don't know who. They didn't get the side door, but... well, that's been broken for ages. Never could find the handle. Was kind of nice to have a room to myself, but..."</daria> Daria trails off, then shakes her head. <daria>"Ugh. Sorry. I-- I think I want to be alone again. Good luck, Helen."</daria> the Spirit insists, then, before Helen can object, she sinks into the floor. Nothing remains save for quickly-fading frost, yet again.
<br><br>
Helen shakes her head. She's concerned for the ghostly girl, but unfortunately, she has a job to do first and foremost. What was that about a side door?...
<br><br>
<<link "Continue" "Bathroom 4-2">><</link>>
<</nobr>><<nobr>>
<<set $player_icon_right_set to 6>>
<<set $player_icon_top_set to 3>>
<<if $game_gold is 1>>
<<set $map to setup.Conservatory.map_path>>
<<else>>
<<set $map to setup.Conservatory.map>>
<</if>>
<<set $map_player_marker to $Player_Icon_24>>
<<include "Player Coordinates 24">>
<jaycie>Jaycie</jaycie> takes in the scent of the garden around her for a moment. It's far more pleasant now that she isn't under assault by horny little vegetables.
<br><br>
... Would she like gardening? She hasn't tried it before. Crystal, her machete, is meant for that sort of thing, right? Hmm. Thoughts for later.
<br><br>
Turning to her right and then left, her gaze falls on the door next to the one to the kitchen, through which she spoke with Helen. She turns further, gaze lingering on that door... with a slow shake of her head, she re-focuses on the other exit.
<br><br>
<b>The Quest Log has been updated.</b><<set $Quest_HHtMM to 14>>
<br><br>
<<link "Back to it..." "Conservatory 2-3">><</link>>
<</nobr>><<nobr>>
<<set $HW_Daria_Study to 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
<<set $player_icon_right_set to 4>>
<<set $player_icon_top_set to 6>>
Jaycie trudges through the door, only to blink when the ethereal blue girl inside jumps in shock. The strange part is that she doesn't come back down after, curled up in mid air, staring at her fearfully. Jaycie sighs - it's a look she's far too used to by now.
<br><br>
<daria>"God!- wow, you're <i>huge!</i> Uh--"</daria> Daria babbles, then clears her throat. Or rather imitates doing so. The Ghost floats back down into her seat, affording Jaycie a moment to look around the small room. There's a fair amount to see in such a small space - a compact fireplace, more bookshelves, a desk and chair in one corner, and a pair of armchairs in the other, flanking a small table. Daria 'sits' upon one of these, pressing the tips of her fingers together nervously, staring up at Jaycie.
<br><br>
<daria>"Well, you're clearly not one of my- um... one of the residents. And you haven't attacked me, so you're probably not with... Amy."</daria> Daria reasons, that namedrop causing Jaycie to tilt her head in recognition. <daria>"... That mask is kinda scary, y'know."</daria>
<br><br>
<jaycie>"... Sorry. Helps me stay calm."</jaycie> Jaycie explains in her whisper of a voice, catching the Ghost off guard. She blinks, taking her own turn to tilt her head. <jaycie>"You. Da-ri-a? He-len said something about a Ghost..."</jaycie> Jaycie recalls, to which Daria immediately turns away with a look of embarrassment.
<br><br>
<daria>"Nothing good, I bet..."</daria> the young punk huffs. Jaycie tilts her head the other way, then shakes it.
<br><br>
<jaycie>"... Nothing bad. Said you didn't want what happened here. None of you did. Others live here?"</jaycie> Jaycie asks, stepping closer. Slowly, so as not to spook her spooky new... friend? Sure. when Daria doesn't shrink away, Jaycie steps around the other armchair and sinks down into it, dust puffing up out of the fabric with her weight upon it. It filters through Daria's body in a curious manner, almost like glitter.
<br><br>
<daria>"No, no... of course not. But what's done is done, now. I can't beat Amy. I don't think you can, either. Maybe if you were together, but..."</daria> Daria bites her lip, hesitating. Jaycie observes her for a moment, noting the fear in her eyes. Given the comment about her mask, well...
<br><br>
Jaycie slowly reaches up and pulls her mask off, setting it in her lap face-down. She runs a hand through her messy hair and then leans back in her chair, sighing as she stares up at the ceiling.
<br><br>
<jaycie>"... I think, when I was alive, I knew someone with a house like this. She wasn't very nice. But everyone liked her house, so everyone tried to make her like them."</jaycie> the Revenant muses, slowly bringing her gaze back down. <jaycie>"... Probably a nice place, when people aren't messing it up. I'd like to help you fix it."</jaycie> she continues, all the while pondering what Helen would say, remembering past missions, past conversations, and trying her best to imitate her partner. <jaycie>"... Help me - help us - help you?"</jaycie> she finishes quietly, gazing at the Ghost.
<br><br>
<daria>"I...</daria> Daria sighs, folding her hands in her lap. <daria>"... I'll trust you to beat Amy. Maybe you really can. I mean, you two are Agents, after all. This is probably just a day ending in 'Y' to you and I'm worrying about nothing, but... I-if you do win, can you promise me that your organization won't do anything to this place? It's my home. It..."</daria> she trails off again, swallowing nothing. <daria>"It's a lot of people's homes, with nowhere else to go. It... could be more people's home, too. Maybe."</daria> she huffs, suddenly standing up, her feet failing to land upon the ground as she thrusts an arm out towards Jaycie.
<br><br>
It takes the amazonian zombie a moment to recall the gesture, but she takes a hold of her mask in one hand, stands up, and accepts the handshake with the other.
<br><br>
<jaycie>"O-K. I'll help you keep this place safe. I think He-len would agree. So... how will you help?"</jaycie> Jaycie inquires, feeling Daria's hand slip through hers - she was able to grip it for a moment, but now it's phasing through her with a chilly wind.
<br><br>
<daria>"There's... something in the attic. A place used by whoever built this house. It always felt like bad news, so I made sure everyone stayed away from it. I think Amy is hiding there. The only way up is through a secret passage - one in the Master Bedroom, and one...</daria>
<br><br>
Daria turns her head, and Jaycie follows her gaze. The library? Maybe something in there? Jaycie turns again, and Daria nods, confirming the unspoken thought.
<br><br>
<daria>"There's a mechanism to open the door. All you have to do is-</daria> <amy>butt out of our fucking business, you oversized TRAMP."</amy> Daria's eyes suddenly flash purple, and she clasps her hands over her mouth. Her eyes flit between fear and malice as a dark cloud forms above her. <daria>"A-amy?! Please, don't!-"</daria> she exclaims, but then her form begins to shimmer and fade. Jaycie tries to grab her new friend, but the smoke seems to absorb her form, pulling her up into the ceiling!
<br><br>
<daria>"The books! Look for the sunset--"</daria> is all she can say before she's sucked away, a ring of frost left upon the ceiling. Jaycie frowns as it fades, closing her hand around where Daria was mere moments before.
<br><br>
With a huff, she pulls her mask back on. Books. Sunset?...
<br><br>
<b>The Quest Log has been updated.</b><<set $Quest_HHtMM to 15>>
<br><br>
<<link "Continue" "Study 1-2">><</link>>
<</nobr>><<nobr>>
<<set $HW_Mirror to 1>>
<<set $tile_up to "no">>
<<set $tile_left to "no">>
<<set $tile_down to "no">>
<<set $tile_right to "no">>
Jaycie steps up to the mirror, examining her own reflection. Her mask, her stature, the wear and tear she's endured throughout the night thus far. She slowly tilts her gaze down at the shards around her feet, then blinks.
<br><br>
She would expect them to show reflections of her and the room around them, but... the largest shards seem to be displaying things that aren't here. Crude things. <i>lewd</i> things. A girl with a bob-cut getting fucked hard against the bookshelf to her right, an indeterminate figure on their knees getting their face rutted by a hulking figure!
<br><br>
Jaycie snaps her gaze back up to her own reflection. She tilts her head. It tilts its head. Problem is, it does it in the wrong direction. Jaycie raises her fist, but the reflection is <i>faster.</i> The reflection is <i>wrong.</i> It distorts as it climbs out of the mirror, chest flattening and widening, height increasing, mask deforming into a brow-furrowed glare. Its skin is a sooty black, swirling and shifting akin to light reflecting off of the water's surface. Jaycie steps back, eyes wide beneath her own mask...
<br><br>
It's her, and yet it isn't. It's... masculine. <i>Male.</i> A complete reversed reflection of herself, but instead of being small compared to her imposing stature, it just got bigger!
<br><br>
Jaycie glances down at the stuck zipper exposing the He-flection's bare chest, then further at the obscene bulge snaking down its right leg.
<br><br>
... Bigger indeed. Jaycie drops into a fighting stance, and so does her warped reflection.
<br><br>
<<set $Prior_Location to "Post-Mirror Encounter">>
<<link "Let's get to it... (FIGHT!)" "Combat Enemy HW Possessed Mirror Intro">>
<<set $Prior_Location to "Post-Mirror Encounter">>
<<set $Continue_Rewind to "Library 1-1">>
<<set $Player_swap to $Player_name>>
<<include "Character Swap">>
<</link>>
/*<<link "Let's get to it... (FIGHT!) (BUT ACTUALLY SKIP)" $Prior_Location>>
<</link>>*/
<</nobr>><<nobr>>
The warped reflection of Jaycie holds on for a moment more, but the suction is too strong. It's pulled back into the mirror with such force that it shatters, the glass shards collapsing to the ground to join the pile. The images in the shards slowly fade, and Jaycie watches with an impassive look as the girl with the bob cut she observed in the first shard begins to materialize slumped against a bookcase in the southeast corner of the room. She's still see-through... She, and everyone else trapped, probably just need time to phase back into this plane.
<br><br>
<jaycie>"... Coming, He-len. Coming, ghosty..."</jaycie> Jaycie grumbles, turning her gaze back ahead to the broken mirror and the passage that lies beyond it. A cramped spiral staircase hewn from stone... ugh. This will be a tight fit.
<br><br>
<b>The secret door is now open.</b>
<br><br>
<b>The Quest Log has been updated.</b><<set $Quest_HHtMM to 16>>
<br><br>
<<link "Continue" "Library 1-1">><</link>>
<</nobr>><<nobr>>
<<set $player_icon_right_set to 9>>
<<set $player_icon_top_set to 3>>
<<if $game_gold is 1>>
<<set $map to "assets/maps/AtticChapel.png">>
<<else>>
<<set $map to "https://i.imgur.com/nViwrTd.png">>
<</if>>
<<set $map_player_marker to $Player_Icon_24>>
<<include "Player Coordinates 24">>
<<set $Quest_HHtMM to 17>>
<helen>Helen's</helen> attuned eyes make short work of the darkness she finds herself in, now at the top of the stairs. Despite being faced with a seemingly impenetrable wall ahead of her, she notices a small depression aside a seam in the stone - a switch and a door.
<br><br>
And yet, she hesitates. Has Jaycie found the other passage by now? Hell- IS there another passage to begin with? If there is, has Jaycie avoided capture - or worse? Helen grits her teeth and buries those doubts, choosing to place her faith in her friend.
<br><br>
She pushes the button, and the door grinds open, flooding the dark passage with eerie red light.
<br><br>
<<link "At the same time..." "Amy Encounter 2">>
<<set $Player_swap to "Jaycie">>
<<include "Character Swap">>
<</link>>
<</nobr>><<nobr>>
<<set $player_icon_right_set to 3>>
<<set $player_icon_top_set to 3>>
<<include "Player Coordinates 24">>
<jaycie>Jaycie</jaycie> has had enough. 'What would Helen do' has taken her far tonight, but there comes a time when you simply have to do things your way. Faced with a stone wall with a complete lack of warding, she rears her fist back and pummels it with a mighty -CRNCH-.
<br><br>
-CRNCH- -CRNCH- -CRRRRRRCK!-
<br><br>
Jaycie bursts through the wall and into the eerie red light, shaking dust and debris off of herself as she staggers ahead.
<br><br>
<<link "So close, yet so far." "Amy Encounter 3">>
<<set $Player_swap to "Helen">>
<<include "Character Swap">>
<</link>>
<</nobr>><<nobr>>
<<set $player_icon_right_set to 9>>
<<set $player_icon_top_set to 3>>
<<include "Player Coordinates 24">>
<amy>"I don't think so, interlopers!"</amy> comes an irritatingly confident squeal from on high, right as Helen and Jaycie alike feel a rush of energy from beneath their feet.
<br><br>
The doors weren't warded because that would defeat the purpose of the traps waiting just beyond them. Helen realizes this too late, eyes widening as the red pentagrams beneath her surge upwards, glyphs crashing into place from floor to ceiling, surrounding her in a prison of jagged geometry. Looking around sharply, she gasps when she sees Jaycie on the opposite end of the room, stuck in the same situation.
<br><br>
And what a room. There's no other exits save for the two they came from, completely concealed from the world - and no wonder! Satanic symbolism lines the walls, hewn from rough iron and surrounding a central altar of worship. Around that, an intricate summoning sigil has been stained into the ground by scorch marks, though the presence of empty bottles of wine - not to mention the strong smell of its hedonism - makes it clear what it was drawn with.
<br><br>
A ritual of vice, powered by mortal pleasure; the ascendancy of a Demon to the stations of Envy, Greed, or Lust.
<br><br>
Jaycie reaches a hand out to touch the walls of her prison, then slowly pulls it back when the tips of her gloves begin to frazzle and burn. She calmly shakes her arm to put out the growing embers.
<br><br>
<amy>"Hmmhmm!~ Sorry girlies, but no getting out of that one!~ A curse upon the flesh. Oh, you <i>could</i> walk right through it, but then you'd probably miss your bodies afterwards... mind you, it'd make your souls far more malleable."</amy> Amy cackles, floating above the alter in a lounging pose, a bowl of Halloween candy levitating a foot or so away from her mouth. Her tail violently tangles around a larger piece and drops it into her awaiting mouth, the Succubus giggling as she chews.
<br><br>
<helen>"Well, it's good that there's at least one person in the world who likes the sound of your voice. Shame it's yourself."</helen> Helen mutters, trying to buy time while she mentally scans through her limited repertoire of magic and counterspells. Unfortunately, this isn't her field - nor is it Jaycie's, who seems to just be standing on the spot with her arms crossed, waiting for the situation to resolve so that she can act.
<br><br>
<amy>"Oh blah blah blah, Ms Kettle. Look who's talking. Don't worry, though - I'll fix that soon enough. The only words coming out of your mouth will be <i>heavily</i> vetted by yours truly~."</amy> the Succubus sneers, slowly tilting in mid air, her pose transitioning to one of standing triumph; wings unfurled, claws outstretched, one foot crossed lightly before the other. <amy>"Every thought, every article of clothing... I'm gunna doll you up <i>real</i> good. Hell! Maybe literally!~ KYIIIIHIhihihihi!!"</amy>
<br><br>
<jaycie>"... Ghost."</jaycie> Jaycie says quietly, to which Helen finally notices that her friend's gaze isn't idle at all. She's staring up at the ceiling...
<br><br>
<i>... Oh.</i>
<br><br>
<<link "That's a lot of souls!" "Amy Encounter 4">>
<</link>>
<</nobr>><<nobr>>
Suspended above the alter - half-obscured from sight by the swoop of the ceiling - is what can best be described as a large bowl. Ethereal blue Shades - both literal and colourful - swirl around in an ectoplasmic whirlpool within. Narrowing her eyes, Helen is able to pick out a number of faces of ravers and residents she encountered downstairs... then, with a gasp, she briefly locks eyes with a mournful Daria.
<br><br>
<amy>"Oh, taken notice of my collection, have we?"</amy> Amy sighs happily, grasping her cheeks with both hands as she swoons. <amy>"All those disagreeable people - mortal or otherwise... I'm going to fix them up good. They can have their souls back when they learn to <i>behave.</i> If they have bodies to return to at all, that is..."</amy> she smirks, a cutting remark aimed as Daria's expense.
<br><br>
<helen>"Just when I thought you couldn't be more detestable."</helen> Helen growls, her rational mind fraying under the stress and spite of the situation. Amy scoffs, planting her hands on her hips, attention fully on the Scientist now.
<br><br>
<amy>"Get back to me when you've lived your entire life underfoot, and THEN we can talk. Now then... I think it's time I started your makeover. Hold still - I want your friend to watch as you--"</amy>
<br><br>
<jaycie>"Rock."</jaycie>
<br><br>
<amy>"Huh?"</amy>
<br><br>
<b>-Crck-!</b>
<br><br>
Amy spins around in mid air- then yelps as a small chunk of stone barely misses her head from above. She turns, furious, to observe Jaycie with her arm raised, another stone from the rubble she created earlier in her hand - but it looks like one throw sufficed...
<br><br>
With mounting horror, Amy turns and looks up at the growing crack dividing her spirit vessel above. The glass shatters. The temperature in the room <i>plummets.</i> dozens of souls shriek out of their confinement, slipping through the walls and floor down to their abandoned bodies below!
<br><br>
<amy>"Nononono!!- MY ARMY! RRRRGH!!"</amy> Amy squeals in dismay, her eyes alight with fury as she turns back to the trapped Agents. <amy>"FUCK the makeover! Let's see how you look as CINDERS!"</amy> she shrieks, raising both arms - a palm aimed flat at either woman. Jaycie stands impassively whilst Helen winces her eyes shut, still trying to think of a way out!-
<br><br>
<<link '"Ethereal form!"' "Amy Encounter 5">>
<</link>>
<</nobr>><<nobr>>
<daria>"Ethereal form!"</daria>
<br><br>
Helen exhales sharply and Jaycie grunts as their bodies suddenly glow blue... and become see-through. At that exact moment, their prisons collapse around them. And yet, the searing sensation Jaycie felt earlier is nowhere to be found. Helen slowly opens her eyes, only to find herself floating just off from the ground. Did the spell incinerate her so quickly that she didn't even feel it? Or...
<br><br>
<daria>"It... it worked!!"</daria> Daria exclaims - the sole soul still floating in the ruins of the spirit vessel above. Amy whirls around, her fury bleeding into bewilderment.
<br><br>
<amy>"YOU!? What did you do!? WHY did you do!? You're supposed to be a simpering coward!! Why can't ANYONE play their FUCKING ROLE tonight!?"</amy> Amy exclaims with a petulant wail, to which Daria swallows but stands - erm, floats - her ground. Air. Whatever.
<br><br>
<daria>"You said it yourself. A curse upon the flesh. Well..."</daria> Daria snaps her fingers. Helen inhales sharply as she suddenly finds herself requiring oxygen once more, whereas Jaycie shudders and slowly exhales. The pair nearly tumble as they hit the flood, gravity once again their master.
<br><br>
<helen>"Much obliged, Daria!"</helen> Helen exclaims with a relieved smile, her gaze hardening as she fixes it upon Amy - but not before Daria balls her fists and nods in return, determination burning in eyes where sorrow once dwelled. Jaycie steps forward and cricks her neck, eager to get this night over with. Given the hateful look on Amy's face, it seems that she, too, is ready to end things.
<br><br>
<amy>"Fine. FINE! I'll DESTROY YOU, THIS MANOR-- EVERYTHING!"</amy> the Succubus snarls, spreading her claws wide as the room is plunged into a red glow.
<br><br>
<i><b>In the coming fight, Helen and Jaycie will take turns.<br>If either Agent is defeated, it is a loss.<br>It will be ok. Daria is here to help too. Cooldowns are halved thanks to her supporting influence, and perhaps she can do more besides!</b></i>
<br><br>
<<set $Prior_Location to "Post-Amy Encounter">>
<<link "Let's finish this! (FIGHT!)" "Combat Enemy HW Amy Intro">>
<<set $Prior_Location to "Post-Amy Encounter">>
<<set $Continue_Rewind to "Amy Encounter 5">>
<<set $Player_swap to "Jaycie">>
<<include "Character Swap">>
<<set $Player_swap to "Helen">>
<<include "Character Swap">>
<<set $player_icon_right_set to 6>>
<<set $player_icon_top_set to 4>>
<</link>>
/*<<link "Let's finish this! (FIGHT!) (BUT ACTUALLY SKIP)" $Prior_Location>>
<</link>>*/
<</nobr>><<nobr>>
As the vessel comes to a rest upon the altar, silence reigns throughout the hidden Chapel. Dust pulled down from the ceiling and kicked up from the dramatic crash takes a good long while to settle, during which the Agents stay primed and alert, instincts unwilling to accept the fortunate truth; It's over.
<br><br>
When the dust settles to reveal Amy crammed within that curious glass 'bowl', Helen sighs and twirls her weapon, holstering it with relief writ large upon her face. Jaycie just huffs and rolls her shoulders and neck, desperately craving a nap above all else. As for Daria? She slowly descends to the ground, feet touching down upon the floor before she doubles over, hands on her knees, shivering. It's clear the fight has taken a lot out of her, and even though the woman is bereft of body, the psychosomatic aches and strains ping through her limbs all the same. Ignoring the ache in her own legs, Helen approaches to offer Daria a supporting arm - then blinks in surprise when she's overshadowed by Jaycie from the other side, having come to the same conclusion.
<br><br>
With one hand propping the grateful Ghost up, Jaycie uses her spare to grapple with her mask, tilting it up and atop her head with a tired smile. Helen returns it with one of her own, accompanying it with a happy sigh as she turns her attention down to Daria, eyes shut and brow furrowed. Poor dear; she's all but passed out in their arms.
<br><br>
... Ahem. Helen blushes as she finds herself thinking untoward thoughts about how cute this is - Amy's fault, no doubt, from her lingering presence within the Manor. Narrowing her eyes, the senior Agent turns her attention over to the altar. She looks up to Jaycie with an unspoken request, and the amazonian Revenant nods, taking full responsibility for keeping Daria supported; scooping her up off the ground and carrying the featherweight Spirit with ease. Smiling again, it's already wiped off of her face by the time Helen approaches the altar, hands planted on her hips.
<br><br>
A bewildered Amy stares up at her from within the glass, cheek compressed harshly against the surface... as is everything else about her, limbs all a-tangle!
<br><br>
<amy>"Th-this isn't the end! Let me the fuck out of this thing and maybe, MAYBE, I'll go easy on you!!"</amy> Amy snarls, though with how tightly she's crammed in, she can barely breathe her threats! Helen rolls her eyes and leans back, eyes flitting around the magic-sown cracks keeping the vessel in one piece once more.
<br><br>
<helen>"Tell me, Amy. We're still in the abyss, I can sense that much. Why is that? Is this spell something you're maintaining?"</helen> Helen inquires with a raised brow, briefly glancing from side to side as though she has the ability to see beyond the walls of the attic. Amy sneers, her tail twitching in what little space it has to do so, the spade tip whacking against the glass in an effort to break it. -tik- -tik- -tik- -tik-. Annoying, to say the least.
<br><br>
<amy>"Hmph! Impressed? So long as I maintain the incantation, you're all trapped here. See? You haven't beaten me at all! You can't kill me in a way that matters, so all I have to do is <i>wait.</i> You, the ravers, the residents... the supplies that came with the Manor when I relocated it won't last long. You're gunna come crying back to me anyway, so you might as well let me go now!"</amy> Amy warns, puffing her cheeks out indignantly. Helen, however, responds with nought but a grin.
<br><br>
<helen>"Ah, an incantation. Keeping it in your head, I assume? It clearly wouldn't be maintained in any other manner; you've lost your souls to abuse, you can't move your hands... so that leaves thought and will."</helen> Helen begins, glancing over her shoulder at Jaycie. The Revenant tilts her head with a frown... but then the realization dawns on her. Noting that Amy hasn't figured it out either, Jaycie can't help but lean her head back and laugh, the relief of a long night spilling out of the usually quiet woman, accidentally jostling the slumbering Spirit in her arms.
<br><br>
<jaycie>"So... it'd be a shame if she... forgot, huh?"</jaycie> Jaycie slowly illuminates Amy as to her situation, the Demon finally realizing the Agents' plans. Her eyes widen as she squirms in her prison, panic rising as Helen searches her pockets for the tool for the job. Jaycie, meanwhile, turns around, putting her mask back on and shielding Daria's eyes, regardless of them being closed. As Helen pulls the slender rod from a pocket - an emergency hi-power Memory Mender, unsuitable for Agent self-use - Amy's panic reaches a fever pitch, straining with all her might to break out of her prison.
<br><br>
Without another word, Helen primes the tip of the Memory Mender, raises her brass hand up to her spectacles, and taps the right side of her lenses to activate a polarized mode, blacking out her vision. The device hums as it charges, and Amy begins to yell.
<br><br>
<amy>"No! Nonono-- I'll be good, I'll be good!! I'll stop the spell! Hey! HEY!! WAIT--"</amy>
<br><br>
<b>-BWIP-.</b> The Memory Mender flashes, illuminating the Demon and the rest of the room behind her with a lightning crack of light, scouring the memory of her incantation - and, indeed, the last few months! - right out of her beautiful pink head.
<br><br>
Helen reverts her spectacles back to normal as she tucks the Memory Mender's emitter back into the housing, then stows it away in her pocket. Amy stares up at her dimly, blinking slowly as she looks around at her cramped surroundings, too dumbfounded to speak for the moment. Turning, the senior Agent smiles at Jaycie as her partner turns back around, head tilted.
<br><br>
<helen>"All done. Shouldn't take long for-"</helen>
<br><br>
With a thunderous roar and tremble beneath their feet, the Agents are swept off their feet, and the vessel containing Amy is tossed from the altar.
<br><br>
<<set $Quest_HHtMM to 18>>
<<link "First step's a doozy!" "HHtMM Ending 1">><</link>>
<</nobr>><<nobr>>
<<set $whichMarker to 1>>
<<set $map_1_marker to $icon_marker_blank_24>>
<<set $marker_icon_right_set to 1>>
<<set $marker_icon_top_set to 1>>
<<include "Marker Coordinates 24">>
/* WALLS BELOW */
<<set $whichWall to 1>>
<<set $map_1_wall to $wall_door_locked_hori_24>>
<<set $wall_icon_right_set to 5>>
<<set $wall_icon_top_set to 5.5>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 2>>
<<set $map_2_wall to $wall_door_locked_vert_24>>
<<set $wall_icon_right_set to 4.5>>
<<set $wall_icon_top_set to 7>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 3>>
<<if $HW_Entry_Hall_Doors gte 6>>
<<set $map_3_wall to $wall_door_open_vert_24>>
<<else>>
<<set $map_3_wall to $wall_door_locked_vert_24>>
<</if>>
<<set $wall_icon_right_set to 4.5>>
<<set $wall_icon_top_set to 9>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 4>>
<<if $HW_Entry_Hall_Doors gte 7>>
<<set $map_4_wall to $wall_door_open_vert_24>>
<<else>>
<<set $map_4_wall to $wall_door_locked_vert_24>>
<</if>>
<<set $wall_icon_right_set to 7.5>>
<<set $wall_icon_top_set to 8>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 5>>
<<if $HW_Entry_Hall_Doors gte 8 or $HW_Pixie_Surprise gte 1>>
<<set $map_5_wall to $icon_marker_blank_24>>
<<else>>
<<set $map_5_wall to $wall_door_locked_hori_24>>
<</if>>
<<set $wall_icon_right_set to 6>>
<<set $wall_icon_top_set to 7.5>>
<<include "Wall Coordinates 24">>
<</nobr>><<nobr>>
<<switch $wall_icon_right_set>>
<<case 0.5>><<set $wall_temp_right to 257>>
<<case 1>><<set $wall_temp_right to 245>>
<<case 1.5>><<set $wall_temp_right to 233>>
<<case 2>><<set $wall_temp_right to 221>>
<<case 2.5>><<set $wall_temp_right to 209>>
<<case 3>><<set $wall_temp_right to 197>>
<<case 3.5>><<set $wall_temp_right to 185>>
<<case 4>><<set $wall_temp_right to 173>>
<<case 4.5>><<set $wall_temp_right to 161>>
<<case 5>><<set $wall_temp_right to 149>>
<<case 5.5>><<set $wall_temp_right to 137>>
<<case 6>><<set $wall_temp_right to 125>>
<<case 6.5>><<set $wall_temp_right to 113>>
<<case 7>><<set $wall_temp_right to 101>>
<<case 7.5>><<set $wall_temp_right to 89>>
<<case 8>><<set $wall_temp_right to 77>>
<<case 8.5>><<set $wall_temp_right to 65>>
<<case 9>><<set $wall_temp_right to 53>>
<<case 9.5>><<set $wall_temp_right to 41>>
<<case 10>><<set $wall_temp_right to 29>>
<<case 10.5>><<set $wall_temp_right to 17>>
<<case 11>><<set $wall_temp_right to 5>>
<<case 11.5>><<set $wall_temp_right to -7>>
<</switch>>
<<switch $wall_icon_top_set>>
<<case 0.5>><<set $wall_temp_top to 47>>
<<case 1>><<set $wall_temp_top to 59>>
<<case 1.5>><<set $wall_temp_top to 71>>
<<case 2>><<set $wall_temp_top to 83>>
<<case 2.5>><<set $wall_temp_top to 95>>
<<case 3>><<set $wall_temp_top to 107>>
<<case 3.5>><<set $wall_temp_top to 119>>
<<case 4>><<set $wall_temp_top to 131>>
<<case 4.5>><<set $wall_temp_top to 143>>
<<case 5>><<set $wall_temp_top to 155>>
<<case 5.5>><<set $wall_temp_top to 167>>
<<case 6>><<set $wall_temp_top to 179>>
<<case 6.5>><<set $wall_temp_top to 191>>
<<case 7>><<set $wall_temp_top to 203>>
<<case 7.5>><<set $wall_temp_top to 215>>
<<case 8>><<set $wall_temp_top to 227>>
<<case 8.5>><<set $wall_temp_top to 239>>
<<case 9>><<set $wall_temp_top to 251>>
<<case 9.5>><<set $wall_temp_top to 263>>
<<case 10>><<set $wall_temp_top to 275>>
<<case 10.5>><<set $wall_temp_top to 287>>
<<case 11>><<set $wall_temp_top to 299>>
<<case 11.5>><<set $wall_temp_top to 311>>
<</switch>>
<<set $wall_icon_style to "position:absolute; right:" + $wall_temp_right + "px; top:" + $wall_temp_top + "px; z-index:50;">>
<<include "Wall Setter">>
<</nobr>><<nobr>>
<<switch $wall_icon_right_set>>
<<case 0.5>><<set $wall_temp_right to 245>>
<<case 1>><<set $wall_temp_right to 233>>
<<case 1.5>><<set $wall_temp_right to 221>>
<<case 2>><<set $wall_temp_right to 209>>
<<case 2.5>><<set $wall_temp_right to 197>>
<<case 3>><<set $wall_temp_right to 185>>
<<case 3.5>><<set $wall_temp_right to 173>>
<<case 4>><<set $wall_temp_right to 161>>
<<case 4.5>><<set $wall_temp_right to 149>>
<<case 5>><<set $wall_temp_right to 137>>
<<case 5.5>><<set $wall_temp_right to 125>>
<<case 6>><<set $wall_temp_right to 113>>
<<case 6.5>><<set $wall_temp_right to 101>>
<<case 7>><<set $wall_temp_right to 89>>
<<case 7.5>><<set $wall_temp_right to 77>>
<<case 8>><<set $wall_temp_right to 65>>
<<case 8.5>><<set $wall_temp_right to 53>>
<<case 9>><<set $wall_temp_right to 41>>
<<case 9.5>><<set $wall_temp_right to 29>>
<<case 10>><<set $wall_temp_right to 17>>
<<case 10.5>><<set $wall_temp_right to 5>>
<</switch>>
<<switch $wall_icon_top_set>>
<<case 0.5>><<set $wall_temp_top to 59>>
<<case 1>><<set $wall_temp_top to 71>>
<<case 1.5>><<set $wall_temp_top to 83>>
<<case 2>><<set $wall_temp_top to 95>>
<<case 2.5>><<set $wall_temp_top to 107>>
<<case 3>><<set $wall_temp_top to 119>>
<<case 3.5>><<set $wall_temp_top to 131>>
<<case 4>><<set $wall_temp_top to 143>>
<<case 4.5>><<set $wall_temp_top to 155>>
<<case 5>><<set $wall_temp_top to 167>>
<<case 5.5>><<set $wall_temp_top to 179>>
<<case 6>><<set $wall_temp_top to 191>>
<<case 6.5>><<set $wall_temp_top to 203>>
<<case 7>><<set $wall_temp_top to 215>>
<<case 7.5>><<set $wall_temp_top to 227>>
<<case 8>><<set $wall_temp_top to 239>>
<<case 8.5>><<set $wall_temp_top to 251>>
<<case 9>><<set $wall_temp_top to 263>>
<<case 9.5>><<set $wall_temp_top to 275>>
<<case 10>><<set $wall_temp_top to 287>>
<<case 10.5>><<set $wall_temp_top to 299>>
<</switch>>
<<set $wall_icon_style to "position:absolute; right:" + $wall_temp_right + "px; top:" + $wall_temp_top + "px; z-index:50;">>
<<include "Wall Setter">>
<</nobr>>
<</nobr>><<nobr>>
<<if $whichMarker is 1>>
<<set $marker1_icon_style to $marker_icon_style>>
<<elseif $whichMarker is 2>>
<<set $marker2_icon_style to $marker_icon_style>>
<<elseif $whichMarker is 3>>
<<set $marker3_icon_style to $marker_icon_style>>
<<elseif $whichMarker is 4>>
<<set $marker4_icon_style to $marker_icon_style>>
<<elseif $whichMarker is 5>>
<<set $marker5_icon_style to $marker_icon_style>>
<<elseif $whichMarker is 6>>
<<set $marker6_icon_style to $marker_icon_style>>
<<elseif $whichMarker is 7>>
<<set $marker7_icon_style to $marker_icon_style>>
<<elseif $whichMarker is 8>>
<<set $marker8_icon_style to $marker_icon_style>>
<<elseif $whichMarker is 9>>
<<set $marker9_icon_style to $marker_icon_style>>
<<elseif $whichMarker is 10>>
<<set $marker10_icon_style to $marker_icon_style>>
<<elseif $whichMarker is 11>>
<<set $marker11_icon_style to $marker_icon_style>>
<<elseif $whichMarker is 12>>
<<set $marker12_icon_style to $marker_icon_style>>
<</if>>
<</nobr>><<nobr>>
<<if $whichWall is 1>>
<<set $wall1_icon_style to $wall_icon_style>>
<<elseif $whichWall is 2>>
<<set $wall2_icon_style to $wall_icon_style>>
<<elseif $whichWall is 3>>
<<set $wall3_icon_style to $wall_icon_style>>
<<elseif $whichWall is 4>>
<<set $wall4_icon_style to $wall_icon_style>>
<<elseif $whichWall is 5>>
<<set $wall5_icon_style to $wall_icon_style>>
<<elseif $whichWall is 6>>
<<set $wall6_icon_style to $wall_icon_style>>
<<elseif $whichWall is 7>>
<<set $wall7_icon_style to $wall_icon_style>>
<<elseif $whichWall is 8>>
<<set $wall8_icon_style to $wall_icon_style>>
<<elseif $whichWall is 9>>
<<set $wall9_icon_style to $wall_icon_style>>
<<elseif $whichWall is 10>>
<<set $wall10_icon_style to $wall_icon_style>>
<<elseif $whichWall is 11>>
<<set $wall11_icon_style to $wall_icon_style>>
<<elseif $whichWall is 12>>
<<set $wall12_icon_style to $wall_icon_style>>
<</if>>
<</nobr>><<nobr>>
<<set $whichMarker to 1>>
<<if def $HW_Hexslinger>>
<<set $map_1_marker to $icon_marker_blank_24>>
<<else>>
<<set $map_1_marker to $marker_gun>>
<</if>>
<<set $marker_icon_right_set to 4>>
<<set $marker_icon_top_set to 10>>
<<include "Marker Coordinates 24">>
/* WALLS BELOW */
<<set $whichWall to 1>>
<<set $map_1_wall to $wall_door_open_vert_24>>
<<set $wall_icon_right_set to 4.5>>
<<set $wall_icon_top_set to 9>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 2>>
<<set $map_2_wall to $wall_door_locked_hori_24>>
<<set $wall_icon_right_set to 4>>
<<set $wall_icon_top_set to 7.5>>
<<include "Wall Coordinates 24">>
<</nobr>><<nobr>>
<<set $whichMarker to 1>>
<<if $HW_Pixie gte 1>>
<<set $map_1_marker to $marker_NPC>>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $marker_icon_right_set to 8>>
<<set $marker_icon_top_set to 7>>
<<include "Marker Coordinates 24">>
<<set $whichMarker to 2>>
<<if def $HW_Pixie>>
<<if ndef $HW_Pixie_Pebbles or $HW_Pixie_Pebbles is 0>>
<<set $map_2_marker to $marker_something>>
<<else>>
<<set $map_2_marker to $icon_marker_blank_24>>
<</if>>
<<set $marker_icon_right_set to 9>>
<<set $marker_icon_top_set to 7>>
<</if>>
<<include "Marker Coordinates 24">>
<<set $whichMarker to 3>>
<<if ndef $HW_Chainsaw or $HW_Chainsaw is 0>>
<<set $map_3_marker to $marker_combat>>
<<else>>
<<set $map_3_marker to $icon_marker_blank_24>>
<</if>>
<<set $marker_icon_right_set to 9>>
<<set $marker_icon_top_set to 9>>
<<include "Marker Coordinates 24">>
/* WALLS BELOW */
<<set $whichWall to 1>>
<<set $map_1_wall to $wall_door_open_hori_24>>
<<set $wall_icon_right_set to 8>>
<<set $wall_icon_top_set to 5.5>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 2>>
<<set $map_2_wall to $wall_door_open_vert_24>>
<<set $wall_icon_right_set to 7.5>>
<<set $wall_icon_top_set to 8>>
<<include "Wall Coordinates 24">>
<</nobr>><<nobr>>
/* WALLS BELOW */
<<set $whichWall to 1>>
<<set $map_1_wall to $wall_door_open_hori_24>>
<<set $wall_icon_right_set to 4>>
<<set $wall_icon_top_set to 5.5>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 2>>
<<set $map_2_wall to $wall_door_locked_hori_24>>
<<set $wall_icon_right_set to 4>>
<<set $wall_icon_top_set to 7.5>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 3>>
<<set $map_3_wall to $wall_door_locked_vert_24>>
<<set $wall_icon_right_set to 4.5>>
<<set $wall_icon_top_set to 7>>
<<include "Wall Coordinates 24">>
<</nobr>><<nobr>>
<<set $whichMarker to 1>>
<<if $HW_Book_1 is 1 and $HW_Book_2 is 1 and $HW_Book_3 is 1>>
<<set $map_1_marker to $marker_something>>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $marker_icon_right_set to 3>>
<<set $marker_icon_top_set to 3>>
<<include "Marker Coordinates 24">>
/* WALLS BELOW */
<<set $whichWall to 1>>
<<set $map_1_wall to $wall_door_open_hori_24>>
<<set $wall_icon_right_set to 5>>
<<set $wall_icon_top_set to 3.5>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 2>>
<<set $map_2_wall to $wall_door_locked_hori_24>>
<<set $wall_icon_right_set to 5>>
<<set $wall_icon_top_set to 5.5>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 3>>
<<set $map_3_wall to $wall_door_open_hori_24>>
<<set $wall_icon_right_set to 4>>
<<set $wall_icon_top_set to 5.5>>
<<include "Wall Coordinates 24">>
<</nobr>><<nobr>>
<<set $whichMarker to 1>>
<<if ndef $HW_Dumbwaiter>>
<<set $map_1_marker to $marker_something>>
<<else>>
<<if $HW_Winchester lt 3>>
<<set $map_1_marker to $marker_chest>>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<</if>>
<<set $marker_icon_right_set to 6>>
<<set $marker_icon_top_set to 5>>
<<include "Marker Coordinates 24">>
/* WALLS BELOW */
<<set $whichWall to 1>>
<<set $map_1_wall to $wall_door_open_hori_24>>
<<set $wall_icon_right_set to 8>>
<<set $wall_icon_top_set to 5.5>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 2>>
<<set $map_2_wall to $wall_door_locked_hori_24>>
<<set $wall_icon_right_set to 6>>
<<set $wall_icon_top_set to 3.5>>
<<include "Wall Coordinates 24">>
<</nobr>><<nobr>>
<<set $whichMarker to 1>>
<<if ndef $HW_Incredibly>>
<<set $map_1_marker to $marker_combat>>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $marker_icon_right_set to 4>>
<<set $marker_icon_top_set to 3>>
<<include "Marker Coordinates 24">>
/* WALLS BELOW */
<<set $whichWall to 1>>
<<set $map_1_wall to $wall_door_open_hori_24>>
<<set $wall_icon_right_set to 5>>
<<set $wall_icon_top_set to 3.5>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 2>>
<<set $map_2_wall to $wall_door_locked_hori_24>>
<<set $wall_icon_right_set to 6>>
<<set $wall_icon_top_set to 3.5>>
<<include "Wall Coordinates 24">>
<</nobr>><<nobr>>
<<set $whichMarker to 1>>
<<if $HW_Dumbwaiter is 1>>
<<set $map_1_marker to $marker_something>>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $marker_icon_right_set to 6>>
<<set $marker_icon_top_set to 4>>
<<include "Marker Coordinates 24">>
<<set $whichMarker to 2>>
<<if ndef $HW_Winchester or $HW_Winchester is 0>>
<<set $map_2_marker to $marker_combat>>
<<else>>
<<set $map_2_marker to $icon_marker_blank_24>>
<</if>>
<<set $marker_icon_right_set to 6>>
<<set $marker_icon_top_set to 2>>
<<include "Marker Coordinates 24">>
/* WALLS BELOW */
<<set $whichWall to 2>>
<<set $map_2_wall to $wall_door_open_hori_24>>
<<set $wall_icon_right_set to 4>>
<<set $wall_icon_top_set to 4.5>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 2>>
<<if $HW_Laundry_Door is 1>>
<<set $map_2_wall to $wall_door_open_hori_24>>
<<else>>
<<set $map_2_wall to $wall_door_locked_hori_24>>
<</if>>
<<set $wall_icon_right_set to 8>>
<<set $wall_icon_top_set to 4.5>>
<<include "Wall Coordinates 24">>
<</nobr>><<nobr>>
<<set $whichMarker to 1>>
<<set $map_1_marker to $marker_cog>>
<<set $marker_icon_right_set to 5>>
<<set $marker_icon_top_set to 7>>
<<include "Marker Coordinates 24">>
<<set $whichMarker to 2>>
<<set $map_2_marker to $marker_cog>>
<<set $marker_icon_right_set to 4>>
<<set $marker_icon_top_set to 7>>
<<include "Marker Coordinates 24">>
<<set $whichMarker to 3>>
<<set $map_3_marker to $marker_cog>>
<<set $marker_icon_right_set to 3>>
<<set $marker_icon_top_set to 6>>
<<include "Marker Coordinates 24">>
/* WALLS BELOW */
<<set $whichWall to 1>>
<<set $map_1_wall to $wall_door_open_vert_24>>
<<set $wall_icon_right_set to 5.5>>
<<set $wall_icon_top_set to 6>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 2>>
<<if $HW_Gas is 1>>
<<set $map_2_wall to $wall_door_open_hori_24>>
<<else>>
<<set $map_2_wall to $wall_door_locked_hori_24>>
<</if>>
<<set $wall_icon_right_set to 4>>
<<set $wall_icon_top_set to 4.5>>
<<include "Wall Coordinates 24">>
<</nobr>><<nobr>>
/* WALLS BELOW */
<<set $whichWall to 1>>
<<set $map_1_wall to $wall_door_open_hori_24>>
<<set $wall_icon_right_set to 6>>
<<set $wall_icon_top_set to 7.5>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 2>>
<<set $map_2_wall to $wall_door_open_vert_24>>
<<set $wall_icon_right_set to 5.5>>
<<set $wall_icon_top_set to 6>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 3>>
<<set $map_3_wall to $wall_door_open_vert_24>>
<<set $wall_icon_right_set to 6.5>>
<<set $wall_icon_top_set to 6>>
<<include "Wall Coordinates 24">>
<</nobr>><<nobr>>
<<set $whichMarker to 1>>
<<if $HW_Cabinet is 1>>
<<set $map_1_marker to $marker_lock>>
<<else>>
<<set $map_1_marker to $marker_chest>>
<</if>>
<<set $marker_icon_right_set to 7>>
<<set $marker_icon_top_set to 5>>
<<include "Marker Coordinates 24">>
/* WALLS BELOW */
<<set $whichWall to 1>>
<<set $map_1_wall to $wall_door_open_vert_24>>
<<set $wall_icon_right_set to 6.5>>
<<set $wall_icon_top_set to 6>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 2>>
<<if $HW_Laundry_Door is 1>>
<<set $map_2_wall to $wall_door_open_hori_24>>
<<else>>
<<set $map_2_wall to $wall_door_locked_hori_24>>
<</if>>
<<set $wall_icon_right_set to 8>>
<<set $wall_icon_top_set to 4.5>>
<<include "Wall Coordinates 24">>
<</nobr>><<nobr>>
<<set $whichMarker to 1>>
<<if def $HW_Cabinet_Key>>
<<set $map_1_marker to $icon_marker_blank_24>>
<<else>>
<<set $map_1_marker to $marker_something>>
<</if>>
<<set $marker_icon_right_set to 7>>
<<set $marker_icon_top_set to 9>>
<<include "Marker Coordinates 24">>
/* WALLS BELOW */
<<set $whichWall to 1>>
<<set $map_1_wall to $wall_door_open_hori_24>>
<<set $wall_icon_right_set to 6>>
<<set $wall_icon_top_set to 7.5>>
<<include "Wall Coordinates 24">>
<</nobr>><<nobr>>
<<set $whichMarker to 1>>
<<if ndef $HW_Dildo>>
<<set $map_1_marker to $marker_look>>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $marker_icon_right_set to 3>>
<<set $marker_icon_top_set to 9>>
<<include "Marker Coordinates 24">>
<<set $whichMarker to 2>>
<<if ndef $HW_Deplorable>>
<<set $map_2_marker to $marker_combat>>
<<else>>
<<set $map_2_marker to $icon_marker_blank_24>>
<</if>>
<<set $marker_icon_right_set to 3>>
<<set $marker_icon_top_set to 10>>
<<include "Marker Coordinates 24">>
/* WALLS BELOW */
<<set $whichWall to 1>>
<<set $map_1_wall to $wall_door_open_vert_24>>
<<set $wall_icon_right_set to 4.5>>
<<set $wall_icon_top_set to 3>>
<<include "Wall Coordinates 24">>
<</nobr>><<nobr>>
<<set $whichMarker to 1>>
<<set $map_1_marker to $marker_NPC>>
<<set $marker_icon_right_set to 8>>
<<set $marker_icon_top_set to 8>>
<<include "Marker Coordinates 24">>
/* WALLS BELOW */
<<set $whichWall to 1>>
<<set $map_1_wall to $wall_door_open_vert_24>>
<<set $wall_icon_right_set to 7.5>>
<<set $wall_icon_top_set to 9>>
<<include "Wall Coordinates 24">>
<</nobr>><<nobr>>
/* WALLS BELOW */
<<set $whichWall to 1>>
<<set $map_1_wall to $wall_door_open_vert_24>>
<<set $wall_icon_right_set to 4.5>>
<<set $wall_icon_top_set to 7>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 2>>
<<set $map_2_wall to $wall_door_locked_vert_24>>
<<set $wall_icon_right_set to 7.5>>
<<set $wall_icon_top_set to 7>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 3>>
<<set $map_3_wall to $wall_door_open_vert_24>>
<<set $wall_icon_right_set to 4.5>>
<<set $wall_icon_top_set to 9>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 4>>
<<set $map_4_wall to $wall_door_open_vert_24>>
<<set $wall_icon_right_set to 7.5>>
<<set $wall_icon_top_set to 9>>
<<include "Wall Coordinates 24">>
<</nobr>><<nobr>>
<<set $whichMarker to 1>>
<<if $HW_Portrait is 1>>
<<set $map_1_marker to $marker_something>>
<<else>>
<<set $map_1_marker to $icon_marker_blank_24>>
<</if>>
<<set $marker_icon_right_set to 9>>
<<set $marker_icon_top_set to 3>>
<<include "Marker Coordinates 24">>
/* WALLS BELOW */
<<set $whichWall to 1>>
<<set $map_1_wall to $wall_door_open_vert_24>>
<<set $wall_icon_right_set to 5.5>>
<<set $wall_icon_top_set to 5>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 2>>
<<set $map_2_wall to $wall_door_locked_vert_24>>
<<set $wall_icon_right_set to 7.5>>
<<set $wall_icon_top_set to 7>>
<<include "Wall Coordinates 24">>
<</nobr>><<nobr>>
/* WALLS BELOW */
<<set $whichWall to 1>>
<<set $map_1_wall to $wall_door_open_vert_24>>
<<set $wall_icon_right_set to 4.5>>
<<set $wall_icon_top_set to 7>>
<<include "Wall Coordinates 24">>
<<set $whichWall to 2>>
<<if $HW_Bathroom_Door_Fixed is 1>>
<<set $map_2_wall to $wall_door_open_vert_24>>
<<else>>
<<set $map_2_wall to $wall_door_locked_vert_24>>
<</if>>
<<set $wall_icon_right_set to 5.5>>
<<set $wall_icon_top_set to 5>>
<<include "Wall Coordinates 24">>
<</nobr>><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
Jaycie's snarl is cut short as a tentacle wraps tightly around her neck! She doesn't need to breathe as much as a Mundane person, but while a lack of oxygen won't kill her, it <i>can</i> knock her out. She grabs at the flattened tendril around her neck with teeth bared beneath her mask, feeling herself getting dragged closer and closer to the wall as yet more tendrils wrap around her mask. It's time to fight...
<div align='center' style='font-size: 150%;'><b>One hell of a party favour...
<span style="color:#baa2fc">THE TENTACLE PIT!</span></b>
<<nobr>>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Tentacle Pit">>
<<set $Enemy_level = 4>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 90>>
<<set $Enemy_hp = 90>>
<<set $Enemy_strength = 3>>
<<set $Enemy_agility = 1>>
<<set $Enemy_intelligence = 1>>
<<set $Enemy_toughness = 2>>
<<set $Enemy_strength_total = 3>>
<<set $Enemy_agility_total = 1>>
<<set $Enemy_intelligence_total = 1>>
<<set $Enemy_toughness_total = 2>>
<<set $Enemy_attack = 3>>
<<set $Enemy_accuracy_base = 3>>
<<set $Enemy_dodge = 1>>
<<set $Enemy_morale_bonus to 0>>
<<set $Enemy_alias = "Tentacle Pit">>
<<set $Enemy_Article = "The Tentacle Pit">>
<<set $Enemy_article = "the Tentacle Pit">>
<<set $Enemy_class = "Why'd it have to be tentacles?">>
<<set $Enemy_Attack_Passage to "Combat Enemy HW Tentacle Pit Loss Check">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "weak">>
<<set $Enemy_fire = "weak">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "weak">>
<<set $Enemy_poison = "resist">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "resist">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "resist">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 25>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Tentacle_Pit_Experience is 0>>
<<set $Player_Tentacle_Pit_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Potent">>
<<set $Enemy_agility_rating to "Immobile">>
<<set $Enemy_wits_rating to "Instinctual">>
<<set $Enemy_toughness_rating to "Squishy">>
<<set $Enemy_strength_guess to "Potent">>
<<set $Enemy_agility_guess to "Immobile">>
<<set $Enemy_wits_guess to "Instinctual">>
<<set $Enemy_toughness_guess to "Squishy">>
<<if $difficulty is "Easy">>
<<set $Enemy_energy = "weak">>
<<set $Enemy_hp_max = $Enemy_hp_max - 20>>
<<set $Enemy_hp = $Enemy_hp - 20>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = $Enemy_hp_max + 20>>
<<set $Enemy_hp = $Enemy_hp + 20>>
<<set $Enemy_slashing = "neutral">>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<<set $Player_choking to 10>>
<<set $Player_bogged_down to 10>>
<<set $Player_silenced to 10>>
<<set $Player_disabled to 10>>
<<set $Player_context_move to $Player_context_move + 1>>
<<set $contextAttacks to [ "Breakout" ]>>
<<include "Combat Activate Combat Mode">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_dice to dice('1d4')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d4')>>
<<include "Combat Enemy Base Attack">>
A tentacle violently lashes out from the flesh wall, aiming to whip Jaycie hard! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
$Enemy_Article whips Jaycie, making her seethe!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
$Enemy_Article whips Jaycie across the chest, making her snarl!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
/* ExtraAttacksBeforeTheElseGoHere */
<<elseif $Enemy_dice is 3>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_status_attack to 'poison'>>
<<set $Enemy_status_bonus to 60>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d6')>>
<<include "Combat Enemy Base Attack">>
Small maws appear in the flesh walls, lips puckering as they exhale poisonous smog! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Jaycie chokes as <<= $Enemy_Article>>'s smog fills the air!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Jaycie chokes violently as <<= $Enemy_Article>>'s smog strikes her in the face!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Enemy_status_bonus to 100>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<else>>
<<set $Enemy_damageroll to dice('1d8')>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'choke'>>
<<set $Enemy_status_bonus to 80>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<include "Combat Enemy Base Attack">>
With a sickening slither, an unattached tentacle launches out of the floor and tries to wrap around Jaycie's neck!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Jaycie chokes and clenches her teeth as the tentacle wraps snug around her neck!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Jaycie chokes and clenches her teeth as the tentacle wraps snug around her neck, staggering as it squeezes tight!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Enemy_status_bonus to 100>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
As chopped-up tentacles writhe around on the flesh-pit floor like tenacious calamari, Jaycie is left standing in the middle of the chamber with slow, heavy breaths. The remaining tendrils go still, quivering fearfully before her, no longer willing to spill their life's essence for a chance to spill seed.
<br><br>
Tilting her head forward so that the holes of her mask align down towards the Monster's many eyes, Jaycie glares a challenge and an unspoken demand to let her pass. With a quavering whine, the Monster's sensory organs snap shut or otherwise retreat, leaving the Revenant standing amongst the soft moans of its less brutal captives.
<br><br>
<b>Victory! The Quest Log was updated.</b>
<<set $Enemy_alive to 0>>
<<set $Quest_HHtMM to 2>>
<br><br>
<<set $Scene_Tentacle_Pit_Defeat to 1>>
<b>(Scene 'Tentacle Pit' unlocked in the Fantasize gallery!)</b><br><br>
<<set $scenes_monsters to $scenes_monsters + 1>>
<<link "Continue" $Prior_Location>>
<<include "Combat Deactivate Combat Mode">>
<</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<include "HW Tentacle Pit Content Check">>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat HW Tentacle Pit Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>>
<div align='center' style='font-size: 130%;'><b>Tentacle Pit - a Pit full of Tentacles. Go figure.</b></div>
A large-scale Monster that has filled most of the square foot space of this sizable basement chamber. Writhing, slimy flesh pulses and quivers in all directions, with bruised purple shades broken up by the scattered colours of the victims encased within it. It's captured all manner of Mundanes and Supernaturals, moaning and squealing half-buried in the flesh, any exposed limbs coiled and contained by possessive tendrils. The center of the room is home to a number of sensory organs - eyes, unevenly-jawed mouth pieces, and a number of frill covered slender tendrils in glowing pink.
<br><br>
Jaycie doesn't know what the hell this thing is and she doesn't care, either. It's <b>in her way.</b>
<hrt><hr></hrt>
<i>Tentacular Abominations are immensely difficult to classify. While some families do exist and exhibit similarities with one another, just as many of these Monsters are 'bespoke' in appearance, function, and capability. As a result, they tend to just get lumped into this category, regardless of whether their origin is demonic, mutagenic, alien, or 'other'. Helen would probably be able to figure out more about this one, but she isn't here. That doesn't mean Jaycie isn't above a little dissection every now and then...</i>
<<nobr>><<set $Bad_End to 1>>
<<if $scene_censor is 3>>
<<set $scene_censor to 0>>
<<elseif $scene_censor is 2>>
<<elseif $scene_censor is 1>>
<<else>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
/*
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
*/
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<</if>>
<<if $scene_censor is 0>>
<<include "Tentacle Pit Loss">>
<br><br>
<<elseif $scene_censor is 1>>
<b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Monsters</b>
<br><br>
<<spoiler 7 5>>Entangled and subdued by tentacles, Jaycie is slowly but inexorably imprisoned against the Monster's flesh wall and bred until she can't think straight.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "HW Tentacle Pit Content Check">>
<<set $scene_censor to 3>>
<</link>>
<br><br>
<<link "I do not wish to view this scene" "HW Tentacle Pit Content Check">>
<<set $scene_censor to 2>>
<</link>>
<<elseif $scene_censor is 2>>
<b>Flagged content skipped.</b>
<br><br>
The Tentacle Pit seizes <<= $Player_alias>>!
<br><br>
Trapped in the pit, Jaycie goes mad with pleasure!
<br><br>
Game Over!
<</if>>
<</nobr>><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_dice to dice('1d6')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
<<set $Enemy_damage_type to "ice">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d10')>>
<<include "Combat Enemy Base Attack">>
<daria>"Hold still, woulda ya?"</daria> the Ghost grins, her ever-burning hair flaring as chains erupt from the ground where her hands are pointed!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
$Enemy_Article snickers in triumph as Helen is wrapped in freezing chains, feeling her spirit sapped!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
$Enemy_Article giggles gleefully as Helen is completely pinned down by freezing chains, icing over her spirit!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
/* ExtraAttacksBeforeTheElseGoHere */
<<elseif $Enemy_dice is 3 or $Enemy_dice is 4>>
<<set $Enemy_damage_type to "ice">>
<<set $Enemy_status_attack to 'freeze'>>
<<set $Enemy_status_bonus to 50>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d8')>>
<<include "Combat Enemy Base Attack">>
The Ghost Girl mutters something under her breath - so to speak - as her ethereal form shimmers. Suddenly, a massive chain raises out of the ground like a cobra, swinging down on Helen!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Helen seethes as the chain crashes down through her body, freezing her body and spirit alike!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Helen cries out in shock as the chain crashes down through her body, an icy grasp clutching her heart!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Enemy_status_bonus to 100>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<elseif $Enemy_dice is 5>>
<<set $Enemy_damage_type to "ice">>
<<set $Enemy_status_attack to 'chill'>>
<<set $Enemy_status_bonus to 75>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 2>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d12')>>
<<include "Combat Enemy Base Attack">>
The Ghost Girl winks... and then disappears! Helen's eyes shoot wide as she feels a chill from behind, the girl suddenly phasing up from out of the ground!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Helen chokes out as the Ghost Girl rushes through her body, her skin aching with the bitter chill of winter. The Ghost Girl giggles and rises back into the air.
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Helen chokes out as the Ghost Girl rushes through her body, her skin aching with the bitter chill of winter. The Ghost Girl giggles demurely and clutches the Agent's cheek, stroking it until she's swatted off - she grins and rises back into the air.
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Enemy_status_bonus to 100>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<else>>
<<set $Enemy_damageroll to dice('1d8')>>
<<set $Enemy_damage_type to "ice">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 2>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<include "Combat Enemy Base Attack">>
The Ghost Girl twirls in mid-air, long chains spilling from out of her palms. Gripping them tightly, she pivots and swings an arm down, then follows with the other; two whipping strikes! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>> with the first chain...
<br><br>
<<elseif $Enemy_success is 1>>
The first chain strikes Helen! She takes $Enemy_damage damage!..
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<elseif $Enemy_success is 2>>
The first chain strikes Helen dead-on! She takes $Enemy_damage critical damage!..
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<</if>>
<<set $Enemy_attack_accuracy to -2>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
The second chain misses Helen!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
The second chain strikes Helen! She takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
The second chain strikes Helen dead-on! She takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<</if>>
<</nobr>><<nobr>>/* Comment out irrelevant tags */<<set $Bad_End to 1>>
<<if $scene_censor is 3>>
<<set $scene_censor to 0>>
<<elseif $scene_censor is 2>>
<<elseif $scene_censor is 1>>
<<else>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
/*<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>/*
<</if>>
<<if $scene_censor is 0>>
<<include "Ghost Girl Loss">>
<<set $Bad_End to 1>>
<br><br>
<<elseif $scene_censor is 1>>
<b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Female, Mind Control (possession), Consensuality</b>
<br><br>
<<spoiler 7 5>>Bound in spectral chains, Helen is stuck on the spot as the overly-friendly Ghost has her way with her. At the peak, the Ghost possesses Helen, rendering her a passenger suspended in ecstasy in her own body.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "HW Ghost Girl Content Check">>
<<set $scene_censor to 3>>
<</link>>
<br><br>
<<link "I do not wish to view this scene" "HW Ghost Girl Content Check">>
<<set $scene_censor to 2>>
<</link>>
<<elseif $scene_censor is 2>>
<b>Flagged content skipped.</b>
<br><br>
The Ghost Girl possesses <<= $Player_alias>>!
<br><br>
Helen can only watch as her body is taken for a spin...
<br><br>
Game Over!
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
The Ghost Girl shrieks loudly with a look of shock in her purple eyes, their glow brighter than ever despite the weakening of her essence. Helen frowns, lowering her weapon for a moment - but remaining on guard - as the punk-dressed Spirit clutches her head and seethes.
<br><br>
<daria>"Get-- out!!-- NGH-"</daria> she whines through clenched teeth, her voice echoing in ethereal ways as her spectral form flickers and shimmers. Suddenly, a burst of 'smoke' the same purple tone as her eyes erupts from her mouth!... and then she falls to the ground before Helen, landing with a surprisingly solid impact on the wooden floor. Bewildered, Helen keeps her weapon trained on the Spirit for a while longer... but it seems she's neutralized.
<br><br>
<b>Victory!</b>
<<set $Enemy_alive to 0>>
<br><br>
<<set $Scene_Ghost_Girl_Defeat to 1>>
<b>(Scene 'Ghost Girl' unlocked in the Fantasize gallery!)</b><br><br>
<<set $scenes_monsters to $scenes_monsters + 1>>
<<link "Continue" $Prior_Location>>
<<include "Combat Deactivate Combat Mode">>
<</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<include "HW Ghost Girl Content Check">>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat HW Ghost Girl Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
Helen inhales sharply as she leans back on the spot, swiftly dodging a bombardment of spectral chains from the ground! She has no time to rest as the Ghost tuts, stepping back with narrowed eyes, focused on finding an opening as the Spirit woman flits around and waves her hand, summoning chains from the ground, walls and ceiling! It's time to fight...
<div align='center' style='font-size: 150%;'><b>Dead tired of being dead...
<daria>Ghost Girl!</daria></b>
<<nobr>>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Ghost Girl">>
<<set $Enemy_level = 4>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 60>>
<<set $Enemy_hp = 60>>
<<set $Enemy_strength = 2>>
<<set $Enemy_agility = 3>>
<<set $Enemy_intelligence = 3>>
<<set $Enemy_toughness = 4>>
<<set $Enemy_strength_total = 2>>
<<set $Enemy_agility_total = 3>>
<<set $Enemy_intelligence_total = 3>>
<<set $Enemy_toughness_total = 4>>
<<set $Enemy_attack = 1>>
<<set $Enemy_accuracy_base = 3>>
<<set $Enemy_dodge = 5>>
<<set $Enemy_morale_bonus to -1>>
<<set $Enemy_alias = "Ghost Girl">>
<<set $Enemy_Article = "The Ghost Girl">>
<<set $Enemy_article = "the Ghost Girl">>
<<set $Enemy_class = "Scaring you stiff">>
<<set $Enemy_Attack_Passage to "Combat Enemy HW Ghost Girl Loss Check">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "resist">>
<<set $Enemy_slashing = "resist">>
<<set $Enemy_fire = "weak">>
<<set $Enemy_ice = "neutral">>
<<set $Enemy_elec = "neutral">>
<<set $Enemy_poison = "resist">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "neutral">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "neutral">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Ghost_Girl_Experience is 0>>
<<set $Player_Ghost_Girl_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Weak">>
<<set $Enemy_agility_rating to "Flighty">>
<<set $Enemy_wits_rating to "Cunning">>
<<set $Enemy_toughness_rating to "Half-there">>
<<set $Enemy_strength_guess to "Weak">>
<<set $Enemy_agility_guess to "Flighty">>
<<set $Enemy_wits_guess to "Cunning">>
<<set $Enemy_toughness_guess to "Half-there">>
<<if $difficulty is "Easy">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_hp_max = $Enemy_hp_max - 20>>
<<set $Enemy_hp = $Enemy_hp - 20>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = $Enemy_hp_max + 20>>
<<set $Enemy_hp = $Enemy_hp + 20>>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<<include "Combat Activate Combat Mode">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div>
<div align='center' style='font-size: 130%;'><b>Ghost Girl - drop dead gorgeous.</b></div>
A Ghost girl who aims to claim Helen's body! She's about five foot and a half in height, with a slender but fit build - she fits the word 'tomboy' to a T. This extends to her attire as well, seemingly well dressed for tonight's interrupted rave; a tattered tank top beneath a cropped jacket, daisy duke shorts, ripped fishnets and oversized, untied sneakers. Her hair is tied up in a loose, long ponytail, the end of which hovers and flickers around behind her like a low candle flame. Her attire is part of her ethereal form, everything about her awash in a range of sea-blue tones, slightly see-through and distorting the air around her with her aura. The sole splash of colour is a burning purple glow in her eyes, set above a wide grin.
Helen maintains her professional stoicism despite the taunts, but gosh, the bulge in those unbuttoned shorts leaves nothing to the imagination!
<hrt><hr></hrt>
<i>Ghosts come in all shapes, sizes, and causes. While many of them remain on this mortal plane due to unfinished business, this rule is not universal. Indeed, while some Ghosts are classified with certain monikers - the 'Poltergeist', for example - these are often rough descriptors that shouldn't be thought of as rigid definitions. In some cases, it might simply be how the individual Ghost prefers to be referred to as. As with most of the 'classical' Supernaturals, a Ghost's threat level is more or less entirely determined by their ambitions....
</i><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
The 'Maiden Armour' - Jaycie dubs it in her head - clangs towards the Revenant with single-minded purpose, its right arm shifting and morphing from humanid form into a long, shining blade from the elbow onwards. It shifts further into an axe, a mace... before settling back on that wicked blade formation. Jaycie can respect that. But she isn't about to be outdone. It's time to fight...
<div align='center' style='font-size: 150%;'><b>At least it isn't iron inside...
<span style="color:#e1e0e5">Maiden Armour!</span></b>
<<nobr>>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Maiden Armour">>
<<set $Enemy_level = 5>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 80>>
<<set $Enemy_hp = 80>>
<<set $Enemy_strength = 3>>
<<set $Enemy_agility = 1>>
<<set $Enemy_intelligence = 1>>
<<set $Enemy_toughness = 3>>
<<set $Enemy_strength_total = 3>>
<<set $Enemy_agility_total = 1>>
<<set $Enemy_intelligence_total = 1>>
<<set $Enemy_toughness_total = 3>>
<<set $Enemy_attack = 2>>
<<set $Enemy_accuracy_base = 2>>
<<set $Enemy_dodge = 1>>
<<set $Enemy_morale_bonus to 50>>
<<set $Enemy_alias = "Maiden Armour">>
<<set $Enemy_Article = "The Maiden Armour">>
<<set $Enemy_article = "the Maiden Armour">>
<<set $Enemy_class = "Medieval Maid">>
<<set $Enemy_Attack_Passage to "Combat Enemy HW Maiden Armour Loss Check">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "neutral">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "resist">>
<<set $Enemy_fire = "resist">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "weak">>
<<set $Enemy_poison = "weak">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "neutral">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "neutral">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 125>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Maiden_Armour_Experience is 0>>
<<set $Player_Maiden_Armour_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Relentless">>
<<set $Enemy_agility_rating to "Heavy">>
<<set $Enemy_wits_rating to "Instinctive">>
<<set $Enemy_toughness_rating to "Iron">>
<<set $Enemy_strength_guess to "Relentless">>
<<set $Enemy_agility_guess to "Heavy">>
<<set $Enemy_wits_guess to "Instinctive">>
<<set $Enemy_toughness_guess to "Iron">>
<<if $difficulty is "Easy">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_hp_max = $Enemy_hp_max - 20>>
<<set $Enemy_hp = $Enemy_hp - 20>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = $Enemy_hp_max + 20>>
<<set $Enemy_hp = $Enemy_hp + 20>>
<<set $Enemy_piercing = "resist">>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<<include "Combat Activate Combat Mode">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_hp_temp to ($Enemy_hp / $Enemy_hp_max) * 100>>
<<if $Enemy_hp_temp <= 50 and $Enemy_Script_1 is 1>>
<<set $Enemy_Script_1 to 0>>
<b>The Maiden Armour staggers backwards and almost trips, but suddenly rights itself!</b>
<br><br>
The serene visage of the infested armour flips upside down, now resembling a disapproving glare. Its eyes suddenly open, bathing Jaycie in an eldritch light...
<br><br>
The Revenant winces as she feels something <b>loosening</b> about her physical form! Jaycie has been afflicted with <b>Soft</b>, losing armour!
<<set $Player_soft to 3>>
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<else>>
<<set $Enemy_dice to dice('1d4')>>
<<if $Enemy_dice is 1>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_status_attack to 'poison'>>
<<set $Enemy_status_bonus to 45>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d8')>>
<<include "Combat Enemy Base Attack">>
The Maiden Armour shudders as it raises its untransformed arm, finger stiffly pointed at Jaycie. It suddenly splits open, a quivering nodule of flesh within shrinking and then violently expanding outwards as something erupts from within!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Jaycie seethes as the poison dart strikes her in the chest.
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Jaycie hisses as the poison dart strikes her in the neck!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Enemy_status_bonus to 100>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
/* ExtraAttacksBeforeTheElseGoHere */
<<elseif $Enemy_dice is 2>>
<<set $Enemy_damage_type to "acid">>
<<set $Enemy_status_attack to 'drown'>>
<<set $Enemy_status_bonus to 50>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d8')>>
<<include "Combat Enemy Base Attack">>
The Maiden Armour rumbles, latching itself onto the ground with tendrils that emerge from its hips. The serene face suddenly rotates out of view as its head spins, revealing a gooey black mass within an opening in the back. Said mass suddenly launches out at Jaycie!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Jaycie gives a strangled yell as the slime strikes her in the face. The dark, transluscent living liquid clings to the bottom of her face like a mask, trying to suffocate her!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Jaycie gives a strangled yell as the slime strikes her in the face. The dark, transluscent living liquid clings to the bottom of her face like a mask, trying to suffocate her as it surges down her throat and squeezes her neck!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Enemy_status_bonus to 100>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<elseif $Enemy_dice is 3>>
<<set $Enemy_damage_type to "slashing">>
<<set $Enemy_status_attack to 'bleed'>>
<<set $Enemy_status_bonus to 50>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d8')>>
<<include "Combat Enemy Base Attack">>
The Maiden Armour suddenly advances on Jaycie, weapon arm shifting until it settles on the form of a massive, jagged blade!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Jaycie grunts as the blade is brought down upon her. Hey, this is meant to be her thing!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Jaycie snarls as the blade strikes clean across her, stamina draining as she's forced to regenerate...
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Enemy_status_bonus to 100>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<else>>
<<set $Enemy_damageroll to dice('1d10')>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'concuss'>>
<<set $Enemy_status_bonus to 50>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<include "Combat Enemy Base Attack">>
The Maiden Armour's torso rotates a full 360 degrees as its arm morphs into a massive mace! Rather than charging Jaycie, it swings the transformed arm up, a tentacle extending its reach from disjointed shoulder and through the air! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Jaycie brings her arms up to defend herself from the crushing blow, seeing STARS... erm- stars...
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Jaycie can't bring her arms up in time to defend herself, snarling through her shark-like maw as her head swims.
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Enemy_status_bonus to 100>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
With a mighty, cacophonic -CLANK-, the Maiden Armour's vanishing strength proves too little to maintain its oversized weapon arm. Jaycie glares impassively as the familiar sound of snapping sinews fill the air, the arm simply sloughing off at the shoulder and hitting the ground inanimately. Thrown off balance, the Maiden Armour's visage remains frozen and serene even as it staggers back to the wall, tripping and smacking its head against the slabs.
<br><br>
There, it slowly slips down with a grinding squeal of metal on stone, slumping in a legs-spread sit. Its torso splits open one more time, the bizarre Monster inhabiting the shell leaping free and tumbling over itself with hastily-grown tendrils. Jaycie raises a hand, but it's far too fast - and has no interest in fighting her. Instead, it skitters away into the Wine Cellar with a wet -plop-, leaping back out as it runs home to the Tentacle Pit. Jaycie lowers her arm, tilting her head in thought.
<br><br>
<b>Victory!</b>
<br><br>
<b>Obtained the 'Knight Shards' armour!</b> It was added to the Armour section.
<<set $type to "armour">>
<<set $item to "Knight_Shards">>
<<include "Pickup">>
<br>
<b>Obtained a 'Spirit Grenade' combat item!</b> It was added to the Consumables section. How did this get here?...
<<set $type to "consumable">>
<<set $item to "Spirit_Grenade">>
<<include "Pickup">>
<<set $Enemy_alive to 0>>
<br><br>
<<set $Scene_Maiden_Armour_Defeat to 1>>
<b>(Scene 'Maiden Armour' unlocked in the Fantasize gallery!)</b><br><br>
<<set $scenes_monsters to $scenes_monsters + 1>>
<<link "Continue" $Prior_Location>>
<<include "Combat Deactivate Combat Mode">>
<</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<include "HW Maiden Armour Content Check">>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat HW Maiden Armour Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>/* Comment out irrelevant tags */<<set $Bad_End to 1>>
<<if $scene_censor is 3>>
<<set $scene_censor to 0>>
<<elseif $scene_censor is 2>>
<<elseif $scene_censor is 1>>
<<else>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
/*<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<</if>>
<<if $scene_censor is 0>>
<<include "Maiden Armour Loss">>
<<set $Bad_End to 1>>
<br><br>
<<elseif $scene_censor is 1>>
<b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Monsters, Vore (safe, entrapment)</b>
<br><br>
<<spoiler 7 5>>Grabbed by the Maiden Armour, it adjusts its shape to better suit Jaycie whilst keeping her entangled and subdued. It rebuilds itself around her and seals itself shut, its visage changing to match her face and its frame turning into a statue in her image, suspending her in blissful stasis.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "HW Maiden Armour Content Check">>
<<set $scene_censor to 3>>
<</link>>
<br><br>
<<link "I do not wish to view this scene" "HW Maiden Armour Content Check">>
<<set $scene_censor to 2>>
<</link>>
<<elseif $scene_censor is 2>>
<b>Flagged content skipped.</b>
<br><br>
The Maiden Armour entraps <<= $Player_alias>>!
<br><br>
Locked away from the world, Jaycie succumbs to pleasure!
<br><br>
Game Over!
<</if>>
<</nobr>>
<div align='center' style='font-size: 130%;'><b>Maiden Armour - maid locally, with pride.</b></div>
With a body transformed from a suit of armour, this anomaly appears to be a dimensionally unstable Monster inhabiting a metal shell. It resembles a cross between the armour it started as and a woman in maidly attire, with a wide, flared dress and high shouldered pauldrons. It bears a serene, gently smiling visage - except for when it splits open vertically, revealing the throbbing meat and whipping tendrils within. Its right arm has been morphed into a blade, though this shifts into an axe or a mace at will. The metal it is comprised of looks like dark iron, and it walks with thunderously heavy footsteps.
Jaycie prefers her foes to cut clean. This thing is too hard and clanky...
<hrt><hr></hrt>
<i>For all of the AIU's vast repositories of knowledge, there are still completely new Anomalies being discovered day by day. Sometimes this is a treat for the Agent or Researcher who makes such a discovery. Sometimes, <b>they're</b> the treat.
</i><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
Helen glares at nothing in particular. She hates doing this, but needs must. Her eyes aren't as usual here compared to her inhumanly heightened senses of hearing and smell... that incesscant tinkling noise of the Pixie's wings, and the strong scents of fresh grass and... ahem, virility, that the little pest carries. Those are what she'll use to pin her down in this fight. The Pixie suddenly leaps from cover and Helen turns to greet her, teeth bared. It's time to fight...
<div align='center' style='font-size: 150%;'><b>Can't prae this Fae awae...
<pixie>Corrupted Pixie!</pixie></b>
<<nobr>>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Corrupted Pixie">>
<<set $Enemy_level = 5>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 40>>
<<set $Enemy_hp = 40>>
<<set $Enemy_strength = 1>>
<<set $Enemy_agility = 5>>
<<set $Enemy_intelligence = 4>>
<<set $Enemy_toughness = 4>>
<<set $Enemy_strength_total = 1>>
<<set $Enemy_agility_total = 5>>
<<set $Enemy_intelligence_total = 4>>
<<set $Enemy_toughness_total = 4>>
<<set $Enemy_attack = 1>>
<<set $Enemy_accuracy_base = 4>>
<<set $Enemy_dodge = 5>>
<<set $Enemy_morale_bonus to 30>>
<<set $Enemy_alias = "Corrupted Pixie">>
<<set $Enemy_Article = "The Corrupted Pixie">>
<<set $Enemy_article = "the Corrupted Pixie">>
<<set $Enemy_class = "The Fae Agenda">>
<<set $Enemy_Attack_Passage to "Combat Enemy HW Corrupted Pixie Loss Check">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "resist">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "resist">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "resist">>
<<set $Enemy_poison = "weak">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "resist">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "weak">>
<<set $Enemy_acid = "resist">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Corrupted_Pixie_Experience is 0>>
<<set $Player_Corrupted_Pixie_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Twig-like">>
<<set $Enemy_agility_rating to "Annoying Fly">>
<<set $Enemy_wits_rating to "Wicked">>
<<set $Enemy_toughness_rating to "Smooth Stone">>
<<set $Enemy_strength_guess to "Twig-like">>
<<set $Enemy_agility_guess to "Annoying Fly">>
<<set $Enemy_wits_guess to "Wicked">>
<<set $Enemy_toughness_guess to "Smooth Stone">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = $Enemy_hp_max - 10>>
<<set $Enemy_hp = $Enemy_hp - 10>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = $Enemy_hp_max + 20>>
<<set $Enemy_hp = $Enemy_hp + 20>>
<<set $Enemy_sonic = "neutral">>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<<include "Combat Activate Combat Mode">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_hp_temp to ($Enemy_hp / $Enemy_hp_max) * 100>>
<<if $Enemy_hp_temp <= 30 and $Enemy_Script_1 is 1>>
<<set $Enemy_Script_1 to 0>>
<b>The Corrupted Pixie is sent spiralling through the air, hitting a wall!</b>
<br><br>
Splatted against the wall like a bug on a windshield, the Pixie groans as she peels herself off from the aged wallpaper. Helen can't help but scoff... which may have been a mistake. The Pixie glares down at her with uncontrolled fury.
<br><br>
<pixie>"Who gave you permission to laugh at me!? Time out for you! BAD playmate!!"</pixie> The Pixie growls, running a pinched hand over her lips like a zipper being drawn. Helen rolls her eyes and... does not open her mouth. Alarmed, she looks down with wide eyes, her lips seemingly glued together! Helen has been afflicted with <b>Silence</b>, incapable of using Special Attacks!
<<set $Player_silenced to 2>>
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<else>>
<<set $Enemy_dice to dice('1d6')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d10')>>
<<include "Combat Enemy Base Attack">>
<pixie>"Oh, this one wishes to play? Then play we shall! Play CATCH!"</pixie> the Pixie sneers, flitting up into the air with her hands raised above her head. Dust and debris seem to appear out of nowhere, gathering into a tight ball above her open palms - she swings her arms down and tosses the heavy rock at Helen's head!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Helen grunts as she brings her brass arm up to defend herself!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Helen seethes as she's stuck with the rock, giving a spiteful glare up at her foe!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<elseif $Enemy_dice is 3>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d8')>>
<<include "Combat Enemy Base Attack">>
<pixie>"Meet your new playmates!"</pixie> the Pixie demands, twirling a finger in the air above her head. Helen frowns, then her eyes widen as one of the petrified ravers to her side animates with a stiff creaking noise, their arm swinging wildly!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Helen is clocked in the shoulder, the stone fist sending her reeling!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Helen is clocked in the head, sending her reeling and gasping in shock!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<elseif $Enemy_dice is 4 or $Enemy_dice is 5>>
<<set $Enemy_damage_type to "earth">>
<<set $Enemy_status_attack to 'bog down'>>
<<set $Enemy_status_bonus to 75>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 3>>
<<set $Enemy_attack_damage to -1>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d8')>>
<<include "Combat Enemy Base Attack">>
<pixie>"You move too much... it's no fun. This one will fix that one!"</pixie> the Pixie insists, sweeping her arms down with her clawed fingers splayed out. Helen's eyes widen as her next step is accompanied with a sinking feeling!...<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>! Helen manages to leap free of the melting floor!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Helen seethes as her foot is caught in the suddenly softened earth, wrenching her ankle to free it before it can solidify! Everything's... 'gooey'!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Helen winces sharply as her foot sinks through the floor, swiftly joined by the other! She has to pull herself out with herculean effort before the floor can solidify around her!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Enemy_status_bonus to 100>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
/* BlahBlahBlah */
<<else>>
<<set $Enemy_damageroll to dice('1d8')>>
<<set $Enemy_damage_type to "piercing">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<include "Combat Enemy Base Attack">>
<pixie>"Hee-he-he. Do you know what my favourite silly little mortal weapon is? You call it a 'shootgun', I think? It works like this!~"</pixie> the Pixie exclaims in excitement, pointing a single finger at Helen from above. Dust and flecks of dirt gather before her nail... and then they shoot out with shocking force in a spread!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>> with one pellet...
<br><br>
<<elseif $Enemy_success is 1>>
A pellet strikes Helen! She takes $Enemy_damage damage!..
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<elseif $Enemy_success is 2>>
A pellet strikes Helen dead-on! She takes $Enemy_damage critical damage!..
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
<</if>>
<<set $Enemy_attack_accuracy to -2>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>> with one pellet...
<br><br>
<<elseif $Enemy_success is 1>>
A pellet strikes Helen! She takes $Enemy_damage damage!..
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<elseif $Enemy_success is 2>>
A pellet strikes Helen dead-on! She takes $Enemy_damage critical damage!..
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
<</if>>
<<set $Enemy_attack_accuracy to -4>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>> with one pellet...
<br><br>
<<elseif $Enemy_success is 1>>
A pellet strikes Helen! She takes $Enemy_damage damage!..
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<elseif $Enemy_success is 2>>
A pellet strikes Helen dead-on! She takes $Enemy_damage critical damage!..
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
<</if>>
<<set $Enemy_attack_accuracy to -6>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
The last pellet misses Helen!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
The last pellet strikes Helen! She takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
The last pellet strikes Helen dead-on! She takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<pixie>"Kngh!!--"</pixie> the Pixie snarls as she comes crashing down onto the table, brought low by Helen's assault. A glittering smoke trail paths her descent down onto the wooden surface, scrapes kicked up by her stone-clad body touching down and rolling into a stack of beer cans like a bowling ball. An unflattering comparison? Yes. Funny? Also yes. Helen has no time to dwell on it, however - she's just spotted a means of containment...
<br><br>
<pixie>"Ouh, me head... this one's gonna... gonna!... hurl-- EEEEH!?"</pixie> the Pixie gasps in outrage, her dizziness suddenly dispelled in the wake of the UFO that's appeared above her, hovering ominously. <pixie>"... Nae... DON'T YE FUCKIN' DARE!--"</pixie>
<br><br>
<b>-CLONK-.</b> Helen brings the punch down down, trapping the furious Fae in a dome! She sits stunned for a moment, and then the tantrum begins, forcing Helen to lean her weight upon the bowl to contain the jostles and shakes of its tiny, angry captive.
<br><br>
<b>Victory!</b>
<br><br>
<b>Obtained the 'Fae Threads' armour!</b> It was added to the Armour section.
<<set $type to "armour">>
<<set $item to "Fae_Threads">>
<<include "Pickup">>
<br>
<b>Obtained a 'Mildly Evil Knife' combat item!</b> It was added to the Consumables section. It's... humming.
<<set $type to "consumable">>
<<set $item to "Mildly_Evil_Knife">>
<<include "Pickup">>
<<set $Enemy_alive to 0>>
<br><br>
<<set $Scene_Corrupted_Pixie_Defeat to 1>>
<b>(Scene 'Corrupted Pixie' unlocked in the Fantasize gallery!)</b><br><br>
<<set $scenes_monsters to $scenes_monsters + 1>>
<<link "Continue" $Prior_Location>>
<<include "Combat Deactivate Combat Mode">>
<</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<include "HW Corrupted Pixie Content Check">>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat HW Corrupted Pixie Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>/* Comment out irrelevant tags */<<set $Bad_End to 1>>
<<if $scene_censor is 3>>
<<set $scene_censor to 0>>
<<elseif $scene_censor is 2>>
<<elseif $scene_censor is 1>>
<<else>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
/*<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
/*<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
<</if>>
<<if $scene_censor is 0>>
<<include "Corrupted Pixie Loss">>
<<set $Bad_End to 1>>
<br><br>
<<elseif $scene_censor is 1>>
<b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Female,</b>
<br><br>
<<spoiler 7 5>>Partially frozen by the little menace, Helen is stuck on the spot as her mouth is put to good use. The curse slowly spreads up her body until she's fully petrified, at which point the Pixie continues to use the frozen Agent - sensations heightened, mind racing.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Enemy Corrupted Pixie Content Check">>
<<set $scene_censor to 3>>
<</link>>
<br><br>
<<link "I do not wish to view this scene" "Enemy Corrupted Pixie Content Check">>
<<set $scene_censor to 2>>
<</link>>
<<elseif $scene_censor is 2>>
<b>Flagged content skipped.</b>
<br><br>
The Corrupted Pixie petrifies <<= $Player_alias>>!
<br><br>
Trapped in a lewd pose, Helen's journey has halted!
<br><br>
Game Over!
<</if>>
<</nobr>>
<div align='center' style='font-size: 130%;'><b>Corrupted Pixie - or maybe she's always like this?</b></div>
A diminutive menace 'standing' a mere foot and a half in height, this Pixie is clearly earth-aspected and, in Helen's professional opinion, also clearly in need of a spanking. Glittering wings with panels of green and gold flutter behind her back as she bobs and weaves, her body clad in smooth jointed stone long-gloves and sharp long-boots in tandem with a leaf-woven corset leotard. Her 'hair' is comprised of spiked rocks coated in swirls of moss, and her mouth is a tad too wide for her face, filled with sharp teeth. Like Daria, she possesses a purple gleam of corruption in her eyes.
Helen does her best to tune the brat's taunts out so that she can focus on the tell-tale tingling of her wings as she zips and teleports from statue to statue...
<hrt><hr></hrt>
<i>Fae are by their very nature a tricky lot. They bleed into our world - often unwittingly - from a dimensional 'blurring' between our respective realms. Some struggle to return home, but many will simply accept their new surroundings and make the most of it; by making merry. Fae dance to their own rhythm, and while they can be friendly to the Mundane, they can just as easily be ruthless and cruel. Thankfully, they have a soft spot for the people of Earth and their whimsy, but their idea of 'play' can get more than a little rough. The AIU employs just as many Fae as it contains under observation, and the rules for engaging with them are too exhaustive for anyone to reasonably remember. Unfortunately, forgetting even a single rule can lead to disaster!
</i><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
Giggling chittering fills the garden, mingling with the rustling of overgrown fronds and slithering vines. There's more to fight here than just the overconfident vegetable men themselves; they have control of the entire surrounding environment. Suddenly, the lettuce-headed ringleader leaps from behind a pitcher plant with a leering grin, arms outstretched. It's time to fight...
<div align='center' style='font-size: 150%;'><b>A mischievous medley of marauding
<span style="color:#ade7a8">Mandrakes!</span></b>
<<nobr>>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "FILLTHIS">>
<<set $Enemy_level = 5>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 150>>
<<set $Enemy_hp = 150>>
<<set $Enemy_strength = 3>>
<<set $Enemy_agility = 3>>
<<set $Enemy_intelligence = 1>>
<<set $Enemy_toughness = 1>>
<<set $Enemy_strength_total = 3>>
<<set $Enemy_agility_total = 3>>
<<set $Enemy_intelligence_total = 1>>
<<set $Enemy_toughness_total = 1>>
<<set $Enemy_attack = 1>>
<<set $Enemy_accuracy_base = 4>>
<<set $Enemy_dodge = 4>>
<<set $Enemy_morale_bonus to 30>>
<<set $Enemy_alias = "Mandrakes">>
<<set $Enemy_Article = "The Mandrakes">>
<<set $Enemy_article = "the Mandrakes">>
<<set $Enemy_class = "Ratatouille-to-be">>
<<set $Enemy_Attack_Passage to "Combat Enemy HW Mandrakes Loss Check">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "neutral">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "weak">>
<<set $Enemy_fire = "resist">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "weak">>
<<set $Enemy_poison = "resist">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "resist">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "resist">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Mandrakes_Experience is 0>>
<<set $Player_Mandrakes_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Stout">>
<<set $Enemy_agility_rating to "Swift">>
<<set $Enemy_wits_rating to "Dumb As Bricks">>
<<set $Enemy_toughness_rating to "Choppable">>
<<set $Enemy_strength_guess to "Stout">>
<<set $Enemy_agility_guess to "Swift">>
<<set $Enemy_wits_guess to "Dumb As Bricks">>
<<set $Enemy_toughness_guess to "Choppable">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = $Enemy_hp_max - 30>>
<<set $Enemy_hp = $Enemy_hp - 30>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = $Enemy_hp_max + 50>>
<<set $Enemy_hp = $Enemy_hp + 50>>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<<include "Combat Activate Combat Mode">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<nobr>>/* Comment out irrelevant tags */<<set $Bad_End to 1>>
<<if $scene_censor is 3>>
<<set $scene_censor to 0>>
<<elseif $scene_censor is 2>>
<<elseif $scene_censor is 1>>
<<else>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
/*<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<</if>>
<<if $scene_censor is 0>>
<<include "Mandrakes Loss">>
<<set $Bad_End to 1>>
<br><br>
<<elseif $scene_censor is 1>>
<b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Male, Monsters, Consensuality</b>
<br><br>
<<spoiler 7 5>>Binding her in vines, the Mandrakes get to work enjoying the spoils of combat. The more they fuck and bind Jaycie, the more corruptive sap she imbibes, transforming her from a Revenant into a predatory Alarune, the Mandrakes turning her into their Queen.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Enemy Mandrakes Content Check">>
<<set $scene_censor to 3>>
<</link>>
<br><br>
<<link "I do not wish to view this scene" "Enemy Mandrakes Content Check">>
<<set $scene_censor to 2>>
<</link>>
<<elseif $scene_censor is 2>>
<b>Flagged content skipped.</b>
<br><br>
The Mandrakes capture <<= $Player_alias>>!
<br><br>
Fucked and transformed into an Alarune, Jaycie has taken root in the garden!
<br><br>
Game Over!
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
With each Mandrake put down, another seems to rise out of the dirt to tag in for it. Yet Jaycie doesn't stop slashing and smacking, stomping and crashing. The thing that finally gives the little brutes pause is when she gets her hands on the lettuce-headed head-of-lettuce leader... by the head. Of lettuce. He squeals in shock and kicks and squirms - and throbs - but the Revenant glares down at it with fury in her eyes.
<br><br>
She flips him up into the air and catches him by his root-like legs, then spins him wildly above her head, gathering speed and momentum before pitching him straight up into the air... and through the glass ceiling of the Conservatory. The little Monster's shriek fades into the distance as his gang looks up with boggling eyes, only for it to fade back in as he comes crashing back down through a separate pane - planted head-first into the soil from whence he came.
<br><br>
The other Mandrakes turn to stare up at Jaycie. Jaycie jerks her head towards them. A tense silence is broken by one of them screaming in abject terror, breaking the dam for the rest to follow along and run away.
<br><br>
<b>Victory!</b>
<br><br>
<b>Obtained the 'See More' Accessory!</b> It was added to the Accessory section.
<<set $type to "accessory">>
<<set $item to "See_More">>
<<include "Pickup">>
<br>
<b>Obtained an 'Embrace Of Our Lady' combat item!</b> It was added to the Consumables section. It's woven from plant roots...
<<set $type to "consumable">>
<<set $item to "Embrace_Of_Our_Lady">>
<<include "Pickup">>
<<set $Enemy_alive to 0>>
<br><br>
<<set $Scene_Mandrakes_Defeat to 1>>
<b>(Scene 'Mandrakes' unlocked in the Fantasize gallery!)</b><br><br>
<<set $scenes_monsters to $scenes_monsters + 1>>
<<link "Continue" $Prior_Location>>
<<include "Combat Deactivate Combat Mode">>
<</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<include "HW Mandrakes Content Check">>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat HW Mandrakes Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_hp_temp to ($Enemy_hp / $Enemy_hp_max) * 100>>
<<if $Enemy_hp_temp <= 75 and $Enemy_Script_1 is 1>>
<<set $Enemy_Script_1 to 0>>
<b>The horde is thinning out, losing strength...</b>
<<set $Enemy_strength to $Enemy_strength - 1>>
<<set $Enemy_agility to $Enemy_agility - 1>>
<<set $Enemy_toughness to $Enemy_toughness - 1>>
<br><br>
<<elseif $Enemy_hp_temp <= 50 and $Enemy_Script_2 is 1>>
<<set $Enemy_Script_2 to 0>>
<b>The horde is thinning out, losing strength...</b>
<<set $Enemy_strength to $Enemy_strength - 1>>
<<set $Enemy_agility to $Enemy_agility - 1>>
<<set $Enemy_toughness to $Enemy_toughness - 1>>
<br><br>
<<elseif $Enemy_hp_temp <= 25 and $Enemy_Script_3 is 1>>
<<set $Enemy_Script_3 to 0>>
<b>The horde is thinning out, losing strength...</b>
<<set $Enemy_strength to $Enemy_strength - 1>>
<<set $Enemy_agility to $Enemy_agility - 1>>
<<set $Enemy_toughness to $Enemy_toughness - 1>>
<br><br>
<</if>>
<<set $Enemy_dice to dice('1d7')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d8')>>
<<include "Combat Enemy Base Attack">>
A pair of Mandrakes work together to toss a lumpen, leaden potato at Jaycie! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Jaycie staggers as she's pelted with veg!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Jaycie growls as she's bonked on the head with veg!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<elseif $Enemy_dice is 3 or $Enemy_dice is 4>>
<<set $Enemy_damage_type to "acid">>
<<set $Enemy_status_attack to 'soft'>>
<<set $Enemy_status_bonus to 75>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d10')>>
<<include "Combat Enemy Base Attack">>
A Mandrake latches onto an oversized flower, dragging the closed-up bud down under its arms like an underslung cannon. It grins as it squeezes, blasting stinging pollen from the unfurling flower! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Jaycie coughs and staggers backward as she's sprayed!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Jaycie seethes, eyes watering as she's sprayed across the mask. Can Undead still have allergies!?
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Enemy_status_bonus to 100>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<elseif $Enemy_dice is 5>>
<<set $Enemy_damage_type to "acid">>
<<set $Enemy_status_attack to 'paralyze'>>
<<set $Enemy_status_bonus to 45>>
<<set $Enemy_status_duration to 2>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d10')>>
<<include "Combat Enemy Base Attack">>
A Mandrake runs past some sort of succulent, slashing at it with its claws. The spined plant quivers and trembles and swells, about to explode! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
The cactus bursts! Jaycie is peppered with stinging needles!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
The cactus bursts! Jaycie is riddled with stinging needles all over!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Enemy_status_bonus to 100>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<elseif $Enemy_dice is 6>>
<<set $Enemy_damage_type to "fire">>
<<set $Enemy_status_attack to 'burn'>>
<<set $Enemy_status_bonus to 80>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d12')>>
<<include "Combat Enemy Base Attack">>
A Mandrake snatches a bunch of wrinkled chili peppers from a vine and tosses them up into the air, mouth expanding and snapping shut over them. It turns to Jaycie with furious chews, sap sweating from its face as it unhinges its jaw and screams a gout of fire her way! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Jaycie is bathed in flames, snarling all the while!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Jaycie is caught in an inferno, staggering under the heat!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Enemy_status_bonus to 100>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<else>>
<<set $Enemy_damageroll to dice('1d8')>>
<<set $Enemy_damage_type to "blunt">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 1>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<include "Combat Enemy Base Attack">>
The Mandrakes rush around Jaycie in a distracting strafing run, all to provide cover for a bunch of them to reach a shelf of picked fruits and vegetables. They grab what they can and howl in delight as they begin to toss their pilfered produce her way!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article miss <<= $Player_alias>> with the first throw...
<br><br>
<<elseif $Enemy_success is 1>>
A veggie strikes Jaycie! She takes $Enemy_damage damage!..
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<elseif $Enemy_success is 2>>
A veggie strikes Jaycie dead-on! She takes $Enemy_damage critical damage!..
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<</if>>
<<set $Enemy_attack_accuracy to -1>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
$Enemy_Article miss <<= $Player_alias>> with the second throw...
<br><br>
<<elseif $Enemy_success is 1>>
A veggie strikes Jaycie! She takes $Enemy_damage damage!..
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<elseif $Enemy_success is 2>>
A veggie strikes Jaycie dead-on! She takes $Enemy_damage critical damage!..
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<</if>>
<<set $Enemy_attack_accuracy to -3>>
<<include "Combat Enemy Base Attack">>
<<if $Enemy_success is 0>>
The last veggie misses Jaycie!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
The last veggie strikes Jaycie! She takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
The last veggie strikes Jaycie dead-on! She takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<</if>>
<</nobr>>
<div align='center' style='font-size: 130%;'><b>Mandrakes - they won't help you see in the dark.</b></div>
A bunch of short, lumpen floral Supernaturals, each hewn from a different vegetable. They have leering, simple faces, stout bodies, trunk-like limbs, and obscenely well-crafted cocks bobbing stiffly in tune with their frantic, flailing running. The ringleader appears to be larger than the rest with a literal head of lettuce for a head, while his minions range from potato to shockingly thick carrots.
Jaycie never did like eating her veggies...
<hrt><hr></hrt>
<i>Mandrakes are a lesser form of floral Supernatural, often created by and working at the behest of more powerful florals. Occasionally abandoned stragglers will start their own colonies, either gathering other outcasts together into a 'Medley', or growing their own new companions - often rather poorly. They are shapeshifters with a varied, omnivorous diet, though they are rarely a threat to Mundanes unless directed to be so by a superior controlling influence. They are, however, for florals, <b>shockingly</b> horny. Considering that plants live to pollinate, perhaps this shouldn't be a surprise when a floral is reduced down to such base instincts and form...
</i><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
The Portrait Monster's body shimmers as it seems to 'stabilize' in this realm, its dark eyes locked on Helen's chest. Its tongue drools out past its jagged maw as its oversized claws crack and creak, flecks of dried paint crumbling off of them and disintegrating on the ground. It's time to fight...
<div align='center' style='font-size: 150%;'><b>Pretty as a picture...
<span style="color:#cabbe2">Haunted Portrait!</span></b>
<<nobr>>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "FILLTHIS">>
<<set $Enemy_level = 6>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 90>>
<<set $Enemy_hp = 90>>
<<set $Enemy_strength = 4>>
<<set $Enemy_agility = 1>>
<<set $Enemy_intelligence = 1>>
<<set $Enemy_toughness = 3>>
<<set $Enemy_strength_total = 4>>
<<set $Enemy_agility_total = 1>>
<<set $Enemy_intelligence_total = 1>>
<<set $Enemy_toughness_total = 3>>
<<set $Enemy_attack = 2>>
<<set $Enemy_accuracy_base = 3>>
<<set $Enemy_dodge = 0>>
<<set $Enemy_morale_bonus to 40>>
<<set $Enemy_alias = "Haunted Portrait">>
<<set $Enemy_Article = "The Haunted Portrait">>
<<set $Enemy_article = "the Haunted Portrait">>
<<set $Enemy_class = "Always watching you">>
<<set $Enemy_Attack_Passage to "Combat Enemy HW Haunted Portrait Loss Check">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "neutral">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "weak">>
<<set $Enemy_fire = "weak">>
<<set $Enemy_ice = "neutral">>
<<set $Enemy_elec = "neutral">>
<<set $Enemy_poison = "resist">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "weak">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "resist">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 25>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Haunted_Portrait_Experience is 0>>
<<set $Player_Haunted_Portrait_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Braced">>
<<set $Enemy_agility_rating to "Immobile">>
<<set $Enemy_wits_rating to "Lustbrained">>
<<set $Enemy_toughness_rating to "Solid">>
<<set $Enemy_strength_guess to "Braced">>
<<set $Enemy_agility_guess to "Immobile">>
<<set $Enemy_wits_guess to "Lustbrained">>
<<set $Enemy_toughness_guess to "Solid">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = $Enemy_hp_max - 20>>
<<set $Enemy_hp = $Enemy_hp - 20>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = $Enemy_hp_max + 20>>
<<set $Enemy_hp = $Enemy_hp + 20>>
<<set $Enemy_piercing = "resist">>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<<include "Combat Activate Combat Mode">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_hp_temp to ($Enemy_hp / $Enemy_hp_max) * 100>>
<<if $Enemy_hp_temp <= 50 and $Enemy_Script_1 is 1>>
<<set $Enemy_Script_1 to 0>>
<b>The Monster from the painting shimmers as layers of paint harden...</b>
<br><br>
The Haunted Portrait gained permanent resistance to <b>Piercing</b> damage!
<<set $Enemy_piercing to "resist">>
<br><br>
<</if>>
<<set $Enemy_dice to dice('1d4')>>
<<if $Enemy_dice is 1>>
<<set $Enemy_fire to "resist">>
<<set $Enemy_ice to "weak">>
<<set $Enemy_damage_type to "fire">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 2>>
<<set $Enemy_attack_damage to 2>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d10')>>
<<include "Combat Enemy Base Attack">>
The monster drools red paint as its eyes glow crimson, the room suddenly becoming heated... <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
The Haunted Portrait's elemental resistances have shifted!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Helen gasps as the heat prickles at her skin, the room briefly engulfed in painted flames!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
The Haunted Portrait's elemental resistances have shifted!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Helen gasps as the heat prickles at her skin, finding herself at the epicentre as the room is briefly engulfed in painted flames!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
The Haunted Portrait's elemental resistances have shifted!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<elseif $Enemy_dice is 2>>
<<set $Enemy_fire to "weak">>
<<set $Enemy_ice to "resist">>
<<set $Enemy_damage_type to "ice">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 2>>
<<set $Enemy_attack_damage to 2>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d10')>>
<<include "Combat Enemy Base Attack">>
Cerulean blue paint drips from the Monster's claws as the temperature plummets... <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
The Haunted Portrait's elemental resistances have shifted!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Helen shudders as a blizzard overcomes her!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
The Haunted Portrait's elemental resistances have shifted!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Helen shivers, teeth clenched hard as a blizzard buffets her!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
The Haunted Portrait's elemental resistances have shifted!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<elseif $Enemy_dice is 2>>
<<set $Enemy_elec to "weak">>
<<set $Enemy_wind to "resist">>
<<set $Enemy_damage_type to "wind">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 2>>
<<set $Enemy_attack_damage to 2>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d10')>>
<<include "Combat Enemy Base Attack">>
The Monster's eyes glow a pale green as objects around the room are disturbed by a breeze... <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
The Haunted Portrait's elemental resistances have shifted!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Helen crosses her arms before her face and braces as a gale rips through the room!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
The Haunted Portrait's elemental resistances have shifted!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Helen crosses her arms before her face and braces as a gale rips through the room, buffeting her with debris!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
The Haunted Portrait's elemental resistances have shifted!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
/* BlahBlahBlah */
<<else>>
<<set $Enemy_elec to "resist">>
<<set $Enemy_wind to "weak">>
<<set $Enemy_damage_type to "elec">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 2>>
<<set $Enemy_attack_damage to 2>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d10')>>
<<include "Combat Enemy Base Attack">>
Electricity leaps from fang to fang as the Monster opens its slathering maw...<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
The Haunted Portrait's elemental resistances have shifted!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Helen growls as a bolt of lightning strikes at her!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
The Haunted Portrait's elemental resistances have shifted!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Helen growls as a bolt of lightning strikes at her, hitting her in the chest!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
The Haunted Portrait's elemental resistances have shifted!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
The Haunted Portrait emits a wall-rattling wail as it clutches at its smooth, elongated head, fingers digging into its surface like wet clay. It begins to melt and slough away before Helen's alarmed eyes, its body shifting colours as it drips and dissolves, slowly pulling back into the canvas from whence it came.
<br><br>
<b>Victory!</b>
<br><br>
<b>Obtained an 'Embrace Of Our Lady' combat item!</b> It was added to the Consumables section. It's woven from canvas threads...
<<set $type to "consumable">>
<<set $item to "Embrace_Of_Our_Lady">>
<<include "Pickup">>
<<set $Enemy_alive to 0>>
<br><br>
<<set $Scene_Haunted_Portrait_Defeat to 1>>
<b>(Scene 'Haunted Portrait' unlocked in the Fantasize gallery!)</b><br><br>
<<set $scenes_monsters to $scenes_monsters + 1>>
<<link "Continue" $Prior_Location>>
<<include "Combat Deactivate Combat Mode">>
<</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<include "HW Haunted Portrait Content Check">>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat HW Haunted Portrait Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>/* Comment out irrelevant tags */<<set $Bad_End to 1>>
<<if $scene_censor is 3>>
<<set $scene_censor to 0>>
<<elseif $scene_censor is 2>>
<<elseif $scene_censor is 1>>
<<else>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
/*<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<</if>>
<<if $scene_censor is 0>>
<<include "Haunted Portrait Loss">>
<<set $Bad_End to 1>>
<br><br>
<<elseif $scene_censor is 1>>
<b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Monster, Vore (sort of)</b>
<br><br>
<<spoiler 7 5>>Grabbed by the Portrait Monster, Helen is pulled in close and partially through the portal. Groped and fucked as she's slowly pulled in, Helen fully slips inside and reappears rendered on the canvas in paint, the image updating her ever-changing lewd predicaments every few minutes.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Enemy Haunted Portrait Content Check">>
<<set $scene_censor to 3>>
<</link>>
<br><br>
<<link "I do not wish to view this scene" "Enemy Haunted Portrait Content Check">>
<<set $scene_censor to 2>>
<</link>>
<<elseif $scene_censor is 2>>
<b>Flagged content skipped.</b>
<br><br>
The Haunted Portrait grabs <<= $Player_alias>>!
<br><br>
She's pulled into the painting, lost within its lewd world!
<br><br>
Game Over!
<</if>>
<</nobr>>
<div align='center' style='font-size: 130%;'><b>Haunted Portrait - it really captures your eyes... and everything else.</b></div>
An angular, powerful torso juts from the warped canvas, which shifts and stretches in tune with the Monster's movements. Long, spindly arms thicken into massive clawed hands, and its head stretches out of its torso with a massive, jagged jaw and black, beady eyes. The tongue contained within its mouth - or, rather, spilling past its maw - is constantly shifting different colours of oily paint, whereas the rest of its body typically remains untextured and gray like stone, shifting occasionally like an indecisive chameleon. It stares at Helen with unblinking intensity, its alien face leering with lust unmistakable despite its inhuman visage.
Helen wonders. Was that picture of the woman just a random disguise, or a former victim?...
<hrt><hr></hrt>
<i>Haunted or otherwise possessed inanimate objects are a constant nuisance for the AIU. While sometimes inhabited by intelligent and communicative Supernatural forces, it seems a majority of them are driven by intelligences alien and unknown. A leading cause of mysterious disappearances, the good news is that such items are rarely if ever fatal. The bad news is that this is taken to an extreme, often capable of keeping its victims alive in pristine eternity along its side...
</i><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
Jaycie's warped reflection has nothing to say, and she concurs. It raises her weapon as she does hers, and the two charge at one another. It's time to fight...
<div align='center' style='font-size: 150%;'><b>Everything she isn't...
<span style="color:#ff7272">Possessed Mirror!</span></b>
<<nobr>>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "Possessed Mirror">>
<<set $Enemy_level = 6>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 120>>
<<set $Enemy_hp = 120>>
<<set $Enemy_strength = 5>>
<<set $Enemy_agility = 2>>
<<set $Enemy_intelligence = 1>>
<<set $Enemy_toughness = 3>>
<<set $Enemy_strength_total = 5>>
<<set $Enemy_agility_total = 2>>
<<set $Enemy_intelligence_total = 1>>
<<set $Enemy_toughness_total = 3>>
<<set $Enemy_attack = 3>>
<<set $Enemy_accuracy_base = 3>>
<<set $Enemy_dodge = 1>>
<<set $Enemy_morale_bonus to 50>>
<<set $Enemy_alias = "Possessed Mirror">>
<<set $Enemy_Article = "The Possessed Mirror">>
<<set $Enemy_article = "the Possessed Mirror">>
<<set $Enemy_class = "Twisted reflection">>
<<set $Enemy_Attack_Passage to "Combat Enemy HW Possessed Mirror Loss Check">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "weak">>
<<set $Enemy_piercing = "weak">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "resist">>
<<set $Enemy_ice = "neutral">>
<<set $Enemy_elec = "neutral">>
<<set $Enemy_poison = "resist">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "neutral">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "weak">>
<<set $Enemy_acid = "neutral">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 100>>
<<set $Enemy_paralyze_resist_natural = 75>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Possessed_Mirror_Experience is 0>>
<<set $Player_Possessed_Mirror_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Same.">>
<<set $Enemy_agility_rating to "Same.">>
<<set $Enemy_wits_rating to "Same.">>
<<set $Enemy_toughness_rating to "Same.">>
<<set $Enemy_strength_guess to "Same.">>
<<set $Enemy_agility_guess to "Same.">>
<<set $Enemy_wits_guess to "Same.">>
<<set $Enemy_toughness_guess to "Same.">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = $Enemy_hp_max - 20>>
<<set $Enemy_hp = $Enemy_hp - 20>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = $Enemy_hp_max + 20>>
<<set $Enemy_hp = $Enemy_hp + 20>>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<<include "Combat Activate Combat Mode">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_hp_temp to ($Enemy_hp / $Enemy_hp_max) * 100>>
<<if $Enemy_hp_temp <= 75 and $Enemy_Script_1 is 1>>
<<set $Enemy_Script_1 to 0>>
<b>Jaycie's reflection tilts its head back, eyes glowing red beneath the mask...</b>
<br><br>
Jaycie feels her hair being blown back as the reflection's muscles swell, increasing in strength temporarily!
<<set $Enemy_strength_decay_buff to 5>>
<br><br>
<</if>>
<<if $Enemy_hp_temp <= 50 and $Enemy_Script_2 is 1>>
<<set $Enemy_Script_2 to 0>>
<b>Jaycie's reflection tilts its head to the side and steps back...</b>
<br><br>
Jaycie glares at it, watching it watch her in turn. <b>It's charging up for something big!</b>
<<set $Enemy_charging to 1>>
<<set $Enemy_charging_max to 2>>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<br><br>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_charging is 1>>
<<set $Enemy_charging to 2>>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<<set $Enemy_charging to 0>>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<<set $Enemy_charging to "Not Charging">>
<<updatemeter 'enemy_charging_bar' `$Enemy_charging / $Enemy_charging_max`>>
<<set $Enemy_damage_type to "slashing">>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 6>>
<<set $Enemy_attack_damage to 6>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d8')>>
<<include "Combat Enemy Base Attack">>
Jaycie's reflection slowly stoops low... and then breaks into a sudden dash, eyes flaring red through its mask! <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Jaycie grunts as she's slammed into, knocked straight into a bookcase with the dizzying strike.
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Jaycie grunts as she's slammed into, gasping for air as she paws at her ruined neck. It quickly regenerates, but it drains her stamina badly.
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<else>>
<<set $Enemy_dice to dice('1d4')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
<<set $Enemy_damage_type to "slashing">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to -3>>
<<set $Enemy_attack_damage to 6>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d10')>>
<<include "Combat Enemy Base Attack">>
Jaycie's reflection hefts its machete up and breaks into a clumsy charge. Ugh, does she really move like that?... <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Jaycie seethes as she's struck by the wild swing.
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Jaycie snarls as the wild swing catches her somewhere sensitive.
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<elseif $Enemy_dice is 3>>
<<set $Enemy_damage_type to "slashing">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 40>>
<<set $Enemy_attack_damage to 2>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d12')>>
<<include "Combat Enemy Base Attack">>
Jaycie blinks. The reflection was right in front of her a second ago, where the hell did it?... <br><br>
Jaycie gasps, barely looking over her shoulder in time to avoid being cleaved in twain. Her reflection was behind her!? It still catches her, badly!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<else>>
<<set $Enemy_damage_type to "piercing">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 0>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('1d10')>>
<<include "Combat Enemy Base Attack">>
Jaycie's reflection breaks the mimickry entirely when its mask splits open at the 'jaw', opening up into a maw of ragged teeth! It charges, attempting to bite down on her... <br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
Jaycie sputters with wide eyes as she's chomped down on, the reflection pulling away and wiping its maw with one sleeve.
<br><br>
<<set _temp1 to $Enemy_damage / 2>>
<<set _temp1 to _temp1 + 0.001>>
<<set _temp1 to Math.round(_temp1)>>
$Player_alias takes $Enemy_damage damage! $Enemy_Article healed for <<= _temp1>>
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<set $Enemy_hp = Math.clamp($Enemy_hp + _temp1, 0, $Enemy_hp_max)>>
<<set $Fake_Enemy_shield_max to $Enemy_shield_max + 0.0001>>
<<updatemeter 'enemy_shield_bar' `$Enemy_shield / $Fake_Enemy_shield_max`>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
Jaycie sputters with wide eyes as she's chomped down on, the reflection pulling away and wiping its maw with one sleeve. She's forced to plant a hand against the bite, focusing her exhausting regeneration.
<br><br>
$Player_alias takes $Enemy_damage critical damage! $Enemy_Article healed for <<= _temp1>>
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<set $Enemy_hp = Math.clamp($Enemy_hp + _temp1, 0, $Enemy_hp_max)>>
<<set $Fake_Enemy_shield_max to $Enemy_shield_max + 0.0001>>
<<updatemeter 'enemy_shield_bar' `$Enemy_shield / $Fake_Enemy_shield_max`>>
<<updatemeter 'enemy_hp_bar' `$Enemy_hp / $Enemy_hp_max`>>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
Jaycie lands a fearsome blow, sending her warped reflection staggering backwards with a deafening -CRCK-. Straightening up, the Revenant watches with wide-eyed wonder as her reflection looks down at itself... at the massive fracture that runs from its right shoulder down to left hip. Its insides reflect and glitter in a smooth pair of surfaces as it loses its balance - and then the Mirror howls.
<br><br>
Jaycie braces herself as a strong suction falls upon the room, affecting only her and her reflection. Being far closer, her reflection is pulled back inside the Mirror's fracturing surface, gloved hand holding onto the frame for dear life. All the while, it stares at Jaycie with her own impassive eyes... and tilts its head when she does the same, comfortably supported in place by her grip on a bookshelf.
<br><br>
<b>Victory!</b>
<br><br>
<b>Obtained two 'Mildly Evil Knife' combat items!</b> They were added to the Consumables section. Two knives... how terrific.
<<set $type to "consumable">>
<<set $item to "Mildly_Evil_Knife">>
<<include "Pickup">>
<<set $type to "consumable">>
<<set $item to "Mildly_Evil_Knife">>
<<include "Pickup">>
<<set $Enemy_alive to 0>>
<br><br>
<<set $Scene_Possessed_Mirror_Defeat to 1>>
<b>(Scene 'Possessed Mirror' unlocked in the Fantasize gallery!)</b><br><br>
<<set $scenes_monsters to $scenes_monsters + 1>>
<<link "Continue" $Prior_Location>>
<<include "Combat Deactivate Combat Mode">>
<</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<include "HW Possessed Mirror Content Check">>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat HW Possessed Mirror Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>/* Comment out irrelevant tags */<<set $Bad_End to 1>>
<<if $scene_censor is 3>>
<<set $scene_censor to 0>>
<<elseif $scene_censor is 2>>
<<elseif $scene_censor is 1>>
<<else>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<</if>>
<<if $scene_censor is 0>>
<<include "Possessed Mirror Loss">>
<<set $Bad_End to 1>>
<br><br>
<<elseif $scene_censor is 1>>
<b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Male, Monster, Vore (sort of)</b>
<br><br>
<<spoiler 7 5>>The Reflection slips back into its own mirror, but it's now in-tune with Jaycie. It's able to touch her reflection, fucking her relentlessly until she's subdued, at which point it pulls her inside the mirror and shatters. The shards join those littered across the ground, each reflecting someone trapped with the fiends that reside within.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Enemy Possessed Mirror Content Check">>
<<set $scene_censor to 3>>
<</link>>
<br><br>
<<link "I do not wish to view this scene" "Enemy Possessed Mirror Content Check">>
<<set $scene_censor to 2>>
<</link>>
<<elseif $scene_censor is 2>>
<b>Flagged content skipped.</b>
<br><br>
The reflection of the Possessed Mirror slams <<= $Player_alias>>!
<br><br>
Jaycie is spirited away to serve her new master!
<br><br>
Game Over!
<</if>>
<</nobr>>
<div align='center' style='font-size: 130%;'><b>Possessed Mirror - not-so Funhouse.</b></div>
A twisted, phantasmal reflection of Jaycie. Masculine. Taller. Meaner, if such a thing were possible. His mask is twisted into a more angular form, its top corners raised like devil horns, its eyes pointed inwards in a glare. His machete is bigger, duller, barely reflecting his barrel of a chest and the many slits and holes in his damaged old jumpsuit, unzipped right down to the crotch-
Oh. Ok. Jaycie grumbles, now getting a taste of her own medicine. Sorry, Helen. She'll reconsider the sports bra.
<hrt><hr></hrt>
<i>If eyes are the mirror to the soul, then what does that make mirrors? AIU Researchers could talk your ear off on the subject if you were foolish enough to let them. Mirrors are almost universally dimensional weakpoints for the Supernatural to either take advantage of, or fall victim to themselves. The older a mirror gets, the more distorted its reflection can become; and this can be enhanced even further with the right curse or touch of a fiend...
</i><div align='center' style='font-size: 130%;'>@@.WarningIntro;WARNING! ENEMY APPROACHING!@@</div>
The smell of brimstone and sex builds as Amy's rage boils over, her fingertips sparking into jet-blue flames. Above, Daria gulps. Yet she stands - or hovers - her ground, her gaze dancing between Helen and Jaycie to provide what support she can. It's time to fight...
<div align='center' style='font-size: 150%;'><b>Not so little now...
<amy>Amereliss!</amy></b>
<<nobr>>
<<set $Player_alive = 1>>
<<set $Player_escapebonus = 0>>
<<set $Player_captured = "FILLTHIS">>
<<set $Enemy_level = 9>>
<<set $Enemy_alive = 1>>
<<set $Enemy_hp_max = 220>>
<<set $Enemy_hp = 220>>
<<set $Enemy_strength = 2>>
<<set $Enemy_agility = 2>>
<<set $Enemy_intelligence = 1>>
<<set $Enemy_toughness = 2>>
<<set $Enemy_strength_total = 2>>
<<set $Enemy_agility_total = 2>>
<<set $Enemy_intelligence_total = 1>>
<<set $Enemy_toughness_total = 2>>
<<set $Enemy_attack = 1>>
<<set $Enemy_accuracy_base = 2>>
<<set $Enemy_dodge = 2>>
<<set $Enemy_morale_bonus to 90>>
<<set $Enemy_alias = "Amy">>
<<set $Enemy_Article = "Amy">>
<<set $Enemy_article = "Amy">>
<<set $Enemy_class = "Succubus At Last">>
<<set $Enemy_Attack_Passage to "Combat Enemy HW Amy Loss Check">>
<<set $Enemy_attack_buff = 0>>
<<set $Enemy_blunt = "neutral">>
<<set $Enemy_piercing = "neutral">>
<<set $Enemy_slashing = "neutral">>
<<set $Enemy_fire = "resist">>
<<set $Enemy_ice = "weak">>
<<set $Enemy_elec = "neutral">>
<<set $Enemy_poison = "weak">>
<<set $Enemy_holy = "neutral">>
<<set $Enemy_void = "neutral">>
<<set $Enemy_earth = "neutral">>
<<set $Enemy_water = "resist">>
<<set $Enemy_wind = "neutral">>
<<set $Enemy_EMP = "neutral">>
<<set $Enemy_energy = "neutral">>
<<set $Enemy_radiation = "neutral">>
<<set $Enemy_sonic = "neutral">>
<<set $Enemy_acid = "neutral">>
<<set $Enemy_poison_resist_natural = 75>>
<<set $Enemy_burn_resist_natural = 75>>
<<set $Enemy_bleed_resist_natural = 75>>
<<set $Enemy_paralyze_resist_natural = 100>>
<<set $Enemy_freeze_resist_natural = 75>>
<<set $Enemy_chill_resist_natural = 75>>
<<set $Enemy_oil_resist_natural = 75>>
<<set $Enemy_infirm_resist_natural = 75>>
<<set $Enemy_soak_resist_natural = 75>>
<<set $Enemy_glue_resist_natural = 75>>
<<set $Enemy_silence_resist_natural = 75>>
<<set $Enemy_disable_resist_natural = 75>>
<<set $Enemy_clot_resist_natural = 75>>
<<set $Enemy_curse_resist_natural = 75>>
<<set $Enemy_petrify_resist_natural = 75>>
<<set $Enemy_blind_resist_natural = 75>>
<<set $Enemy_soft_resist_natural = 75>>
<<set $Enemy_drain_resist_natural = 75>>
<<set $Enemy_charm_resist_natural = 75>>
<<set $Enemy_concussion_resist_natural = 75>>
<<set $Enemy_choking_resist_natural = 75>>
<<set $Enemy_drowning_resist_natural = 75>>
<<set $Enemy_bogged_down_resist_natural = 75>>
<<if $Player_Amy_Experience is 0>>
<<set $Player_Amy_Experience to 1>>
<<set $Player_observation to 0>>
<<else>>
<<set $Player_observation to 1>>
<</if>>
<<set $Enemy_strength_rating to "Potent">>
<<set $Enemy_agility_rating to "Twitchy">>
<<set $Enemy_wits_rating to "Scheming">>
<<set $Enemy_toughness_rating to "Hell-blessed">>
<<set $Enemy_strength_guess to "Potent">>
<<set $Enemy_agility_guess to "Twitchy">>
<<set $Enemy_wits_guess to "Scheming">>
<<set $Enemy_toughness_guess to "Hell-blessed">>
<<if $difficulty is "Easy">>
<<set $Enemy_hp_max = $Enemy_hp_max - 40>>
<<set $Enemy_hp = $Enemy_hp - 40>>
<<elseif $difficulty is "Hard">>
<<set $Enemy_hp_max = $Enemy_hp_max + 40>>
<<set $Enemy_hp = $Enemy_hp + 40>>
<</if>>
<<include "Enemy Threat Assessment">>
<<include "Adjust All Bars">>
<<set $Daria_State to "Flesh">>
<<set $Player_context_move to 1>>
<<set $contextAttacks to [ "Daria_Spirit" ]>>
<<set $Amy_Jaycie_Turn_1 to 0>>
<<include "Combat Activate Combat Mode">>
<</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Player Turn]]@@</div><<nobr>>
<<set $Player_turn to 1>><<set $Player_used_item to 1>>
<<set $Enemy_Script_1 to $Enemy_Script_1 - 1>>
<<if $Amy_Curse_Spirit gt -1>>
<<set $Amy_Curse_Spirit to $Amy_Curse_Spirit - 1>>
<</if>>
<<if $Amy_Curse_Flesh gt -1>>
<<set $Amy_Curse_Flesh to $Amy_Curse_Flesh - 1>>
<</if>>
<<if $Amy_Curse_Spirit is 0>>
Amy's curse against the spirit activates, the room filling with a harsh blue light!
<br><br>
<<if $Daria_State is 'Spirit'>>
<<= $Player_alias>>'s eyes white out as the curse shoots through her very spirit, her spectral body collapsing onto its knees...
<br><br>
<fail>Helen and Jaycie were defeated!</fail>
<br><br>
<<set $Player_focus to 0>>
<<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<else>>
$Player_alias feels the curse rush right through her body, having absolutely no effect! What a relief...
<br><br>
<</if>>
<</if>>
<<if $Amy_Curse_Flesh is 0>>
Amy's curse against the flesh activates, the room filling with a harsh red light!
<br><br>
<<if $Daria_State is 'Flesh'>>
<<= $Player_alias>> howls as she feels Hell's agony course through her veins for all of a single second. Even so, it's enough to bring her to her knees, eyes wide and unfocused...
<br><br>
<fail>Helen and Jaycie were defeated!</fail>
<br><br>
<<set $Player_hp to 0>>
<<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<else>>
$Player_alias feels the curse rush right through her spectral body, having absolutely no effect! What a relief...
<br><br>
<</if>>
<</if>>
<<if $Player_hp gt 0 and $Player_focus gt 0>>
<<set $Enemy_dice to dice('1d8')>>
<<if $Enemy_dice is 1 or $Enemy_dice is 2>>
<<set $Enemy_damage_type to "unspected">>
<<set $Enemy_status_attack to 'charm'>>
<<set $Enemy_status_bonus to 85>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 2>>
<<set $Enemy_attack_damage to 2>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d8')>>
<<include "Combat Enemy Base Attack">>
<amy>"Today I was reborn! You wouldn't hit a girl on her birthday, <i>riiiight?</i>"</amy> Amy inquires with a pouting lip and big, bright, pleading eyes... that emit a shockwave of demonic energy!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
$Player_alias feels the wind being driven out of her as the shockwave hits, forced to focus on those glowing Succubus eyes!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
$Player_alias feels the wind being driven out of her as the shockwave hits, forced to focus on those glowing Succubus eyes! So bright and pretty and she just wants to stare and stare and <amy>staaare...</amy>
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Enemy_status_bonus to 100>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<elseif $Enemy_dice is 3 or $Enemy_dice is 4>>
<<set $Enemy_damage_type to "fire">>
<<set $Enemy_status_attack to 'burn'>>
<<set $Enemy_status_bonus to 85>>
<<set $Enemy_status_duration to 3>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 2>>
<<set $Enemy_attack_damage to 2>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d6')>>
<<include "Combat Enemy Base Attack">>
Amy bares her fangs, eyes briefly shifting serpentine and growing in hateful intensity. She balls a clawed hand into a fist, which erupts with blue flames... then, she swings her arm out and blasts a fireball at <<= $Player_alias>>!
<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
$Player_alias cries out as she's engulfed in flame!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
$Player_alias cries out as she's trapped in the center of a raging inferno!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Enemy_status_bonus to 100>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<elseif $Enemy_dice is 5 or $Enemy_dice is 6>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_status_attack to 'poison'>>
<<set $Enemy_status_bonus to 45>>
<<set $Enemy_status_duration to 2>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 2>>
<<set $Enemy_attack_damage to 2>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d6')>>
<<include "Combat Enemy Base Attack">>
<amy>"By the way... if you're wondering if I've forgiven you for that poison bullet shit? Guess what; I HAVEN'T."</amy> Amy snarls, then claps a hand over her mouth. A loud <amy>'Mwuah!'</amy> sound is all but pulled from her lips as she smooches the air, then blows a glowing, purple heart from her palm...
<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
$Player_alias yells out in shock as the tiny heart homes in on her and erupts in a pillar of toxic 'flames'!
<br><br>
$Player_alias takes $Enemy_damage damage!
<br><br>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
$Player_alias yells out in shock as the tiny heart homes in on her and erupts in a pillar of toxic 'flames', trapping her within its wretched swirl!
<br><br>
$Player_alias takes $Enemy_damage critical damage!
<br><br>
<<set $Enemy_status_bonus to 100>>
<<include "Combat Player Status Resistances">>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_hp_adjust to $Enemy_damage / -1>>
<<include "Combat Player HP Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<elseif $Enemy_dice is 7>>
<<set $Enemy_damage_type to "poison">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 0>>
<<set $Enemy_attack_damage to 2>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<set $Enemy_damageroll to dice('2d6')>>
<<include "Combat Enemy Base Attack">>
<amy>"Get a load of this, bitch~."</amy> Amy snickers impishly, then taps her forehead with her index finger. $Player_alias feels a strange pressure on her mind...
<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 1>>
$Player_alias doubles over as a surge of pleasure shoots through her body and mind, almost blanking her out!
<br><br>
$Player_alias takes $Enemy_damage Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success is 2>>
$Player_alias doubles over as a surge of pleasure shoots through her body and mind, almost blanking her out! It takes superhuman effort to remain standing!...
<br><br>
$Player_alias takes $Enemy_damage critical Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<<else>>
<<set $Enemy_damageroll to dice('3d6')>>
<<set $Enemy_damage_type to "unspected">>
<<set $Enemy_status_attack to 'unaspected'>>
<<set $Enemy_attack_dice to 0>>
<<set $Enemy_attack_accuracy to 4>>
<<set $Enemy_attack_damage to 4>>
<<set $Enemy_attack_dodge to 0>>
<<set $Enemy_attack_def to 0>>
<<include "Combat Enemy Base Attack">>
<amy>"GOD, you know I can basically read minds, right? It's so fuckin' funny that you bitches don't even know how much you wanna fuck each other. HERE! Lemme SHOW YA!"</amy> Amy huffs, hands on her hips as her spade-tipped tail suddenly lashes out from behind her back, a purple energy slash erupting from it!<br><br>
<<if $Enemy_success is 0>>
$Enemy_Article misses <<= $Player_alias>>!
<br><br>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<<elseif $Enemy_success gte 1>>
<<if $Player_alias is "Helen">>
Helen gasps as the energy washes over her... then her face turns crimson as she finds herself surrounded by shimmering illusions of herself and Jaycie! Hands in one another's work outfits-- bent over the altar!-- h-hey, she doesn't HAVE one of those!!- Helen shuts her eyes tightly and seethes, shaking her head harshly. F-focus!
<<else>>
Jaycie's frown as she's overcome by the strange energy strike - seemingly unharmed - turns into wide-eyed shock as a dozen illusions of Helen appear all over her, simpering and whispering their admirations and adorations, draping themselves all over her... she shuts her eyes tightly and snarls. Maybe. But not like this.
<</if>>
<br><br>
$Player_alias takes $Enemy_damage Focus damage!
<br><br>
<<set $Player_flow_adjust = 5>>
<<include "Combat Player Flow Adjustment">>
<<set $Player_focus_adjust to $Enemy_damage / -1>>
<<include "Combat Player Focus Adjustment">>
<<include "Combat Enemy Status Effects End Turn">>
@@#space;<<link "Click or hit Space/Enter to Continue" $Enemy_Attack_Passage>><</link>>@@
<</if>>
<</if>>
<</if>>
<<if $Enemy_Script_1 lte -3>>
<<set $Enemy_Script_1 to 1>>
<br><br>
<b>Amy's lips curl into a cruel smile as demonic sigils are drawn into existence down her arms...</b>
<br><br>
<<if $Enemy_Script_2 is 1>>
<<set $Enemy_Script_2 to 0>>
<amy>"A curse upon the spirit!"</amy> the Succubus declares, the sigils suddenly burning into smoke with a bright flash. Helen and Jaycie gasp in unison, feeling something gnawing at their essence!...
<<set $Amy_Curse_Spirit to 2>>
<<elseif $Enemy_Script_2 is 0>>
<<set $Enemy_Script_2 to 1>>
<amy>"A curse upon the flesh!"</amy> the Succubus declares, the sigils briefly carving across the surface of her gloved arms before fading. Helen and Jaycie gasp in unison, feeling something gnawing at their bodies!...
<<set $Amy_Curse_Flesh to 2>>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<if $Enemy_hp lte 0 or $Enemy_surrender is 1>>
<<include "Combat Post Fight Recovery">>
<amy>"GYAaaah!!- No, no, this isn't right!! This can't be happening!..."</amy> Amy insists with a shudder and a snarl, clutching at her torso with her claws. Her wings are full of rips and holes, her right horn is chipped, and her essence is warping and quivering with instability. <amy>"I... I finally got what I wanted! What I DESERVE! I won't let any of you take it away from me!"</amy> she sneers, suddenly clasping her hands together as energy gathers in her palms.
<br><br>
<daria>"... Sorry, Amy. But enough is enough."</daria> Daria mutters, raising a hand above her head. Amy, still charging her attack, narrows her eyes... and then looks up. Her pupils shrink to pinpricks at the sight of her soul vessel above, pieced back together, the cracks filled in with Daria's spectral essence.
<br><br>
<helen>"Oh dear."</helen> scoffs Helen, trying her best not to sound out of breath. <jaycie>"... Bad luck."</jaycie> Jaycie snickers by her partner's side, offering her an arm to lean on - an offer Helen gladly accepts. Their guard is lowered, but that's because it's over. They watch as Daria swings her arm down, the spirit vessel pulled clean off the ceiling and landing atop Amy... not crushing her, but instead phasing through her, trapping her within its confines!
<br><br>
<b>Victory!</b>
<<set $Enemy_alive to 0>>
<br><br>
<<set $Scene_Amy_Defeat to 1>>
<b>(Scene 'Amy' unlocked in the Fantasize gallery!)</b><br><br>
<<set $scenes_monsters to $scenes_monsters + 1>>
<<link "Continue" $Prior_Location>>
<<include "Combat Deactivate Combat Mode">>
<</link>><br>
<<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>>
<<set $Player_alive to 0>>
<<include "HW Amy Content Check">>
<<elseif $Player_alive is 1 and $Enemy_alive is 1>>
<<if $Player_turn is 0>>
<<include "Combat HW Amy Attacks">>
<<elseif $Player_turn is 1>>
<<include "Combat Player Status Effects Start Turn">>
<</if>>
<</if>>
<</nobr>><<nobr>>/* Comment out irrelevant tags */<<set $Bad_End to 1>>
<<if $scene_censor is 3>>
<<set $scene_censor to 0>>
<<elseif $scene_censor is 2>>
<<elseif $scene_censor is 1>>
<<else>>
<<set $scene_censor to 0>>
<<if $consensuality is "Allowed">>
<<elseif $consensuality is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $consensuality is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
<<if $mind_control is "Allowed">>
<<elseif $mind_control is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $mind_control is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*<<if $vore is "Allowed">>
<<elseif $vore is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $vore is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
/*<<if $males is "Allowed">>
<<elseif $males is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $males is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
<<if $females is "Allowed">>
<<elseif $females is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $females is "Disabled">>
<<set $scene_censor to 2>>
<</if>>
/*<<if $monsters is "Allowed">>
<<elseif $monsters is "Warn Me" and $scene_censor < 2>>
<<set $scene_censor to 1>>
<<elseif $monsters is "Disabled">>
<<set $scene_censor to 2>>
<</if>>*/
<</if>>
<<if $scene_censor is 0>>
<<include "Amy Loss">>
<<set $Bad_End to 1>>
<br><br>
<<elseif $scene_censor is 1>>
<b>Content Warning!</b>
<br><br>
<b>Possibly flagged aspects: Consensuality, Mind Control (optional), Females</b>
<br><br>
<<spoiler 7 5>>Helen, Jaycie and Daria are all captured and subdued by Amy's magic, kneeling before her as she rests upon the altar. Lustful magic is imbued into all three of them, but they remain defiant despite Amy's cock being impossible to resist now. Amy either corrupts them into lesser Succubi to make them obedient - rendering them bubbly and horny fools - or decides it'll be more fun to break their defiance over time.<</spoiler>>
<br><br>
<<link "That sounds fine, continue" "Enemy Amy Content Check">>
<<set $scene_censor to 3>>
<</link>>
<br><br>
<<link "I do not wish to view this scene" "Enemy Amy Content Check">>
<<set $scene_censor to 2>>
<</link>>
<<elseif $scene_censor is 2>>
<b>Flagged content skipped.</b>
<br><br>
Amy captures the girls!
<br><br>
Made to serve their new Mistress, evil has triumphed tonight!
<br><br>
Game Over!
<</if>>
<</nobr>>
<div align='center' style='font-size: 130%;'><b>'Amy' - it's her special night, PEASANTS.</b></div>
A Succubus with hot-pink skin and a shiny leather outfit, daring and provocative; a snug corset with pentagram straps over her exposed chest and linking her corset to her opera gloves and ridiculously high-heeled boots. She has expansive, bat-like wings with clawed tips, onyx-black hair cascading down one shoulder, and an ethereally beautiful face curled into a glaring grimace beneath a pair of glow-tipped horns. A spadetipped tail dances and curls in agitation across her body, looking more like a disobedient pet snake than a part of her newly-earned form.
Helen and Jaycie share a glance and a nod. She's going down.
<hrt><hr></hrt>
<i><amy>Amy's number 1! We love Amy! We give everything to Amy! If we don't, may our pretty little heads be struck from our insolent shoulders! Oh, forgiveness, Amy! We are but silly little things in the shadow of your Majesty!</amy>
</i><<nobr>>
<<set $Player_choking to 0>>
<<set $Player_bogged_down to 0>>
<<set $Player_silenced to 0>>
<<set $Player_disabled to 0>>
<<= setup.attacks[$attack].attack_pre>> <br><br>
<b>Jaycie's status effects were removed!</b> The Tentacle Pit howls in shock, clearly not expecting a victim to possess such strength!
<br><br>
<<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<set $contextAttacks to []>>
<</nobr>><<nobr>>
<<link "refresh passage" "HW Test Chamber">><</link>>
<br><br>
<<if $Player_alias is "Helen">>
<<link "Swap to Jaycie." "HW Test Chamber">>
<<set $Player_swap to "Jaycie">>
<<include "Character Swap">>
<<include "Marker Cleanup">>
<</link>>
<</if>>
<<if $Player_alias is "Jaycie">>
<<link "Swap to Helen." "HW Test Chamber">>
<<set $Player_swap to "Helen">>
<<include "Character Swap">>
<<include "Marker Cleanup">>
<</link>>
<</if>>
<br><br>
<<link "(FIGHT!) Tentacle Pit" "Combat Enemy HW Tentacle Pit Intro">>
<<set $Prior_Location to "Storage Tentacle Pit 3-2">>
<</link>><br>
<<link "(FIGHT!) Daria" "Combat Enemy HW Ghost Girl Intro">>
<<set $Prior_Location to "Daria omg byyyyyye">>
<</link>><br>
<<link "(FIGHT!) Maiden Armour" "Combat Enemy HW Maiden Armour Intro">>
<<set $Prior_Location to "Post Maiden Helen Swap 1">>
<</link>><br>
<<link "(FIGHT!) Pixie" "Combat Enemy HW Corrupted Pixie Intro">>
<<set $Prior_Location to "Post-Pixie Encounter">>
<</link>><br>
<<link "(FIGHT!) Mandrakes" "Combat Enemy HW Mandrakes Intro">>
<<set $Prior_Location to "Post-Mandrakes Encounter">>
<</link>><br>
<<link "(FIGHT!) Haunted Portrait" "Combat Enemy HW Haunted Portrait Intro">>
<<set $Prior_Location to "Post-Portrait Encounter">>
<</link>><br>
<<link "(FIGHT!) Possessed Mirror" "Combat Enemy HW Possessed Mirror Intro">>
<<set $Prior_Location to "Post-Mirror Encounter">>
<</link>><br>
<<link "(FIGHT!) Amy" "Combat Enemy HW Amy Intro">>
<<set $Prior_Location to "Post-Amy Encounter">>
<</link>><br>
<br>
<<link "Pickup EVERYTHING NON-CONSUMABLE" "HW Test Chamber">>
<<set $type to "weapon">>
<<set $item to "Winchester">>
<<include "Pickup">>
<<set $type to "weapon">>
<<set $item to "Mini_Chainsaw">>
<<include "Pickup">>
<<set $type to "subweapon">>
<<set $item to "Incredibly_Evil_Knife">>
<<include "Pickup">>
<<set $type to "subweapon">>
<<set $item to "Deplorable_Composition">>
<<include "Pickup">>
<<set $type to "armour">>
<<set $item to "Fae_Threads">>
<<include "Pickup">>
<<set $type to "armour">>
<<set $item to "Knight_Shards">>
<<include "Pickup">>
<<set $type to "accessory">>
<<set $item to "Pixie_Pebbles">>
<<include "Pickup">>
<<set $type to "accessory">>
<<set $item to "See_More">>
<<include "Pickup">>
<</link>>
<br>
<<link "Pickup CONSUMABLES" "HW Test Chamber">>
<<set $type to "consumable">>
<<set $item to "Lightning_In_A_Bottle">>
<<include "Pickup">>
<<set $item to "Memory_Mender">>
<<include "Pickup">>
<<set $item to "Spirit_Grenade">>
<<include "Pickup">>
<<set $item to "Mildly_Evil_Knife">>
<<include "Pickup">>
<<set $item to "Embrace_Of_Our_Lady">>
<<include "Pickup">>
<</link>>
<</nobr>><<nobr>>
<<if $fantasize is 0>><<set $Player_class to "Under New Management">><</if>>
Chilled to the bone by the Ghost's relentless strikes, Helen leaving an opening was an inevitability. She inhales sharply when a chain rises from below and lashes at the wrist of her gun hand, wrapping around it and squeezing with the force of a cruel fist. She feels her hand twitching open involuntarily during the brief period she can feel anything at all, the freezing influence of those spectral chains blinding her sense of touch, nullifying her mental command to keep her grip closed.
<br><br>
<helen>"Bloody hell!-"</helen> Helen seethes, watching her heavy, oversized gun clatter to the hardwood floor by her feet. She raises her brass arm to counterattack, but it twitches and shudders in refusal to move. Shocked, the experienced agent turns aside to look down at her artificial limb, her slow-beating heart all but stopping at the sight of its joints jammed stuck with ice! She tries to shake her arm by twisting her body - anything to dislodge that ice! - but the bitter chill snaking up it and into the flesh of her shoulder betrays how thoroughly frozen it is... even more so once another chain emerges from the glowing ground to snake around it from wrist to forearm.
<br><br>
<daria>"Aaah... see? You feel that? The relief of creeping inevitability? No stopping what happens next, cutie."</daria> the Ghost leers from above, her expression oddly casual - lacking in malice. Gleeful, yes - but 'matter of fact', no smugness or cruelty in her smile as she plants her hands on her hips and descends down to the struggling Agent. Helen leans back as she pulls and tugs at the rattling chains, but she shivers to a begrudging halt when the Ghost extends a shimmering blue hand and cups her cheek. <daria>"So you might as well enjoy it, right?"</daria>
<br><br>
<helen>"I'm not the least bit interested in whatever 'it' is! Listen to yourself - I can see it in your eyes. Whoever you are, you're not yourself right now!"</helen> Helen pleads, gazing into the burning purple embers that gleam with such alien light in the Spectre's eyes. The Ghost shrugs, her thumb stroking Helen's cheek incessantly.
<br><br>
<daria>"Oh, you noticed? Sure enough, sure enough. Thing is, I really don't <i>care...</i>"</daria> the Ghost trails off, those flames burning all the brighter as she leans in close, the chill in the air growing stronger with her proximity. <daria>"It makes me feel brave. I think I like myself more this way, but... I'm not done changing just yet~."</daria> she concludes, and Helen opens her mouth to counter - but then the Ghost surges forwards and through the Agent, driving the very breath from her lungs and throat. Helen staggers and wheezes from the sudden cold rush, shaking her head with a brief bout of chattering teeth. From behind her, the Ghost turns and adjusts her grasp on the half-Zombie, giggling as she plants one hand against her bust and the other on her hip. Helen squirms and huffs, but then the Ghost follows a squeeze of the Agent's hip with an impressed gasp.
<br><br>
<daria>"Oh, <i>wow.</i> You're really packing back here! Girl, I'd be jealous if I wasn't about to step into your shoes~"</daria> the Spirit insists with a murmured chuckle in Helen's ear. Helen shivers - not from the cold, but from the implication. The sting of a heated blush on her cheeks is felt all the more keenly against the cold encroaching on her from all around. <daria>"Then again, once I do, I'm gunna be feeling the absence of what I'm packing around the <i>front...</i>"</daria> the Ghost sighs, instantly reminding Helen of the sizeable bulge the Spectre was sporting in those daisy duke shorts of hers. Helen shudders, then pulls against her chains - only to stop when the ghost abandons the casual groping of her chest to firmly grasp both hips instead. <daria>"Aw heck, why not, right? Buckle up, you backdoor beauty~."</daria>
<br><br>
<helen>"Wh-- what the hell did you just call me!? Hey! Stop shuffling around back there! Let me go-ooh!?--"</helen> Helen gasps as something thick, hard and <b>heavy</b> lands against her back... or, rather, phases through it, just for a moment. Looking down when it happens, she catches a glance of the pale blue tip poking through her stomach from within, blurring as it's swiftly drawn back and brought into proper solid focus to rest against her spine.
<br><br>
<daria>"Oop! Sorry about that!~ Still getting used to swapping between touchy and no-touchy, y'know? Not that I'll have to worry about it much longer~... unnf!"</daria> the Ghost gasps, biting her lower lip as her hands grip Helen's hips tight, rocking her length back and forth against the Agent's ample ass - so well-defined by her snug pants. Helen grits her teeth from the mounting cold and shudders, tugging her organic arm against her bondage.
<br><br>
<helen>"Seriously?! One little Succubus shows up and everyone loses their bloody minds!"</helen> Helen protests with a huff, the burn of her cheeks the sole source of warmth left on her already usually cool, half-zombified body. The Ghost just giggles in response, and Helen feels her pulling back and away... as her impressive prick glides down her back and nestles its head in the valley of her rear cheeks.
<br><br>
<daria>"God, live a little, Anommy-gal! And while you're at it; help me do the SAME!-"</daria> the Ghost huffs as she suddenly pitches her hips forward. Helen's counterargument is obliterated when that spectral cock phases right through her pants... but not through her backdoor!
<br><br>
<helen>"F-for the last time, you-- GYNNGH!?"</helen> she inhales sharply, eyes thrown wide from the sudden intrusion that leaves her jaw shut and tensed. She slams her eyes shut right before they can cross inwards, the strange mixed sensations of sudden penetration and numbing cold assaulting her from within. <b>Thick</b> penetration, at that! Helen seethes as she feels her dimmed rear hole stretching wide around the Ghost's girth, the punky-dressed Spirit whining cutely at the unexpected pressure around her twitching shaft.
<br><br>
<daria>"O-oh!!- fuck!! J-jeez, I figured this ass would feel a little more experienced!~ Ehehe!~"</daria> she stammers out, earning a frustrated, bewildered growl from Helen. Before the Agent can tell her ghostly captor off, however, the Spirit is pulling back what little ground she held... all so she can put her hips into a proper thrust - sneakers unevenly planted on the ground and solidified to give her purchase!
<br><br>
Helen tosses her head back as the air is yet again pushed out of her body, that ghostly length spearing home much further this time. It leaves both women speechless - Helen gasping for air, and the Ghost shuddering and stammering wordlessly at the pleasurable pressure of Helen's wonderful rear. Before the Agent can recover, the Ghost pulls back yet again; and this time her hips -smack- neatly against Helen's generous cushioning with enough force to send shockwaves up her loose tanktop and across the Agent's asscheeks!
<br><br>
<helen>"Why the-- hell are you-- s-so big!!-"</helen> Helen hisses, to which the Ghost emits a staggered giggle, caught off guard by what she takes as a compliment. It's a little while before she finds the words to respond, however; too busy panting and huffing in pleasured gasps as she hammers Helen's backside with rapid, humping thrusts, only pulling out the bare minimum she has to in order to drive herself back in with tip-toe braced pitches of her blurring hips.
<br><br>
<daria>"O-oh gosh-- I REALLY like-- hearing those words-- outta your lips!--"</daria> she admits between her thrusts, interrupted by squeaks and moans under her phantom breath. Judging by the violent throbs that rocket up her shaft from base to tip, she isn't lying! <daria>"Just when-- I'm getting ready-- to wave it goodbye, too!! E-heh-heheh! Y'know--"</daria> she gasps, leaning in closer to rest her chin on Helen's shoulder. It's so cold, but... more to the point, it also makes Helen firmly aware of the Spirit's bullet-stiff nipples grinding against her back through her flimsy top! <daria>"You find-- a few more-- sweet words for me-- and my ~little friend~-- and maybe I'll-- reconsider this-- hostile takeover!~--"</daria> she pants with shallow gasps, icy fog spilling past Helen's left flank and leaving humid chill to cling to her face.
<br><br>
<helen>"I-it wasn't-- a compliment!!-"</helen> Helen corrects her, the usually refined woman busy trying to stop her eyes from colliding together in her skull, so determined to roll up and cross inwards through her constant, anal-induced wincing. G-gods, it isn't her first time back there, but it's never felt-- q-quite like this! The lustful aura of the Manor's corruption is thick in the air, after all... driving pleasure into her soul, logic be damned.
<br><br>
<daria>"Aw, d-don't-- be like that!!"</daria> the Ghost huffs. Helen can tell her pout is genuine without seeing it, though she can't help but wonder if she should've rolled with the miscommunication... especially as the Spirit seems to channel that frustration into slamming her ass all the harder! The Agent grits her teeth tight, her organic fist twitching into a fist every few -WHAPS- of bodies spectral and flesh colliding, her brass arm still uselessly frozen. <daria>"Oooh-- wait!-- I get-- it now!!--"</daria> the Spirit leers, tittering quietly in a manner that makes Helen's hair stand on end. <daria>"You're as-- curious-- as I am-- about how-- this'll feel-- right?--"</daria>
<br><br>
<daria><i>"Lemme just finish up here, then."</i></daria> she hisses, and before Helen can protest this acceleration of her situation, the Ghost rams herself in up to the hilt, her freezing body nestled tightly against Helen's lukewarm figure. The half-Zombie chokes out in shock as she feels that impressive prick pulse and throb deep within her, the Spirit's load-laden balls pursing up and twitching against her thighs through her still-intact pants.
<br><br>
<helen>"H-hang on-- I--IIIIYYYOOOOH--"</helen> Helen squeals, teeth clamping together as the Spirit whines in tune with her sudden climax! It feels like the Ghost is hugging her tighter and tighter as that cock twitches and blasts that ectoplasmic payload up the Agent's vice-tight ass, a deluge of rapid-fire spurts that sends chilling shockwaves rocketing up and down her spine the more she's filled up. And yet, it doesn't seem to stop. The Ghost's squeezing hug - hands leaving her hips, arms wrapping around her midsection - just grows ever firmer, as do the pulling tugs of the spectral chains that bind her.
<br><br>
Lost in a haze of half-climax herself, Helen realizes too late that the hug isn't just getting tighter. The Ghost is phasing into her body again... but this time, it's as if she's remaining 'solid' as she does so. The Agent's eyes fly open wide as the Spirit's face pushes into the back of her neck, their brilliant emerald hue lost in a rapid flood of glowing white. Her jaw goes slack and hangs open as her body twitches and shudders, more of the Ghost within her than without now - hips still twitching fervently right up until the very moment she fully disappears inside Helen's body.
<br><br>
A <i>shared</i> body, now.
<br><br>
The chains wrapped around her arms suddenly disperse into snowflakes, but Helen remains standing slumped on the spot, her scrabbled feet now splayed awkwardly, barely keeping her upright. She stays staring vacantly at the ceiling with those pure-white eyes, a thin line of drool beading at the corner of her open lips...
<br><br>
Helen blinks. Her eyes remain one solid, glowing colour, but it's no longer white. Pale blue hues shift like fog through her gaze as she slowly straightens up, twisting her feet, rolling her wrist, stretching her organic arm above her head with a shiver and a happy little sigh.
<br><br>
<span style=color:#BEFDD7;>"Oooh, man! I haven't been able to stretch for yeeeaaars!"</span> 'Helen' exclaims with a barely-suppressed squeal of delight, pushing up onto the tips of her toes and splaying her fingers towards the ceiling with a dopey grin ill-suited for her prim and proper appearance. Then she winces, reaching to her hip as she rocks back onto her heels with a grunt. <span style=color:#C0FCDD;>"J-jeez, speaking of stretching... maybe I went a little overboard, hmm?~"</span> she giggles through the ache of her well-fucked ass, glancing up with her eyes as if there's anyone there to answer her.
<br><br>
Helen does, of course. In no uncertain terms. But to the outside world, silence ensues - and the Ghost decides she much rather prefers <i>that</i> read of reality over the voice panicking in her head.
<br><br>
<span style=color:#C2FAE4;>"Oh, calm dooown. If you behave, I might be willing to share... or, I might find a body I like even more than this one! Never say never..."</span> the Ghost trails off, then grins, raising her organic arm and delivering herself a sharp -SMAK- on the rear that causes her hips to jerk forward in surprise. <span style=color:#C2FAE4;>"O-ooh! Wow, you're stronger than I thought. This is a really curious body, dude..."</span> she remarks, rubbing her rear cheek as she turns to look at the uselessly limp brass arm by her side. <span style=color:#C4F8EB;>"... Super curious. I guess this thing takes some time to get used to, huh?"</span> she inquires, brow furrowing as she tries and fails to lift that artificial arm. Two fingers twitch and click, but no more than that. The Ghost gives a lopsided shrug and clucks her tongue, strutting in a most un-Helen-like manner towards the ominous front door of the Manor. <span style=color:#C4F8EB;>"Oh well! Now, let's see... hey, quit squirming in there! I'm tryna read your mind! Rude..."</span>
<br><br>
Helen has good reason to squirm. In tandem with the physical sensations of her own body - still fully in tune with her sense of touch, but moving entirely against her will - she also has the deal with the more ethereal sensation of the Ghost pushing her way into her mind, like ice water poured down the wrinkles of her brain and freezing into smooth rivers. That, and the unstoppable swagger with which the Spirit walks towards the abyss beyond the door! Is she insane?! They can't--
<br><br>
Helen and the Spirit gasp as they emerge out the other side, back on the outside of the mansion on that windy hill, blinded by abandoned headlights. The Ghost grumbles as she tries to cover her stolen eyes with her brass arm, fails, and quickly corrects with the organic arm.
<br><br>
<span style=color:#C6F6F2;>"Oh man, typical. Can't remember where you parked, huh? Lesse..."</span> the Ghost hums, peering around until she spies the van that does not belong. Grinning, she struts over to the front doors and opens the driver's-side, clambering inside and searching along the dashboard for... ah! She presses a panel and out pops a screen, her fingers tapping away at it to bring up a report.
<br><br>
<span style=color:#C8F5F8;>"Got any good suggestions before I call it in?"</span> the Ghost asks cheekily. She knows that Helen knows what she's planning on doing, after all - and she also knows that the mere act of asking will result in Helen accidentally thinking of the worst answer possible... or, the best answer possible, for her purposes. <span style=color:#C8F5F8;>"Marigold team, huh? Gosh, you're right, they ARE cute! Great choice, body-bestie!~"</span> the Spirit giggles, hitting the red circle icon and clearing her throat as the message interface loads.
<br><br>
<helen>"The situation at the mansion has been taken care of."</helen> 'Helen' reports, her voice - having gradually shifted in tone over the previous minutes - snapping back to its usual cadence of casual confidence. She smiles as she spins her yarn to mission control. <helen>"It was a rather minor thing - some girl's Awakening, as I suspected it might be. No harm done, but we're going to need some cleaners, here. May I suggest the Marigold team? They could use the experience, and they're fairly close by."</helen> the possessed Scientist innocently suggests, inwardly giggling at how convincing she sounds. <helen>"A full mission report will follow once I'm done here. But yes; send more agents..."</helen> she trails off, then smirks as she presses the button to end the report recording.
<br><br>
With that, 'Helen' slumps onto her hip and squirms in the driver's seat, rotating until she's sat snugly in place with a sigh, leaning back in her new body.
<br><br>
<daria>"Well, 'Helen'!"</daria> she remarks to no one in particular, mischief back in her voice and in her solid-blue eyes. <daria>"We've got some time to kill. Maybe you should go ahead and show me your sensitive spots... I wanna put this body through its paces, after all~..."</daria> she purrs, licking her lips as she guides her working hand up to grope at her chest through her top.
<br><br>
Helen whines and protests, but she can still feel everything. If anything, the sensations are heightened - the Ghost's doing, or merely the result of her control being stripped from her? It matters not. The phantom suspension of Helen trapped within herself squirms and whimpers as the Spirit guides her hand lower, lower... and struggles its way past the tightness of her belt, slipping between flesh and fabric to start that test drive.
<br><br>
It's going to be a long night. As she sinks deeper and deeper into herself, accompanied only by her frantic thoughts, Helen finds herself surprised by the possibility that she might even <i>enjoy</i> it.
<br><br>
<<if $fantasize is 0>>
<b><<= $Player_alias>>'s journey has come to an <focus>end. ♥</focus></b> <br><br> <<link "Retry (Rewind to before fight)" $Continue_Rewind>><<include "Combat Deactivate Combat Mode">><<set $Player_swap to $Player_name>><<set $Character_Restore to 1>><<include "Character Swap">><<set $HW_Entry_Hall_Doors to 5>><</link>>, reload a save or restart.
<</if>>
<</nobr>><<nobr>>
<<if $fantasize is 0>><<set $Player_class to "Prize of the Pit">><</if>>
Having seen her brought to the brink of unconsciousness only to rise unfazed, the Pit Monster devotes everything it has to subduing its amazonian prize. Tentacles slither from around and from out of other victims mounted upon and within the flesh walls, causing moans of relief or disappointment to join the lustful chorus that bombards an overwhelmed Jaycie's ears. All for her, to bind her arms, to coil her legs, to increasingly crush around her hand in an effort to get her to drop Crystal - and when that fails, the toughest tentacles it can muster simply wrap around her wrist and spiral upwards, coating the blade like a custom-fit sheath, rendering it blunted and contained and useless.
<br><br>
Jaycie struggles and gnashes and snarls as the reality of her situation dawns on her, but it's too late. She may be as strong as a dozen mortal men, but this Monster was custom-made to subdue <i>dozens.</i> The protective caps of her boots -clank- together, legs tightly bound. Her arms are coiled and nullified beneath pulsating meat, tentacles fusing together to encase her claws. The Pit simply must have her; and when she puts every ounce of strength into raising her arm to prevent a tentacle from sliding down her unzipped jumpsuit, only to fail to move her limb further than an inch? The Revenant and the Entity realize - in shock and in triumph - that it has succeeded.
<br><br>
<jaycie>"Rrrgh!!"</jaycie> Jaycie snarls. <b>-RRRRRRRRrrrrrip!-</b> her jumpsuit goes, as the tentacle bunches itself up within the one-pieced garment and suddenly retracts. The amazonian Zombie winces as she's half-whipped in the process, but she and it know that she can easily take it... unlike her outfit. Ribbons of already well-worn fabric are flung into the air around her, left hanging only where the relentless cling of eldritch flesh denies its removal; still cladding her arms and legs, but leaving the rest of her powerful, gray figure on display... save for the straining desperation of her underwear around her ample bust and curved hips, and the lopsided mask all but pouting in defeat on her face. <jaycie>"... Sticky..."</jaycie> Jaycie grumbles, gritting her fanged maw as her arms and legs flex and twitch in her efforts to summon forth their strength.
<br><br>
Still fighting. As frustrating as it is <i>thrilling</i> for the Pit. Some of its captives were challenges compared to others, but this walking force of destruction is something else...
<br><br>
<i>Was</i> something else. A reminder accompanied by a delighted chitter that bounces off the quivering walls in a manner that makes Jaycie turn her head with nervous glances, straining in futile determination all the while. And yet, despite her immobilization, the Pit does not descend upon her right away - busy gathering its fallen appendages, absorbing them back into the mass, pulping and reforming them back into something <i>special.</i>
<br><br>
With her mask knocked halfway off of her face, Jaycie has trouble seeing around her, peering through the ventilation holes of the expressionless plate rather than its eyes. She catches glimpses of movement, blurs of other captives squirming on the walls, but nothing useful. As for her other senses? Sound a mess of slithers and squelches and moans. Scent... unspeakable in its hedonism. Taste so thick in the air that it makes her shudder. Fingers flex in the flesh coating her limbs, numbed by paralytic slime; useless, but enhancing every little slick slither down her exposed, toned body from curious tendrils that dare to examine her, tracing down her muscles and across her curves.
<br><br>
Of her remaining senses, only sound is of any use - and only barely. She strains to listen for incoming dangers from her surroundings, tilting her head, tensing her jaw. She tries to nudge her mask back into place with turns and tilts of her head, to no avail... but it isn't a problem for long. With a <i>-Schlllllrk...-</i> from above, Jaycie glances her eyes upwards in a glare, dimly aware of something waiting above her, but unable to make it out through the gaps in her mask.
<br><br>
That is, until a tendril suddenly coils around the protective headgear in two firm turns, then rips it away from her face. Jaycie snarls with narrowed eyes as her features are revealed in the gloomy glow of bioluminescence around her... and then those same eyes widen in shock at the sight hovering a mere inch from her face.
<br><br>
A drooling, pulsing cavern of flesh, perhaps a foot in diameter with a squarish shape supported by four blunt-fanged corners splayed open in greeting, out of which pours a bubblegum-pink smog that smells saccharinely sweet. Jaycie tries to turn her head away, but quick as a viper the mask of meat descends, fangs clamping around the back of her jaw and head, membrane conforming to her face as she emits a muffled snarl - stifling it, silencing it, as the silhouette of her face melts from shock to fury to shock once more. <jaycie><<spoiler 0.5 0.5 "...">><b>"Nrrmhph-- ouuuhk!!--"</b><</spoiler>></jaycie>
<br><br>
Jaycie twitches as her ability to breathe is first denied her, then <i>stolen</i> from her; her silhouette fades as the the mask of meat's membrane expands outwards with a soft, steady hiss. Then it billows in size, pink smog erupting in thin streams from gaps against the Revenant's face before it collapses back against her features, now casting them in wide-jawed shock and confusion as a potent and abundant load of specially brewed aphrodisiac is delivered straight into her lungs. <jaycie><<spoiler 0.7 0.7 "...">><b>"NRRRMPH--"</b><</spoiler>></jaycie>
<br><br>
Jaycie splutters loudly, her volume rising above the chorus around her even with the mask muffling her. Her impressive tits threaten to quake right out of her black bra as she quakes and spasms on the spot, her hips gyrating as fearsome spikes of need and desire slam through her body, radiating out from her spine, her lungs, her heart. Just about the only part of her that isn't lit ablaze with passion is her <i>brain</i>, all those hard-earned little cells getting smoothed right back out by the gas flooding her system - concocted especially for her by the Pit, strong enough to ensure that the monstrous slayer of Monsters will slay no more; a <i>layer</i> of <i>Monster,</i> now.
<br><br>
But this was but the first dose. As Jaycie twitches so hard that she might have fractured something with the shock-absorbing layers of flesh encasing her limbs, the Revenant groans as her face disappears from the world once more beneath the swelling mask... and then howls in mindless confusion as it clamps back down, yet more of that bubblegum smog hissing in harsh streams from any gasp it can as it floods her propped-open jaw and nose. <jaycie><<spoiler 0.9 0.9 "...">><b>"CNNGh-- HNHNGHHHH~--"</b><</spoiler>></jaycie>
<br><br>
Again. And again. And again. The first three doses see the Revenant thrash with increasingly terrifying vigour, fight or flight reflexes hijacked and trampled and torn asunder as the gas rampages through her mind, as the outspoken need between her legs turns into a roared demand. And yet, it keeps going; and by the tenth and final time, Jaycie is cumming for a second time, a mighty howl erupting from her gas-filled lungs, gurgled against her mask as her hips thrust forwards against her soaked panties, a dozen eager tendrils poking at her slick thighs for a taste of her nectar.
<br><br>
The mask finally pulls away from her face with a sickeningly humid <i>-Schluurk-</i>, leaving the Revenant's burning blue eyes crossed and rolled, her jaw slack open, her tongue hanging loose and aimless. She twitches and coughs as the comparatively 'fresh' air of the chamber assaults her, alien and forgotten during her brief time under the meat, an eternity of punishment condensed into a mere two minutes. She winces - hard - and groans, her messy hair clinging in sodden strands to her forehead as she tosses her head around in wide-eyed confusion. Where is she? <i>What</i> is she? And why...
<br><br>
A single tentacle slips into her cleavage from below, curves right, and coils around her heavy breast, wrestling it free of the slime-soaked bra it already threatened to split open.
<jaycie><b>"CUHMMMINH--"</b></jaycie> Jaycie bellows in bewildered pleasure, eyes as wide as moons, pupils small as dots, her back arched as far as it physically can - even with the hold of the Pit's flesh around her body, heavy and leaden as cement shoes. That tentacle is joined and mirrored by another, molesting and tugging at her teats like prized cattle as she tosses and turns in her bondage, squealing and panting in the shattered remains of her quiet dignity.
<br><br>
Nothing but feral need now. Need for more. More touch, outside, and in. <jaycie><b>"Mooouh... mouuure!!--"</b></jaycie> the Revenant gasps, too far gone to do anything but slur her half-coherent thoughts of lustful need. A squeal erupts from the wide-eyed Zombie when the Pit heeds her surrender, her thick thighs clamped together around the girthy tentacle that pushes through them from behind, travelling up the valley of her muscle tone towards her snug, pleasure-slickened panties. She looks down with lustful insanity in her eyes - not that she can see past her tentacle-trapped chest - with encouraging whines and squeaks.
<br><br>
And yet, despite such heavy evidence of her defeat, the Pit demands more from her. The blunt, phallic head of the tentacle resting against her heated slit goes no further, despite the obvious power that lies coiled down its length, easily capable of pushing itself inside. Jaycie whines like an animal, confused and scored, hips shaking as if trying to guide it inside of her to no avail.
<br><br>
<jaycie><b>"Neeee... NeeeEEED-- nhhNNGH--"</b></jaycie> she blathers, her tongue unfurling past her lips as she rocks against that stubbornly static cockhead, body still brought to spasms by the harsh coils around her pillow-soft teats. It's unclear if this is enough, or if her persistent rocking and squirming sends warning shocks down the Pit's sensory organs as her strength returns in her search for satiation... but the 'why' matters little in the face of the 'what'; namely, that muscular tentacle swelling with power, rearing back between her thighs an inch before plunging through her panties.
<br><br>
<jaycie><b>"GYESSH!!--"</b></jaycie> Jaycie slurs, her face a maddened mask of lust as she's finally filled, her cunt a slickened vice around the pulsing prick as it struggles to bury itself any deeper inside of her. The flesh around the Revenant's legs tugs in opposing directions, for the clamp of her thighs is too much to bear in tune with the grip of the Undead's aphrodisiac-scorched pussy; yet it takes herculean effort on the part of the Pit to part her legs a mere three inches, the wall swelling and lurching behind her. Easier, it decides, to expand to meet her, rather than to risk ferrying her back. After all, with the way her muscles tense and jerk in her throes of ecstasy, she threatens to rip right out of the bondage she's gladly submitted to! <jaycie><b>"Deeper... MmmmMMMMOORE..."</b></jaycie>
<br><br>
The Pit is all too happy to oblige. Its earlier attempts to establish dominance over her have been discarded; the captive's continued captivity is conditional on how well the Monster can pleasure her, now. A strange dynamic, but not one that requires an abundance of overthinking... just overflowing. With those mighty thighs no longer doubling the resistance it encounters, the tentacle pulls back almost to the very tip and then smashes its way back up into her awaiting slit, eliciting a gleeful, bestial howl from the Undead amazon. She can't see it below the blockade of her tendril-massaged rack, but she can certainly <i>feel</i> the way it bulges her abs out from within!
<br><br>
Robbed of words for now, Jaycie is reduced to pants and almost feral hisses as the Tentacle hits its stride and begins to thrust with frantic need - need to fuck her, need to contain her, to subdue her, to keep her. Such fervour might be required if it fails to produce any more of that wonderfully effective bespoke gas, but for now? With that substance still ripping its way through her black-blooded veins? The pale-gray Revenant has no thoughts of escape. Hell - no thoughts at all! Obliterated right out of her head, tossed back and hanging as limp as her tongue as she grunts and moans her pleasures to the dripping, sordid ceiling above.
<br><br>
A slack jaw is all too tempting an invitation down here... those teeth notwithstanding. Yet with an obscene squelch from somewhere behind her, Jaycie is introduced to one such intrepid tentacle via it coiling around her neck - once, twice, nice and tight - before slipping around the back of her head and to the front. With her jaw tensed from the light stranglehold but still left open and inviting, the plump head wastes no time in nuzzling against her parted lips; they'll need to open further to allow it entry, the pressure rising until... <jaycie>"Mmh--Grmrmpphh!--"</jaycie> <b>-Schlop!-</b> <jaycie>"GLRRRK--mmmrmm~..."</jaycie>
<br><br>
With fangs like hers, this pleasure may be fleeting. Perhaps that's why the tentacle down her throat fucks her face with a ferocity exceeding that of the girthy brute slamming up into her cunt again and again, the two working without a shred of shared pace or rhythm as the flesh behind Jaycie swells to envelop her. If any fleeting chance of escape yet remains, this surely must be it!... but alas, no such thoughts of rebellion flit through the empty expanse of her smog-fed skull. Shiver. Squirm. Squeeze. <i>Suck.</i> Primal and perverse, the gulf between her intellect and that of her blonde partner is finally at the level she's often secretly worried it was. But no more worries now. No room for sad thoughts with flares of pleasure exploding in her brain, hammered up from her pussy, from her groped tits, from every inch of exposed and engulfed flesh alike. Even her lips plugged taut around the rapid thrusts of the invader down her throat feel so <i>alive</i> with heated pleasure, tingling and throbbing in tune with her pounding black heart.
<br><br>
Jaycie's body finally meets the meat, the pulsating mass moving quickly to further restrict her movement. All opportunity for escape has passed now, as creeping, bruise-purple 'vines' snake across her upper arms and legs, the gaps between them rapidly filling with the growth of flesh. More numbing. More focus, therefore, concentrated on the parts of her that are exposed and useful and <b>fuckable.</b> The Revenant is dimly aware of this, but the flickering blue fire in her eyes is fading in tune with her comfortable slip into her new role as a set of mere holes. And speaking of...
<br><br>
<jaycie>"Nrrmph?-- NNnnnnhhHH--"</jaycie> Jaycie strains, wincing, her long lashes fluttering as she shimmies her shoulders in her ever-growing bondage. The pressure against her backdoor - the remnants of her ripped-asunder underwear still guarding it - keeps growing without pause, a round, lubed bulb pushing and twitching eagerly. Jaycie shudders as it slips inside, but no sooner is her ass relieved of the pressure does a greater challenger arrive to test her limits! A series of bulbs, an anchor to seat her upon her throne, each larger than the last... and each determined to nestle deep inside of her. Jaycie grumbles around the tentacle fucking her face - with each orb that slips inside her, her protests grow louder but remain drowned out by the heady groans that follow each success. Each success that pulls her deeper into the flesh, gives it a hold of her shoulders, her hips... and, slowly but surely, creeps across the top half of her head like a blindfold, her left eye concealed first, leaving the right to flick, flitter, and then roll up sharply before it's hidden from the world.
<br><br>
A splash of twitching gray against a sea of slithering purple... what parts of her aren't coated in layers of the Pit's purple slime, that is. As the tentacle fucking Jaycie's slathering lips pumps a bulging load up through the coils around her neck, giving her a preview of what's about to blast into her awaiting stomach, the Revenant is distracted by an apocalyptic climax of her own from the perpetual thrusts of the bastard between her legs - something bigger than the constant, drawn-out chain of vice-grip pleasure pangs inflicted on her in her aphrodisiac-addled state. This leaves her thrashing, nostrils flaring for breath each time her throat is briefly vacated... and yet, for all the power she inadvertently puts into her throes of passion? She doesn't dislodge herself from the wall even an inch. It grips her tightly, possessive to a fault as the final, oversized anchor-bulb slips up her ass and locks her in place, the tip of that chain now pushing against her abs from within. Any discomfort doesn't last long, however. Not with pump after pump of heady, virile Monsterspunk hosing down her throat from the still-thrusting tentacle between her lips slowly softening her stomach from sheer volume...
<br><br>
... And especially not after the tentacle buried in her pussy finally erupts, hammering to an awkward, twitching halt as a bulge of seed thick enough to swell it against her quivering thighs is briefly halted by the taut seal of her snatch, funnelling the obscene load into a pressure blast within her womb. Jaycie howls in bewildered pleasure as she's pumped full from both ends, her belly bloating with the syrup-thick jizz of the very Monster she failed to slay, her abs softened into obscured oblivion by the swell in bounce-inducing surges.
<br><br>
A stillness overtakes the scene as both tentacles remain halted deep inside of her, their further lengths winding and twitching in agitation. Jaycie shudders stolen breaths through her nose as her stomach gurgles ominously around its massive payload, but the final icing on the Pit's new Queen has yet to be piped. The tentacles around her heavy, heaving breasts suddenly abandon them, leaving them to lay weightily upon her tender belly. Jaycie whines in confusion at her lost massage, but the rationale soon becomes clear to the woman so thoroughly robbed of reason; a pair of maws modelled after the smog-pumping 'mask' from earlier clamp onto her tits with hungering holds, earning surprised, muffled cries from the Revenant as they lift and pump and suck fruitlessly.
<br><br>
Fruitless for now, perhaps. Can an Undead truly be made to produce milk, even if laden with the young of an abomination?
<br><br>
The Pit doesn't know. But if it <i>is</i> possible that its Queen can bear it spawn <i>and</i> delicious sustenance, then the Pit will be the <b>first</b> to know, with Jaycie herself a distant second... preoccupied as she is with slurping the tentacle down her throat in a mindless effort to coax it into fucking her lips once more.
<br><br>
Rest well, Revenant. Your retirement has come early.
<br><br>
<<if $fantasize is 0>>
<b><<= $Player_alias>>'s journey has come to an <focus>end. ♥</focus></b> <br><br> <<link "Retry (Rewind to before fight)" $Continue_Rewind>><<include "Combat Deactivate Combat Mode">><<set $Player_swap to $Player_name>><<set $Character_Restore to 1>><<include "Character Swap">><</link>>, reload a save or restart.
<</if>>
<</nobr>><<nobr>>
<<if $fantasize is 0>><<set $Player_class to "Undead Decor">><</if>>
Battered and worn, Jaycie rumbles her frustrations as the Maiden Armour seems to grow in size. Glistening portions shine through the joints in the parasitized armour, and the Revenant realizes that they're spreading outwards - the armour isn't growing, the thing inside of it is!
<br><br>
With a cacophonic sound of tortured metal, the Maiden Armour splits open in all directions at once - like an explosion in slow motion, each of its individual armour segments cracking apart. Jaycie brings her arms up to defend herself from the blast... but she gasps out a snarl when she feels something heavy and padded with quivering meat clamp around her wrist like a prison shackle. Lowering her arm, Jaycie sees that one of the Maiden's gauntlets has wrapped and warped itself around her arm, settling into place and restricting her movement! She snarls louder, showing her fangs as she shakes her arm to try and dislodge it, but it only squeezes on tighter - and it isn't alone.
<br><br>
Jaycie is almost knocked off of her feet when a massive metal boot slaps against her calf from behind and snaps shut around her leg, quickly joined by the next piece further up. She's knocked and staggered repeatedly by the onslaught, each piece woefully weighing her down and working to extend tendrils up towards her elbows and knees. Soon, her staggers are reduced to ground-rooted shakes and shudders, legs locked in place! With each new piece of armour, her stance is forced to adapt to aid in the application of more; arms spreading out, fingers splayed, back straightening and legs shoulder-width apart. She tosses her head like a furious animal, mask becoming dishevelled on her face as she feels the Monster's interior slime eating into her clothing... fully intent on replacing it!
<br><br>
Yet no matter how hard she struggles, the Revenant's immobilization continues apace. The finer details are getting filled in now - each section of each finger clanking into place, a layer of living flesh between her and the metal. Her flaring blue eyes are exposed to the world when a pair of tendrils snake up from her pauldron-clad shoulders to wrap around the offending facewear and yank it aside, making her all but bark in her teeth-gnashing fury. Those same tendrils merely curl around her head to bring it under control, her neck twitching and tensing as she's forced to look ahead and straight, wincing at the creeping spread of flesh from the chestplate being pushed into her bust.
<br><br>
It's a terribly ill-fitting suit. But it won't be for long.
<br><br>
Now clad from neck to toe in the dull, dinged armour, Jaycie can only move her jaw and her eyes. Looking down, she spies the alien sight of her own legs from this standing position; usually, her own chest is blocking that view. Not now! Not compressed so tightly against her torso by the straining chestplate, strapped in place with ribbons of sinew that writhe against her gray body. Indeed, the mess beneath the armour forms a full padded layer to separate her flesh from the uncaring metal she's imprisoned in, conforming tightly to her body - filling every curve, crevice and crease of her muscle tone. She grimaces as she feels it throbbing against her compressed breasts, between her legs... seemingly always pushing closer, deeper, ensuring not even a single bubble of air exists to mar the perfect packed-away seal.
<br><br>
And yet, for now, her face remains unveiled. Jaycie isn't sure why - with a glance to her side, she can see that the Maiden's impassive mask remains hovering by her side, suspended on a web of vein-like tendrils, facing her as though capable of watching her. She growls at it and attempts to spit towards it, and while it has no chance of hitting, it reacts regardless - lifted up and away for a moment upon its living web. Odd. Jaycie sighs. Helen would see something like that and figure out a plan... but she isn't Helen. It feels like all she has is brute strength, and now she doesn't even have that!
<br><br>
Jaycie tenses harshly as she tries to brute force her way out of the armour, but true enough, nothing happens. Not even a twitch. In fact... coated in this slime, having it massaged so deeply into her body... is it doing something to her? Paralytic, strength-sapping, numbing. With bared fangs, the Revenant realizes that the longer she's trapped like this, the less chance she has of breaking free herself.
<br><br>
But 'less chance' of 'no chance' is still 'no chance'. So what the hell is the armour even waiting for? What is it?...
<br><br>
Jaycie's inner monologue trails off when she looks down at herself again - only with her eyes, of course, for her head still clamped in place. It's only been a minute of struggling, if that... and yet, the scene is totally alien. The joints in the armour are sealing shut. The chestplate, previously so flat that she could see past her own heavy rack, is now starting to swell out in imitation of it! She grimaces, mind racing as she tries to figure out what the hell is going on, but any and all attempts to move her arms - an already impossible task - are now made all the more unfeasible by the sealing of those joints.
<br><br>
Suddenly, the mask moves. Jaycie clenches her teeth and prepares to try and jerk her head away, but to her surprise, it makes no move to attach to her face. Instead, the serene visage rotates and flattens, passes of wave-like movements across its surface shining and buffing it out to a mirror's reflection...
<br><br>
It's <i>showing her</i> what it's doing! Jaycie isn't sure if she should watch, but... it's not like she has anything better to do. The armour no longer resembles armour in some places; it's developing folds, creases, fake holes and even tears and rips where the metal darkens to simulate their presence. Her jumpsuit... it's <i>remaking itself</i> in her image, casting the very outfit it's melted into oblivion in metal - with her in it!
<br><br>
A statue in her image. <i>With her inside of it.</i> Jaycie shudders at the implications, then tries to turn her head away - but she freezes when the mirror sheen of the mask piece disappears, its surface warping and bubbling as it reforms... but not quite as it was before. Still serene. Still unmoving in that singular expression.
<br><br>
But now it's <i>her</i> face. As it slowly turns on the spot to reveal the complex weave of tentacles lining its back, Jaycie's eyes widen as the inevitable dawns upon her.
<br><br>
<jaycie>"nnNNMPH--"</jaycie> she yelps, jerking back slightly as the mask is suddenly slapped against her face - impact cushioned by it being perfectly sculpted to her features... and by the generous layer of meat within. Blinded and muffled, the amazonian Revenant can do nothing but twitch on the spot as the mask's thickest tendrils emerge from around her face to slither into her hair and around the back of her head, gripping on tight, squeezing on closer, exuding a strange slime resin that hardens by the second.
<br><br>
Within seconds, Jaycie's head is covered in the stuff - a lumpen, misshapen and dull-shiny mass of gunmetal gray, smoothing out and becoming uniform against her skull before it begins to expand and fill in details. Her hair - now sodden and crushed flat against her scalp - is sculpted in immaculate detail just the way it was before it was covered, the final inch of exposed gray flesh covered up with one final whine from the trapped Zombie.
<br><br>
No more movement - save for the subtle, slow shift of metal as it sculpts itself into a perfect, loving tribute of the woman trapped within it... with some creative alterations here and there, perhaps. A little taller and thicker, given that it contains the genuine article - but that doesn't quite excuse the extra cup size spilling out of her open jumpsuit. Oh well! Not like Jaycie can complain in a way that matters... or see it, for that matter.
<br><br>
Within the statue, she's completely blindfolded. Her sense of scent has been plunged into nothing but the hedonistic musk of the Monster encasing her. All she can hear is the firm pulse of its alien heartbeat, throbbing all around her in a rhythm that sees her entire body squeezed and massaged to its tune. As for taste?...
<br><br>
Well, the phallic protrusion suddenly thrust between her lips - jaw propped open by a squeeze - downgrades that sense from 'unused' to 'overused' in an instant. A virile, potent taste grinds its way across her lengthy tongue, the oversized tentacle expanding further and further past her lips as it slips its way down her throat. Jaycie's resulting gag sends a tremble through her body, but on the outside, the statue doesn't so much as twitch. Nor does it mirror the growing bulge in her neck - the meat layer within the prison merely shifting to accommodate the problem of its own creation.
<br><br>
Jaycie winces, grimaces - to the best of her ability, that is. Even her ability to make faces is being stripped from her, the layer of living flesh so damn tight now, her nerves being numbed into submission by the constant massage. The same can't be said for her insides, however - her throat quivers in confused rebellion against the intrusion as it begins to thrust, earning a constant chorus of soft <jaycie>"glk- glk- glk-"</jaycie> gags heard by no one but Jaycie and her alien captor.
<br><br>
It isn't satisfied with just one of her holes, of course. Jaycie can't even feel it when the statue begins to slowly move, one of her arms bending as the metal melts and reforms to allow for the adjustment, even simulating the crease and fold of her jumpsuit sleeve as it does so. It doesn't simulate the growing pressure between her legs... nor the gap created when a second phallic growth - even larger than the first - pushes against her sopping slit and slithers its way inside, sending shocks up her spine that have nowhere to dissipate out of her trapped body!
<br><br>
All she can do is moan and gag, her eyes rolling up behind forced-shut lids as her pussy is spread open around the new protrusion. With how numb the rest of her body feels, the sensation is only heightened - the sole sense left in her arsenal that isn't being drowned under a sea of squelching monotony. Even if this weren't the case, the Maiden's gone big with this one - Jaycie shivers in stillness as the ridged prick it's created explores her slowly, taking its time to claim her.
<br><br>
Alas, patience is a virtue rarely found in monsters of this ilk. It isn't long before it mimics the behaviour of the one currently bulging her throat - it slowly rears back... and then rushes back up inside her at twice the speed, making her stomach flex and tighten reflexively as it begins to hammer her as free as it pleases! Jaycie splutters around her oral invader, her lips stretched taut around it, her ability to breathe now entirely at the whims of the Maiden as it provides a token ration of oxygen via the mask against her nose.
<br><br>
Shit. She's supposed to be thinking of a way out of this! But... thinking was never Jaycie's strong suit. Robbed of her strength and physicality, so too is Jaycie robbed of her pride and capability. A grumble of frustration joins the outward moans coaxed from her, but the protests fall on deaf ears. The Maiden just keeps on fucking her, all while it continues the snail-pace adjustments on the outside...
<br><br>
One hand gripping the open flap of the jumpsuit, exposing those tantalizing breasts - the genuine article allowed to breathe more now, but hardly unmolested, squeezed and massaged and <b>milked</b> by the imitation of rough-hewn, ill-fingered hands. The other hand curled into a lewd 'o' with thumb and fingers in a phantom grip, positioned before a parted mouth curled into the same shape - her expression otherwise serene as ever. Her hip cocked to the side, one leg spread to support her pose, Jaycie's statue looking less regal decor and more 'anime figurine' in its final position.
<br><br>
For what purpose does the Maiden Armour do this? Who can say. But it would seem to be satisfied by its work, for its attentions turn fully inward as the exterior shines and exudes sweat-like secretions of a varnishing substance, restoring the dull surface of the metal and making it shine with polished lustre as it dries. Standing resplendent in the middle of the room, securely fitted to the ground.
<br><br>
Not that Jaycie knows any of this, her arms leaden and useless in their confines. All she can feel is the scrape of her twitching throat. The slamming rhythm of meat hammering her cunt. The molestation of her ample breasts, pushed and squashed against her torso by the constant simulation and stimulation of a dozen hands at once, pawing her, groping her, extending to her hips and ass and thighs and even her cheeks.
<br><br>
She can't wriggle free. She can't do a damn thing but 'stand' suspended in darkness, the plaything of a Monster so strange that it can do nothing to communicate its desires to her.
<br><br>
All she can do is wait, and hope for a rescue that will not come... while she cums.
<br><br>
<jaycie>"Nmrhhph--GYNNMm~-"</jaycie> she 'exclaims', her body trembling but completely packed in place, denied even that tiny shred of movement, leaving her with absolutely no outlet for her orgasmic frustrations as they radiate out of her and ricochet right back in. And all the while, the Maiden doesn't stop on her behalf - it just keeps thrusting, filling, squeezing...
<br><br>
An eternal prison for an immortal prisoner, with endless 'enrichment' in store for her solitary confinement.
<br><br>
<<if $fantasize is 0>>
<b><<= $Player_alias>>'s journey has come to an <focus>end. ♥</focus></b> <br><br> <<link "Retry (Rewind to before fight)" $Continue_Rewind>><<include "Combat Deactivate Combat Mode">><<set $Player_swap to $Player_name>><<set $Character_Restore to 1>><<include "Character Swap">><<unset $HW_Maiden>><</link>>, reload a save or restart.
<</if>>
<</nobr>><<nobr>>
<<if $fantasize is 0>><<set $Player_class to "Pixie Playmate">><</if>>
<pixie>"Hyehehehe..."</pixie> the Pixie giggles, the malice in her grinning face reaching new heights as she brings her clawed hands together and channels a fresh rock to toss. Helen - struggling to stand with exhaustion - narrows her eyes and clutches her weapon... but to her relief, the Pixie's over-arm toss of the resulting rock - a jagged, urchin-like affair - goes wide and smashes on the wall to her left, peppering her with inconsequential flecks of stone.
<br><br>
... In theory. And yet rather than cursing her poor aim, the Pixie 'falls' backwards in her perpetual hovering state, kicking and giggling in manic glee. As if she's won! Helen rolls her eyes with a scoff, then goes to reposition, taking a step--
<br><br>
<helen>"O-oh!!-"</helen> Helen gasps, arms windmilling as she finds her upper body pitched heavily forward. What happened!? Barely regaining her balance, she twists her gaze down to her leaden legs and freezes with a gasp, dread quickly spreading across her moon-pale face.
<br><br>
Gray. <b>Stone</b> gray, from her feet up to her ankles. Her boots and her body beneath them, creeping up the ends of her snug pants... and ever so slowly crawling up further still. Despite her shock, Helen is ever the analytical sort, her emerald eyes quickly tracing across her legs - the corrupted portion and that yet untainted - and notices a number of small tears in the fabric. Those shards weren't inconsequential at all!
<br><br>
Bringing her attention back to the grinning Pixie above, Helen swallows. Alright, calm down. If she's careful, maybe she can still beat her down. She still has her weapon, and-
<br><br>
One second, the Pixie is hovering a few feet away from her, lounging in mid-air with that awful, smug look on her face. Then, it's as if Helen blinked against her own will - the weapon now gone from her hand, and her vision filled with Pixie! She gasps in confusion and leans back, but it doesn't help - the pint-sized menace is standing on her shoulders, hands resting on her head and leering down at her.
<br><br>
<pixie>"Ohoh, you're pretty as a picture when you're confused. You should try letting it happen more often, ey-hey-hey!~"</pixie> the Fae snickers, narrowing her eyes slightly as she tightens her grasp - Helen winces, realizing that she's gripping two handfuls of her carefully-styled blonde hair! Her fingers flex, confirming that she isn't holding anything at all. What the hell happened to her weapon? How did her foe move so fast? How--
<br><br>
<helen>"Frozen? That fast?"</helen> Helen scowls through her wince, putting the pieces together in her head. The Pixie gasps, seeming genuinely impressed, looking down at Helen with an inquisitive tilt of her head and two slow blinks of her dish-like eyes.
<br><br>
<pixie>"Such fleeting confusion! And right after I said such nice things about your cute stupid face. Tsk tsk tsk! Fine... correct! True. I. Froze. You!~"</pixie> she giggles, suddenly squatting down whilst keeping her grip tight, swinging down to be on Helen's eye level. The Scientist grimaces, the smell of fresh cut grass and recently tilled earth mixed with something... potent. <pixie>"Once you're mine, it's no trouble at all for me to... boost, the properties of petrification~. I can only do it for a few seconds, but a few seconds is all I need! Savvy, lady?"</pixie> the Fae asks, tilting her head in the other direction as her lids lower in smug satisfaction. Helen grumbles, testing a flex of her foot; no good. Still frozen. So, the Pixie can flash-petrify her for a while, but it doesn't consume the affliction, reverting her back to her prior progress...
<br><br>
<helen>"Very... impressive, I'll admit."</helen> Helen begins, choosing her words with care. The Pixie once again tilts her head, a slight twist in her body, the language of which almost borders on bestial rather than human - clinging to her upper body like a beast. She has the Fae's attention... <helen>"Magnificent even. It's clear I underestimated you! I shall have to try harder in our next game, yes?"</helen> she offers with a smile, falling back on what she knows of dealing with Fae. They're suckers for compliments and wilful playmates... sure enough, the Pixie seems to take time considering this, lips twisting as she glances up and away with a hum and a huff, her pointed feet shifting their weight from shoulder to shoulder in a manner that forces Helen to keep the wince off of her face. <helen>"Of course, with my feet stuck like this, it does rather narrow the list of games we could play..."</helen>
<br><br>
As soon as Helen says that - intending to convince the Fae to unfreeze her - she realizes she's made a mistake. The Pixie stops tilting her head and seems to freeze, now regarding Helen with a subtle shift in her wild-eyed expression. Less a stare of inquiry, and more the manner in which a wolf might view a lamb separated from its flock. Helen gulps-
<br><br>
Helen <b>gags,</b> loud and lurid and astonished. <helen>"GLRRRGCK!?--"</helen>
<br><br>
<pixie>"OunnNNF, that's a FUN noise. I'll almost MISS it--"</pixie> the Pixie pants, her tongue hanging past her lips as she quivers against Helen's face, clutching it tightly with her arms and legs alike wrapped in a snug hug around the Scientist's head, her spectacles mashed against the Fae's trim stomach. What the hell happened!? A-and why can't she breathe!? Her throat aches, and she can feel her neck bulging against her collar. D-don't tell her...
<br><br>
<pixie>"Hhh-hnnn- stupid plaything!-- your throat's too tight!!"</pixie> the Fae hisses and huffs, re-planting her nubby feet on the Agent's shoulders and earning a fresh wince from her as she slowly but surely wriggles her hips in order to dislodge her twitching pillar of a cock out from Helen's taut-plugged lips, slick and shiny with the poor blonde's drool. With her spectacles left hanging awkwardly tilted on her face, Helen watches - crosseyed in her bewilderment - as inches are slowly pulled from out of her gullet, ceasing only once the base of that bloated crown is tugging against her lips from within. The Pixie leers down at her once more, back in that squatting position... a slab of spit-shined cock welded between her legs, the thick veins dancing down its length coloured the same earthen hues as the panels of her twitching wings. <pixie>"Hyiheheh... surpriiised?"</pixie> she inquires, knowing good and god damned well what the answer is.
<br><br>
<helen>"Mmrph-- mmnhmn!?"</helen> Helen 'replies', trying and failing to pull her head back that final inch to free her lips. Alas, the Pixie narrows her eyes and takes a diminutive fistful of hair once more, keeping her nice and lodged in place where she is.
<br><br>
<pixie>"Oooh, silly me, silly me. Did I explain the rules of our next game while you were frozen? Isn't that just ter-rib-ly un-fair of mee~ee~ee..."</pixie> she giggles with a lustful groan, rocking her hips back and forth to saw the tip of her impressive prick over Helen's lengthy, Undead-corrupted tongue in a manner that makes her wince and shiver. There can be no doubt; this glamoured length, hidden away from sight and presence, was the 'potent' smell she sensed mixed in with the earth-aspected Fae's scents from earlier... more specifically from the heavy balls slung beneath it, hanging and twitching up towards the Pixie's body in tune with every pulse of lustful need down her prick. <pixie>"The new game is, 'try not to choke'! And every time you do..."</pixie> she trails off - then her fist tightens, her legs tense, and her hips slam back forward.
<br><br>
<helen>"Nyh!-- GgrRRRLLLLCHK--"</helen> Helen gags violently, her slender neck once again bulging as her plugged lips are suddenly introduced to the base of the Fae's stomach above, and the beginning of her overladen sack below - the latter of which swings to -SMAK- against the Scientist's bulging throat! The Fae giggles, now out of sight from Helen - blinded by the leaf-hewn leotard pressed against her face. She squirms and chokes, trying to reach up to swat this awful little pest away... but something isn't right. Her arms aren't listening!...
<br><br>
<pixie>"... You freeze a little more! GyiiHIhiHIhiHIIII!!"</pixie> the Fae cackles maliciously, baring her teeth in a too-wide grin as she swiftly pulls back out, legs straightening out of her squat and arms extending as far as they'll go. It affords Helen a brief opportunity to survey her arms - raised by her sides in an effort to grab the little bastard, but stuck twitching and immobile, patchwork stone corruption visible across each arm, but particularly around her left. The shards!... They hit more than just her legs earlier! <pixie>"And it looks like... you... SUCK!"</pixie> the Fae sneers - and thrusts.
<br><br>
<helen>"GLLrRrrCKH--"</helen> Helen gags, wincing sharply as the Fae cackles to herself, her hips blurring as she puts everything she has into those violent, facefucking pitches, dropping into that half-hanging squat again and again to plunder Helen's throat for all it's worth... and making her gag luridly and loudly, again and again and again.
<br><br>
<pixie>"You suck at the GAME-"</pixie> <helen>"GllRRCH!-"</helen> <pixie>"- Just like you suck COCK!-"</pixie> <helen>"NrrCHK!-"</helen> <pixie>"GyiiEEEheeHEE!!"</pixie> <helen>"GllrRRLLMPh!-"</helen> <pixie>"Which is WHY-"</pixie> <helen>"HYUUrRCK!-"</helen> <pixie>"You're gunna be a STATUE--'"</pixie> <helen>"GLLRMCH!-"</helen> <pixie>"PEBBLE-BRAIN!!"</pixie> <helen>"NRRLLMHL!-"</helen>
<br><br>
Each and every time she's forced to choke upon that mighty Pixie pillar in this impossible game, Helen can feel her corruption spreading further around her body. It doesn't matter if each time is a mere fraction of a percent of progress - the Pixie hammer-humps her face with such fervent, gleeful need that to describe her pace as 'machinegun-like' would be a disservice to her efforts. All the Scientist can do is hope that the game isn't rigged to the very end, that perhaps if she can hold on, she can earn her freedom.
<br><br>
... F-fuck. What could this train of thought possibly imply other than <i>make her cum?</i> Helen scrunches her eyes shut, her jaw tingling in a dull ache from its constant use as she weighs her options with her rapidly diminishing time, all as the Pixie continues to slamfuck her face with reckless abandon - prattling, chittering, taunting, giggling. Not conditions conducive to rational reasoning for the poor Scientist! But as perverse as the idea is, it falls in line with her earlier failed attempts at Fae flattery; make them feel good and pompous about themselves.
<br><br>
Seething internally, Helen does her best to loosen her throat and put her tongue to work, pushing it past her lower lip - a herculean task, given the sheer size of the girth plugging her lips open-shut - to lap at those wrecking ball cumtanks as they slam against her chin again and again. The Pixie squeaks out in surprise, looking down with those alien eyes of hers.
<br><br>
<pixie>"O-ooouh!? A move most unexpected! Perhaps-- GNNH-- I afford ye too little credit, pretty-pebble!!"</pixie> she gasps and grins wide, shimmying her hips as she puts an element of gyration into her thrusts... pitching herself left and right into Helen's maw as she fucks her lips, striking new portions of her deepest oral recesses. <i>Oh no.</i> Her 'counterattack' has just been met with one in kind, the Pixie coaxing even louder gags from the Agent, who - unbeknownst even to herself - had begun to acclimatize to the rough treatment of her gullet. <pixie>"But I'm still~ gunna~ wiiii~iiin!!"</pixie> she declares authoritatively, nostrils flaring as she huffs through them, abandoning Helen's hair with one hand so that she can plant it on her hip and gloat down at her 'playmate' with a side-on angle to her merciless facefucking.
<br><br>
Helen can only stare up at the leering gaze with watering eyes, the strain of this perverted contest - not to mention those new grinding thrusts down the sides of her throat - coaxing a constant chorus of those self-dooming chokes and gags and glurks from the poor Agent. She tries to turn her head away, only to find that she can't - realizing with widening eyes that her neck has begun to freeze in place. She can only watch as the Pixie abandons one shoulder with her left leg - the same side as the hand on her hip - to briefly lance a sharp-footed kick down at Helen's top, slicing through it with ease to rip a hole down and expose her cleavage!
<br><br>
<pixie>"Oh, don't mind me!-- Just prettying you up a little-- and making sure you'll be-- ~multifunctional~- heHEHEheHEheHE!~"</pixie> the Pixie snickers, Helen wincing further as she realizes what the mean little bitch means... a nice path down towards her still-snug tits, an alternate way of using her body to get off. With rising despair, Helen realizes the only comeback she can think of - thought, left unsaid - is 'hope you get rock splinters'.
<br><br>
An admission of defeat, in essence. But as she tries to open her eyes back out of that wince, she discovers that only her right eye obeys the command. Her depth perception has gone totally skew-wiff! Panicking, she can't stop her eye from flitting around as it opens wide in stark contrast to the half-crossed, half-shut state of the other... and then that, too, freezes in place; leaving her with quite the face.
<br><br>
<pixie>"OH! Now you look-- NGH-- Just as STUPID-- HEHE-- As I KNEW you WERE-- Gnngh!!"</pixie> the Pixie sneers down at her, Helen perceiving her as a half-blurred double image. Reduced to stone, her eyes still work... but in that crossed, awkward position - not to mention with her petrified spectacles hanging halfway off her face - this angle she's stuck in smears her vision uselessly. All she can do is watch the Pixie furiously pick up the pace of fucking her face, and listen to her own gags get quieter and quieter as she loses the capability to make them at all; her insides still soft, but only when interacting with her captor's impressive prick.
<br><br>
<b>Helen is fully petrified...</b> save for her brass arm, still shiny and metal but just as <b>immobile.</b>
<br><br>
With the game set and finished, all that remains is for the Pixie to finish getting her rocks off - Helen realizes the pun even as she thinks it, groaning in frustration. Along with her remaining sight, she can still smell that virility, still hear the sound of that agile little body humping away at her face with eager smacks and whacks. And still feel that Pixie prick stretching out her throat, the interior quite literally <b>moulded</b> in its image.
<br><br>
<pixie>"HeheHE-- I-- WIN!-- You-- LOSE!!!"</pixie> the Pixie bellows, suddenly wrapping her arms and legs around Helen's head once again - one hand gripping the opposing wrist, one leg crossed over the other, her wings flittering furiously and kicking up her glittering dust to coat the Agent's frozen figure in glistening dots of shiny green and yellow. The Pixie's whole body convulses and spasms as orgasmic throes overtake her, the insults ceasing in favour of winded pants and disarmingly cute whines as her weighty nuts climb and tense against Helen's petrified chin in mighty, load-shunting clenches.
<br><br>
No more gags follow. If one were to strain their ears - the Pixie's pointed pair twitch as they drink in the sound - then they might be able to make out the Fae fiend's earth-aspected load - thick as concrete, heavy as iron - splattering down into Helen's stomach without a hint of resistance or prevention, the sound growing wetter and goopier with each subsequent pulse of Unseelie seed. That is, if they can hear it at all over the Pixie's hissing grunts and muttered insults, still eager to let Helen know exactly what she is now...
<br><br>
<pixie>"Pretty little HOLES-- all you are-- all ye be!!--"</pixie> she giggles in lustful delirium, biting her lip as she wriggles her hips to drain every last drop she has to offer. All good things must come to an end, however... and with agonizing slothfulness, the Fae exhales, inhales, and then plants her feet to slow pull out - inch by inch, twisting her hips to aid in the extraction, finally pulling the bloated crown free of those O-stuck lips with a <b>-pop-!</b>
<br><br>
... And then slapping her spit-shined length down over the frozen woman's face with a <b>-smack-</b>, its weight so absurd that she's lucky she didn't chip away at Helen's perfectly preserved features.
<br><br>
<pixie>"Phew!~ Good game, pretty pebble!"</pixie> the Pixie giggles happily, rocking her length back and forth across those frozen features, biting her lip as she admires her handiwork. Helen yells and grimaces internally, but externally she's the perfect playmate for the corrupted Fae's tastes; quiet and <b>compliant.</b> Without sparing her the dignity of any further speech, the Pixie drags her cock off of that time-stuck expression of awkward ahegao and shimmies down to admire her earlier handiwork... shoving the tip of her cock down into Helen's cleavage.
<br><br>
Now stuck staring at the ceiling, Helen can only listen to the giggling sneers of her captor as she plunges herself deeper between her breasts, vision occasionally graced with puffs of fairy dust billowing from those twitchy, happy wings.
<br><br>
... She'll get bored eventually...
<br><br>
R-right?
<<if $fantasize is 0>>
<b><<= $Player_alias>>'s journey has come to an <focus>end. ♥</focus></b> <br><br><<link "Retry (Rewind to before fight)" $Continue_Rewind>><<include "Combat Deactivate Combat Mode">><<set $Player_swap to $Player_name>><<set $Character_Restore to 1>><<include "Character Swap">><<unset $HW_Pixie>><</link>>, reload a save or restart.
<</if>>
<</nobr>><<nobr>>
<<if $fantasize is 0>><<set $Player_class to "Prettiest Flower">><</if>>
With the force of a cracked whip, a living vine descends from the tangle above to snatch at Jaycie's wrist mid-swing. The Revenant sharply turns her head to glare at the offending flora as her momentum is halted, the ropey plant furling so tightly that even the broad leaves upon its length curl inwards in an effort to contain her strength. She growls and tugs against it, but this break in her momentum is precisely what the Mandrakes were looking for!
<br><br>
Alerted by a wild whoop from the lettuce-headed leader, Jaycie turns with wide eyes just in time to witness a pair of Mandrakes swing down at her, borne upon vines to which they cling frantically. Meeting her shoulders, they're swung inwards by the angle, wrapping around her body with delighted snickers before spiralling down one leg each. Jaycie grunts and raises a leg to stomp at them... but while her leg is permitted to rise, it is not permitted to fall!
<br><br>
With the mistake made, Jaycie gasps as her world is suddenly turned upside down, her weapon forced from her hand by a jarring blow against it. Everything becomes a blur as she's swept off her feet, the Mandrakes leaping onto her tangled form as she's hoisted into the air feet-first - narrowly avoiding a bump on the head when she swings down past the raised flowerbeds and their ancient wooden basins. It's disorienting, to say the least; even more so with the Mandrakes hanging off of her body, claws dug into her jumpsuit, chittering and cackling to one another... and whistling and ogling her!
<br><br>
Frustrated and embarrassed, Jaycie puts her core strength to good use and performs an upside-down crunch, bending her upper body up towards the ceiling to which she's being hoisted. It jostles her, as expected, and when she releases the bend and straightens out, she goes swinging backwards. The vines creak ominously from the tug and pull of her weight upon them, and so she does it again - at once ignoring yet relishing the confused chitters of alarm from her captors. All she has to do is break the vines, and hope the fall down isn't on something too hard...
<br><br>
Alas, the garden is wise to her games. Yet more vines descend onto her strung-up form, and more besides shoot up from the soil below - her bindings increasingly making her resemble a fly in a web as verdant pythons snake towards her bound figure from every direction at once. They coil around her arms, binding them tightly together in front of her and squashing her bust between her powerful arms - much to the delight of the vexing little vegetable bastards scattered around her body, who use their clumsy-looking but surprisingly dextrous hands to tie the loose ends of the vines back into the mass, making new knots.
<br><br>
Jaycie tries to bend up again, but one final vine whips around her neck and squeezes with shocking force, making her eyes shoot open wide behind her mask as she rasps. The Mandrakes understand how strong this oversized flower is... and they know that they can treat her accordingly. As she's viciously choked by the vine, her head already rushing with blood thanks to hanging upside-down, the Revenant begins to shudder and twitch in tune with breathless gasps and hiccups, her swing of rebellion halting to an aimless, harmless pendulum.
<br><br>
The choker vine releases her neck, affording Jaycie the chance to inhale sharply - but then just as swiftly does it wrap around her jawline, a confused gag erupting from the amazonian Undead as she's muffled by the earthy-tasting plant coiling under her mask and around her mouth like a tape muzzle. Her face contorts in fury as she wriggles ineffectually, clearly immobilized... and yet the vines don't stop. From the tangled mass above, more and more keep growing; and these ones look different in a way she can't quite place.
<br><br>
Such investigations are further hampered by the Mandrakes, whose presence demands to be felt with a sudden <b>-SMAK-</b> of Jaycie's backside! She arches her back and splutters in surprise, which soon transitions into inept outrage at her situation. With a twist and a swing, she can barely catch a glimpse of two Mandrakes perched upon her legs, clinging to them like tree trunks as they entwine the roots of an arm each together; lengthening, spiralling, reinforcing... whipping.
<br><br>
<jaycie>"NNGH!!-"</jaycie> Jaycie snarls, no shock this time; just pure rage in her flaring blue eyes as her backside is assaulted by repeated blunt-edged whipstrikes, the Mandrakes hooting in glee and hanging on for dear life as she wobbles and jostles with each hit. It serves as a tidy distraction from the constant addition of more vines, many of which begin to slither into her jumpsuit - down her collar, through the open front portion through which her breasts spill, or into one of the many rips and tears dotted about the well-worn garment. And if those options do not permit easy entry from the angle of a newly arrived vine? It simply makes a new opening. <b>-rrrRRRRIP-!</b>
<br><br>
<jaycie>"Ccnnh-- hhrngh!"</jaycie> Jaycie growls into her gag, feeling a string of little pricks - not to be confused with the little pricks clambering around her body - across her skin wherever these new vines brush against her flesh. Yes, there was something different about them, something about their colour... she shakes her head, unable to determine what it was. The stings aren't painful beyond the first few - in fact, it's difficult to focus on them at all with the constant chitter of alien voices, not to mention the strange, heated flushing of her usually luke-cool skin...
<br><br>
<b>-RrrrRRRrrrRRIP-!</b> Jaycie is startled out of her heated haze by a particular loud piece of damage to her outfit - and as the fresh air of the garden strikes her nethers, she shivers in confirmation of where that damage took place. She can just barely twist to look up through the holes in her mask, glaring at the sight of her tight-bound legs above her - now almost completely mummified in vines - thinning out around her hips to provide a display window for her snug-fitting underwear flanked by her powerful, gray thighs. Her pussy all but bites into the black fabric of her panties, held tight against her body from the bindings around her - uncomfortable in a manner that she's only aware of now that she's directly looking at it... for the whole two seconds she's able to do so.
<br><br>
A root-woven hand suddenly curls into her hair and yanks her head back 'straight', earning a snarl and shake from the oversized Undead as she's brought face to face with the grinning lettuce-headed leader. His head splits open horizontally, a green, pointed tongue slathering force from the makeshift maw to lick up - or down? - her cheek, making Jaycie shiver in revulsion despite the lingering, sweet smell of the sap. The leader's commands for her attention can only distract her so much from what's going on above, the sound of shuffling feet and parting fabric rising above the constant creak of rapid-growing plant life as the two Mandrakes that were busy whipping her rear have set their sights on new horizons...
<br><br>
Right when she feels the little bastards take up positions on either side of her thighs - one behind and straddling her well-whipped backside, the other clinging to her front within the valley of her groin - Jaycie is once again brought back to focusing on the leader via an impatient tugging of her hair... followed by an equally impatient plapping of his cock across her mask. Her eyes widen in shock, for the already bloated, obscenely oversized length upon the little freak's frame has only swollen wider with his lust and her capture - portions of his body re-woven and devoted to plumping it up in size, a constant trickle of sweet pre-sap leaking from the tip and smearing sticky strands across her mask.
<br><br>
Jaycie grimaces in revulsion, but she can't turn away. The leader snickers down at her, awkwardly clinging to her head and shoulder as he casually grinds back and forth on her 'face' - does the stupid little Monster even know that this is a mask? Jaycie grumbles as she ponders this, sawing her shark-like teeth back and forth on the vines jamming her mouth open as she tries to cut through them, an effort constantly denied by the vine's rapid regeneration and regrowth. At least it tastes somewhat pleasant...
<br><br>
Jaycie shudders as a pang of heat spreads across her skin, those vines writhing under her increasingly ruined jumpsuit still groping and coiling around her curves. A pair have even nestled between her arms-squashed tits, but they're hastily pulled out of the way by yet another Mandrake that takes up residence there, standing on the shelf created by the bondage of her breasts. To her shock, this ambitious bastard is the first to strike his iron - a throbbing girth suddenly slipping down into her cleavage from 'below', spearing down and failing to exit out the other side thanks to its uncompromising, sweat-slick tightness. The vexing vegetable cries out in blissful delight and immediately pulls back, earning yet more growls from the captured Revenant as the brute begins to frantically titfuck her with haphazard humps!
<br><br>
In a mere few thrusts, Jaycie's cleavage is made slippery with pre-sap, the amazonian Undead shuddering in distaste. The grotesque sensation, however, is being balanced against a strange, growing warmth across her entire body. Unable to see anything with the leader's obscene prick draped over her face, all she can do is hazard rough guesses at what they're doing to her, but it's... difficult to think. Whilst a cruel observer might remark that this is nothing new for Jaycie, this is different. Fuzzy. Blurring...
<br><br>
<b>Slamming.</b> <jaycie>"MRRPPHH--"</jaycie> The hanging Revenant is suddenly shocked out of her fuzzy mindscape as her cunt is speared wide around a Mandrake member, plunging straight into her slit with a rough tug of her panties to one side. Jaycie howls out, but not in any sort of pain or discomfort; it feels <i>good.</i> How the fuck did she get so <i>wet!?</i>I-it doesn't make any sense-- but the already addled Undead has no time at all to gather her thoughts and theories, for the ecstatic Mandrake is scrabbling his feet for dear life in search of grip to get a good, hard fucking rhythm down, stirring her up as he pumps her pussy for all it's worth. <jaycie>"Nrh- Nhhm!!- Nmouuh!?"</jaycie> she whines out in astonishment, feeling her tight abs bulging gently above the floral menace's mighty shaft, her body betraying her in its insistence on wrapping snugly around it and squeezing it dry.
<br><br>
Two parts of her body are being put to good use now, and for everything else? Well, more vines are on hand to cover her up. Coil her tight. Squeeze her good in the never-ending slide towards total mummification, the Revenant's breathing becoming shallow as her stomach and ribs are compressed by the python-like ensnarement. And yet... is that really why? Jaycie shuffles and inhales, but to her shock, she finds that the very act seems... foreign, now. Wrong, in some way. She realizes that she hasn't been breathing for a couple of minutes before this, and yet she feels no ill effects of deprivation. Grumbling, she tosses her head slightly, though it does no good in dislodging the leader clung to her shoulder. She's stifled into stillness by a mighty throb of his length against her mask, causing her to adjust the gaze of her eyes up to his leering face... the lustful impatience writ plain upon it.
<br><br>
Jaycie gasps as her jaw is pried upon by the vines muffling her, parting as far as her lips will allow. At the same time, the Mandrake leader lifts her mask partially up and out of the way, understanding what it is after all! Jaycie tilts her head to the side in an attempt at evasion, but it's no use - she catches a brief glimpse of herself in the pollen-stained glass walls beyond, and then her vision is blinded by the Mandrake's plump lower body as it slams home to the hilt into her mouth and up her throat.
<br><br>
As Jaycie <jaycie>-glurks-</jaycie> around his length and does her best to ignore the incomprehensible language he taunts her in, one question strikes her as the image of her entangled body blurs through her head.
<br><br>
Why the hell is she... green?
<br><br>
The sudden introduction of yet another Mandrake cock up her generous backside is enough to dispel the worry from her mind. It's a shock, to be sure, but once again? Not an unpleasant one. She shivers from it, in fact, her eyes rolling up as she's spread wide around the misshapen brute's misshapen member, her earlier revulsion of their behaviour a strangely distant memory, as if it doesn't even belong to her anymore. The gleeful little Monsters work without any shred of cooperation, the two hammering down into her awaiting nether-holes occasionally kicking and swearing at one another as they scrabble for prime purchase on her body.
<br><br>
Odd. How did she recognize them as swears? She winces as root-woven hands squeeze around her neck, the leader having to hang on tight to put more force into his up-angled throatfucking thrusts. Jaycie doesn't mind. It's not as if she needs to breathe anymore. It's strange yet still, however, that as the Mandrake babbles his incomprehensible words at her, she understands the meaning... <i>Suck. Harder. Tight! Good! Suck. Queen!</i>
<br><br>
With her clothing hanging off of her body in tatters, barely a shred of the Revenant's gray skin remains uncovered by those vines - even the fleeting utility windows left in their wrappings to allow the Mandrakes to use and abuse her are getting discoloured beneath the layers of slathering sap, either drooling from their jagged maws or spurting freely from those oversized pricks, inside her and overflowing, or outside whenever they fuck too fast for their own good and slip out with frustrated grumbles.
<br><br>
Close inspection, however, would reveal the truth; not every inch of her gray skin is covered. It's just that her skin is gray no longer.
<br><br>
The black veins that run through her body, the texture of her skin... it's all different. Green. Plumpened, the texture of the very vines that coil her so tightly, the payload of a thousand fine spines across their surfaces having well and truly pumped their way through her slow-beating system by now. As the vines finally begin to uncoil, they reveal the extent of the devastation of her outfit, Jaycie now all but nude... and forever changed.
<br><br>
The most striking difference is in her legs; for they are legs no longer. The vague shape of them remains, right down to the curves and swoops of her muscles and the manner in which one ankle was crossed over the other - but they've fused together into one flexible, verdant trunk, affixed to the ceiling via fusing right into the mass of mixed flora above. Her arms, too, meshed tightly against her body just as they were bound, perpetually squashing her tits together to make the perfect platform for the lusts of her subjects... not to mention the way those breasts <b>swell</b> and <b>ache</b> with nectar, ripe and fit to burst so much that the sticky clear substance beads from her nipples, ignored in favour of fucking her tits like the Mandrake's life depends on it.
<br><br>
It's not the only part of her that's swelled, either. It was obvious, over time, that the Mandrake fucking her ass was able to ram into her all the harder - but just a tad shallower - from the abundant cushioning he had to work with, her rear cheeks firm but not beyond quaking with the forceful impacts of his runtish body down upon them, balls swinging like wrecking balls against those ample landing pads. And the tingle in her lips cannot be denied either, so sparking with lust in so alien a manner, yet so <i>right</i> as she listens to the leader's babble like the attentive Queen she is. 'Suck', he demands - and suck she does, cheeks hollowing, plush lips billowing around his spit-shined rod as his hips blur in vulgar need.
<br><br>
Flowers unfurl from Jaycie's hair, lengthening by the second - she's never worn it long before, but as it exceeds her own height to drape against the overgrown floor below she smiles around the length plugging her lips, for she knows it to be natural and good. The revenant- no. It's past time to call her that. The <b>Alarune</b> gasps and giggles demurely as she feels the Mandrake fucking her tits slip and almost plummet, catching him with a supportive vine against his back... her vines. Her garden. Her Mandrakes, and her duties to tend to their needs. The Mandrake chitters in appreciation as the broad leaves of that vine curl around his back to form a comfortable rest, affording him the ability to focus on fucking her breasts like his life depends on it, a howl erupting from him as his balls clench and his thrust shudder to a halt.
<br><br>
<i>Cumming.</i> Linked so personally to these strange little Monsters, the pleasure he feels from erupting between her weighty jugs is shared by his new Queen in turn, Jaycie groaning out a heady string of gagged noises of emphatic pleasure. As his twitching prick pulses jet after jet of his sticky load down into the valley of her nectar-tanks, she silently praises him in her mind, knowing he'll understand it and swell with pride - pride that she, in turn, feels coursing through what were once veins in her transformed body.
<br><br>
It's the domino that starts the fall, the dam being broken; his pleasure is her pleasure, and her pleasure is her subject's pleasure. The one pounding her ass is next to pop, whining cutely - or so Jaycie considers it, at least - as his balls tense up against her cushiony rear and unleash a torrent of sap deep within her backside, for which she mentally thanks her big, strong soldier. Opposite him, another vine is required to save the pussy-plundering Mandrake from a long fall to the ground below, the brute resting back against her swiftly-deployed fronds and groaning with ecstasy as her pussy grips and milks his pulsating prick for all it's worth.
<br><br>
The leader - true to his status - holds on 'til the bitter end, not stopping his frantic thrusts even as he begins to cum right up the topsy-turvy Alarune's gullet. After all, he has an important duty here in the garden; it's up to him to feed the Queen, to keep her healthy, to maintain their symbiosis! And Jaycie is fully glad of it, drinking it down - as if she even needed to swallow, pumped so thoroughly into her awaiting stomach with such pressurized force... but it's the thought that counts.
<br><br>
... But it isn't enough. The leader stifles a whine as two vines swing down to entangle him, ensuring he isn't going anywhere as Jaycie's cheeks hollow from a fearsome, slurping suck of that sap-covered length. Oh, he has far more to give to the Garden...
<br><br>
<i>Her</i> garden, the Mandrake leader is reminded with a blare through his mind, making him gulp and gibber from her salacious slurps, wondering if he'll come to regret this!
<<if $fantasize is 0>>
<b><<= $Player_alias>>'s journey has come to an <focus>end. ♥</focus></b> <br><br><<link "Retry (Rewind to before fight)" $Continue_Rewind>><<include "Combat Deactivate Combat Mode">><<set $Player_swap to $Player_name>><<set $Character_Restore to 1>><<include "Character Swap">><<unset $HW_Mandrake>><</link>>, reload a save or restart.
<</if>>
<</nobr>><<nobr>>
<<if $fantasize is 0>><<set $Player_class to "Picture Perfect">><</if>>
With a triumphant roar, the Portrait Monster rears to one side and then thrusts an arm out, stretching the canvas to its limits as its claws unfurl before Helen's emerald eyes. She staggers and tries to move back, but in her exhaustion, the abomination has her. She yells in frustration as those massive claws close around her torso, the brute one-handing her as the canvas begins to force it back into the painting - a constant struggle that it finally abandons, now that it has its prize!
<br><br>
With her arms pinned down by her sides, Helen kicks and flails, baring her teeth in a manner most unbecoming of the usually calm and analytical Agent. But as the Monster's leering, elongated head melts into the canvas and out of sight, Helen knows that it won't be long before she joins it - whatever <i>that</i> entails! Thus, she struggles bravely, refusing to surrender, swinging her legs up to kick and scrape against the underside of that uncaring arm...
<br><br>
... But it's to no avail. She gasps as she's spun around, now facing away from the warbling black canvas as everything but the Monster's arm is consumed back into the void, that final limb sunk up to the elbow, the forearm, the wrist!...
<br><br>
Helen's back softly -whumps- against the painting, those claws putting pressure around her ribs and stomach for a moment as they stubbornly tug against her body which refuses to enter. She opens her eyes in relieved but cautious surprise, having scrunched them shut as the moment of doom seemed inevitable - but the Monster is unwilling to release her. Confused, she squirms and tries to free her arm... and, to her shock and glee, she succeeds! Her brass arm slips up and out of the loosening grasp of the abomination's fist--
<br><br>
Only to be securely grappled by a fresh hand that emerges higher up the canvas, the same clawed design but far more in scale with Helen's own limbs. She seizes on the spot with a wild-eyed stare, yelping as the fist around her torso suddenly abandons her and slips back inside the portrait; replaced instead by a dozen creeping arms eager to stake their claim to Helen's body.
<br><br>
The Agent plants her boots against the canvas surface and then kicks off in an effort to swing herself free - ready to jettison her brass arm if she absolutely has to - but it turns out that this bold move would have been fruitless. The new arms are swift. Decisive. Two grab her other arm, three each grasp her legs firmly, and yet more plant themselves upon her hips, her chest - one even wraps deliberately slowly around her neck, one finger at a time, pulling her so firmly back against the canvas that she finds herself winded on impact.
<br><br>
<helen>"B-bugger."</helen> Helen gulps, wincing as she squirms on the spot. Squirming is all she can manage - the arms are far stronger individually than she is, and they outnumber her greatly, pulling her against their points of origin as firmly as piton pegs in a climbing wall. Her sole solace is that they can pull her no further than that... but not for lack of trying. Still, it only takes so many arms to neutralize her; a fact the Monster is all too aware of for her liking, for it removes a pair of hands from her well-trapped legs in order to explore further up her body.
<br><br>
Helen seethes as a hand is laid flat against her stomach, whilst one of those on her hip glides down to grope and squeeze her backside. She shudders and grimaces with a huff, sparks dancing up her spine as she continues her ceaseless efforts to pull away from the wall - but then she inhales sharply as one of those arms extends further, splays its claws, and then brings them down in a brutal swipe. She shuts her eyes tightly, fully expecting to feel the cruel sting of that swing... but it never comes. Opening one eye slowly, the other soon follows to allow for her expression of outrage at the sight of her top being ripped right open!
<br><br>
She kicks and growls as the hands descend upon her body, grabbing deep into the fabric and pulling it apart as though it were nothing but wet tissue paper. A chorus of rips and tears mingles with Helen's grunts and half-formed protests as more and more of her pale skin is put on display - her chest freed from the prison of underwear, her hips cocked to one side with her squirms, her moon-pale thighs exposed and groped and squeezed with selfish, possessive clutches.
<br><br>
As her clothing falls to the floor in ribbons of uneven length, Helen yelps fitfully as those hands re-busy themselves with exploring her body. A pair grapple at her tits, one giving a more general grope and heft whereas the other targets her nipple between finger and thumb in harsh, tugging pinches. She shudders and whimpers at the harsh treatment, opening her mouth to protest on deaf ears - but she doesn't even get that far.
<br><br>
<helen>"Yh-- gweeeh!?-"</helen> 'exclaims' as a pair of fingers slip around the side of her head and curl inwards, hooking past her lips and cruelling silencing her - a faintly bitter taste lingering on the Monster's diabolical digits as they tug at her cheek and reduce her speech to a useless slurry of frustrated noises. The half-Zombified Scientist growls out as another hand emerges from directly between her legs, spreading her netherlips with its index and little finger, slowly massaging in a figure of eight to force her hips to gyrate in kind. T-this isn't good...
<br><br>
Helen grunts as she puts all of her effort into trying to free her brass arm, figuring that tackling her bondage one step at a time might yield the best results. But as hard as it felt earlier, it feels even more impossible now. Confused, Helen glances at her arm with her eyes, head locked in place by those cheek-hooking fingers - but then she double takes, those emerald orbs widening in panic at the sight of her hand.
<br><br>
Or, rather, the lack of it; <i>submerged into the canvas up to the wrist.</i>
<br><br>
<helen>"'uck!!"</helen> Helen swears loudly, tilting her head to the best of her ability to examine the other side, finding the same ill omen. She IS sinking into the canvas, slowly but surely, though she can still feel the fingers of her organic hand on the other side. It feels... strange. Heavy, like the air of a humid storm. Grimacing, she begins to try to re-assess her situation, doing her best to ignore the groping hands across her body... which, of course, spurs them on to further her lustful torment.
<br><br>
<helen>"-Gyouugh!?"</helen> Helen 'remarks', eyes shooting open once again and twisting guilelessly inwards from the sudden penetration of her vulnerable pussy. That teasing hand was only spreading with its outer fingers, of course... and now the middle two are making themselves know, slipping inside the Supernatural Agent's faintly purple slit, already knuckles-deep and swivelling from side to side in a teasing, taunting manner. She inwardly thanks the Monster for having the good sense to trim the claws on those particular digits, but it's a small mercy as she's reduced to a squirming, writhing mess against the increasingly <i>sticky</i> canvas. Like a fly on trap paper!...
<br><br>
Those fingers spur a particularly sharp pang of pleasure out of her, and Helen gasps as she feels a lurch in her stomach - due to an accompanying physical jolt. The hell? She blearily glances at her brass arm again, now embedded up to halfway across her arm, being pulled in widthways...
<br><br>
<i>Pleasure.</i> This magic relies on the energies created by her pleasure! It's a Succubus creation, alright; the question, however, is how the hell she's supposed to resist! Helen clenches her teeth and squares her jaw with a huff, looking down at the pawing presence on her perky tits, barely able to spy the fingers pumping away at her pussy below. O-ok, looking isn't helping, looking is NOT helping!!-
<br><br>
Helen whines as she feels herself slip backwards further still, now unable to move her head without supreme effort to peel it back away from the treacle-like surface of the canvas. She tosses and writhes, the black abyss clinging to her tightly as it spreads further and further, wrapping around her body like a latex suit before consuming it into its depths. She pants, this futile dancing doing nothing but tiring her out further and further, but it's the sole recourse open to her.
<br><br>
Unless... perhaps, if she-
<br><br>
<helen>"'Gyuh?- GyymmPPGH-- <i>GlllouuRK--</i>"</helen> Helen murmurs, yelps, then <i>gags,</i> eyes watering immediately as her throat is filled with a phallic length of Monstrous girth. A hand wrapped around the back of her head pushes it forward onto that suddenly-presented prick, bobbing and throbbing out of the wall bereft of any obvious owner... but just as real and lively as any other, eagerly pulsing away within the hot, tight confines of her gullet.
<br><br>
Helen shuts her eyes tightly and then blinks them rapidly to clear those tears of exertion, staring in cross-eyed bewilderment at the cock she's being forced to fellate by that merciless hand dug into her scalp. Her focus then drifts past it, and her lukewarm blood runs cold as ice at the sights beyond.
<br><br>
More hands. More arms. More <i>cocks,</i> thick and furious and varied in shape and design and texture... all converging on <i>her.</i>
<br><br>
Helen gags loudly as she's forced down deeper onto that cock bulging her slender neck out, wincing and spluttering with each harsh bob. The hands kneading her tits have escalated now, the Portrait too impatient by half - it wants to enjoy its prize <i>now.</i> And when those fingers suddenly pull away from her sopping slit, Helen knows it's a matter of split-seconds before it's replaced by-
<br><br>
<helen>"MrrRMMPGH!!--"</helen> she yelps loudly, one eye remaining screwed shut as the other crosses inwards, her taut belly joining her neck in bulging solidarity as the half-Zombie is speared from both ends. Her feet wiggle fruitlessly in the soup-like void behind her as creeping black ooze races across her hips and shoulders, more of her inside the Portrait than out, now - and more of the portrait inside her, for that matter! Her hips buck violently in tune with each savage thrust up into her cunt, speared and spread wide around an ill-fitting girth that her Supernatural body nevertheless accepts - and, to Helen's mixed dread and relief, accepts <b>eagerly.</b>
<br><br>
As a dick nestles itself beneath the crook of her right leg, Helen becomes dimly aware of those virile rods seeking pleasure from her bottom-heavy figure wherever they can find it. Grinding against her flawless flesh above and below - in the nape of her neck, against her hips, hands twisting her torso awkwardly to provide access to a warring pair of pricks to wrestle between her chest's pleasant pair. Her backside is already totally consumed by the canvas, so it's curious, therefore, that it isn't receiving its share of filling...
<br><br>
Not that she particularly <i>minds</i> - though speaking thereof, it's getting harder and harder to think. Is it her? Has she secretly been harbouring this level of masochism, to be used and handled like a mere sex doll? Or is it the Manor's corruptive influence, so thoroughly bathed in Amy's demonic Lust magic?
<br><br>
Gods. Maybe it's both. Helen tries to banish that thought from her mind, cheeks already burning hot with passion now stinging with shame... until one of them is suddenly cooled by the plunge. Helen splutters around the prick relentlessly plugging her lips, its pace staggered and slowed by the halfway absorption of her head, one of her eyes slipping into the abyss-
<br><br>
Met with a spiralling blast of colours, a kaleidoscope of swirling madness that makes her head spin almost as much as this portrait world itself does. She shuts that eye tight, afterimages of swirling colours dancing in her mind's eye anyway - and then one last howl of confusion and bewilderment is cut short as she bends backwards, her head totally swallowed up in darkness, leaving her contrasting pretty pale torso to writhe against the bubbling black surface!
<br><br>
As that black paint stains her skin in drips and drabs, as her belly bulges all the more obscenely with her back stuck arched like this, Agent De-Animator is slowly but inexorably pulled inside of the painting - but not before the prick pummelling her pussy can erupt, burying itself deep inside of her and pumping her full of its evil seed with volume enough to see the detailed bulge fade in softened obscurity... before it, and everything else about the Agent, are taken by the abyss.
<br><br>
The Monster's many limbs retreat in kind, and the canvas' broiling surface bubbles, simmers, then comes to a complete halt - an inanimate sea of black once again, hanging upon the wall before a pile of the consumed Agent's ruined belongings.
<br><br>
Silence.
<br><br>
... A splashed, smear of colour streaks across the canvas. Then another, then two more, then many in their multitude as a painting rapidly takes form across its surface... Helen, her arms held tightly above her head, her toes just barely scraping the ground beneath her, her figure on full display with her head hanging limp in a semi-conscious state. Black claws wrapped tight around her wrists, with more clutching at the shock-white woman's body. Thick, drooling seed leaking from her lips and down her thighs, her belly still slightly softened from the sheer volume pumped inside of it.
<br><br>
Scrapes and slashes erase the picture in parts, and then it is repainted. Helen is looking up now, the emerald hue of her eyes rendered in larger-than-life colour - and larger-than-life size, conveying her shock as she looks to her right mid-cough and splutter. A swift update later, and now she's looking to her left, teeth bared as if caught mid-sentence, one leg raised slightly in a futile struggle.
<br><br>
Just as suddenly as it came, the image is erased. The canvas starts anew... starting with a focus on Helen's breasts, pushed against the very canvas from behind akin to being pushed against window glass. Her hands above, her cheek turned to the right, mouth hooked again with another evil claw pushing her head forward, a hulking figure with many arms gripping her hips tightly in the foreground and pounding her into submission against the painting's surface!
<br><br>
Every minute or so, the painting updates the pose. The little shifts as she's manhandled against the barrier between worlds, her face shifting from being pressed against the screen, or being yanked back with tugs of her hair. Her expression varies from outrage to ahegao, her stomach in the foreground bulging around the brute's length as he slamfucks her without pause.
<br><br>
Helen's eyes, crossed and rolled, their emerald hue glowing brightly in an unflattering but lovingly rendered closeup that catches her face at the moment of overbearing climax, preserved in incredible detail for all of a single minute before those claw marks erase it from the world again.
<br><br>
Her back against the screen, arms bound by ancillary claws. Erased. Stuck in a squat before the Portrait Monster, head buried in his crotch, cock unseen but undoubtedly sheathed deep in her belly. Erased. Another closeup, an impossible angle taken through his body to show her whorish face mid-suckjob, one eye scrunched shut, the other crossed inwards, his claws on the back of her head - not erased, but updated, showing her brought up to the very tip or slammed down to the very base, her expression becoming more and more exhausted the more cum spills from her taut lips and nose.
<br><br>
Every minute, an update. A schedule that will never be broken, images detailing such obscene truth behind the canvas barrier...
<br><br>
The fate of Helen East; sex-pet of the Portrait Beast.
<<if $fantasize is 0>>
<b><<= $Player_alias>>'s journey has come to an <focus>end. ♥</focus></b> <br><br><<link "Retry (Rewind to before fight)" $Continue_Rewind>><<include "Combat Deactivate Combat Mode">><<set $Player_swap to $Player_name>><<set $Character_Restore to 1>><<include "Character Swap">><<unset $HW_Portrait>><</link>>, reload a save or restart.
<</if>>
<</nobr>><<nobr>>
<<if $fantasize is 0>><<set $Player_class to "Ravaged Reflection">><</if>>
Battered and exhausted, Jaycie is fit to drop - but refuses to do so. With a haggard bellow, she charges at her reflection, frustration all but radiating out of her as the damned thing casually sidesteps her attack. She spins on the spot with a sluggish delay, and--
<br><br>
Jaycie blinks. She turns her head one way and then the other, confusion growing in her tired eyes behind the mask. Her reflection, he's... it's gone?
<br><br>
Sure enough, Jaycie is standing all alone in the library once again. She turns to investigate her surroundings with a growing furrow on her brow, the aches of combat catching up to her from the sudden suspension of it. Sighing, she turns to face the mirror - and freezes, staring back at her reflection once more. Not the warped, twisted version of herself; her, Jaycie, slumped on the spot and looking ready to fall over.
<br><br>
She inhales, and so does her reflection. It's real, it's her. But how? Did... did she win? Was this some sort of test? Was brute force not the answer here? Did-
<br><br>
The moment Jaycie spies the warped reflection stepping out from behind the inner bookcase wall, she pitch-turns on the spot with the last of her strength and swings wildly at thin air. She staggers, almost falling straight to the ground in following her wasted momentum - but how!? She saw him, damn it! She groans as she turns to confirm it, and sure enough, there he is!...
<br><br>
In the mirror. He's only in the mirror! Jaycie exhales sharply, relief flooding her system. Then the Reflection reaches up calmly, lays his hand on her reflection's head, and takes a tight fistful of her hair.
<br><br>
Jaycie inhales sharply as the force shown in the mirror tugs sharply at her head, jerking her into standing up straight with a harsh wince... just like in her reflection. Behind her mask, her eyes waver back open in confusion - only for the Revenant to gasp loudly when the Reflection swings his other arm around to grab a harsh handful of her left breast, giving it a mauling squeeze that instantly pops her out of her bra! The texture of her own work glove, but rendered in diabolical black - sinking deeply into her sea of gray from how hard he's squeezing. Jaycie growls out and swings an arm up to try and paw him off, but her hand passes through nothing at all.
<br><br>
Fuck. Fuck! He can touch her, but she can't touch him!?
<br><br>
<jaycie>"Bullshit!..."</jaycie> Jaycie snarls, a rare swear from the usually quiet woman. She squirms on the spot, the Reflection's groping arm wrapped so tightly around her that it pins her other arm by her side. Not that being able to use it would do her any good... fuck! What the hell can she do in this situation?
<br><br>
As the bastard's hand grabs her bra and rips it clean off her body - sending her weighty breasts bouncing from the aftershock of freedom - the horrible realization dawns on her that she can't do a damn thing. Maybe if she could get out of sight of the mirror... but as his arm slips up her body to wrap around her neck, Jaycie figures the chances of that are zero.
<br><br>
Alone in the library, the amazonian Revenant gasps and chokes on the spot as the Reflection squeezes around her neck, his other hand abandoning her hair - leaving it mussed and stuck up - to smack a hand against her abs, slipping it down into her jumpsuit and ignoring her hissed protests. It would be a bizarre sight for an onlooker - the powerful Undead splayed in such a strange standing pose, half-brought to tiptoes by the brutish Reflection's chokehold. Instinct tells her to scrabble for his arm to pry it away, but instinct is wrong. Instead, Jaycie reaches for the bookshelf nearest to her. Perhaps, if she can grab a book and throw it!...
<br><br>
<jaycie>"Ngh-- b-bastard..."</jaycie> she huffs, her arm faltering as the Reflection's fingers curl against her cunt beneath her unzipped jumpsuit. She huffs and growls with twitching eyes as he spreads her slit through her underwear, then he yanks that aside as carelessly as he did her bra, slipping a finger deep within her. A night of conflict within the Lust-cursed manor has taken its toll on Jaycie - her slit receives him warmly, regardless of her spoken desires. Or lack thereof!
<br><br>
All she can do is struggle on the spot against his seemingly limitless strength, amplified from her own. And god, does it ever feel that way in his hands alone - that finger pumps inside of her with relentless pace and force, the oversized brute's digit practically a stand-in for most men's members! It leaves Jaycie baring her teeth as her snarls and growls are cut with stifled cries and suppressed moans, her jaw tensing as she refuses to let them sing from her throat without a fight.
<br><br>
Then again, his arm wrapped around her neck is oddly charitable in that regard, further reducing her speech to chokes and hiccups whenever he squeezes down to remind her of her place.
<br><br>
Jaycie shudders as he suddenly pulls out, raising his hand up in front of her face. Blearily, the Revenant stares at the strange shimmering effect in front of her - her own juices, clinging to a force that does not exist in this world for anybody but she and she alone. It disappears as he lowers his arm again, grabbing the zipper of her jumpsuit and yanking it down with brutal force - ripping it clean off and fully exposing her torso to the room beyond, the Revenant seething as her outfit is reduced to scrap sleeves hanging on her arms and legs.
<br><br>
For a moment, nothing more happens. Perhaps the Reflection is admiring her body, stuck on the tips of her toes from the constant increase of pressure and lift he's been exerting on her neck. Jaycie observes herself in turn, albeit through wincing eyes through a lop-scuffed mask. All that tone, all that power... useless. She seethes, hands balling into fists as she watches a trickle of pleasure dance down her left thigh, above her feet pawing at the ground to relieve the pressure around her neck.
<br><br>
Alas, it is not a relief when this pressure is suddenly released.
<br><br>
The Revenant's Reflection abandons her neck, letting her land back on her feet with a gasp and a coughing fit, her hands reflexively brought up to caress the affected area. Mistake, yet again, oh woeful instinct. Through water-blurred eyes, Jaycie only catches a brief glimpse of her Reflection dipping low behind her... and then she feels his arms slip between her legs.
<br><br>
<jaycie>"A-ah!?..."</jaycie> Jaycie gasps softly as she's plucked from the ground like a feather, the Reflection lifting with his legs - just like Helen taught her to do - to effortlessly hold her in a full-nelson. His arms wrap beneath and around her legs, pinning them bent against her sides as his gloved hands clamp onto either side of her head, her arms trapped between her legs and his body! Jaycie squirms and huffs, turning away with a blush from the lewd scene of her own reflection and just how... <i>presented</i> everything about it is!
<br><br>
And then, it gets worse. <b>-thWAP-.</b>
<br><br>
Jaycie stiffens - and so does the Reflection! - as his Monstrous member swings up to meet her exposed slit, hard as the steel of her beloved Crystal... a-and about as long, for that matter! The imposing prick throbs against her lukewarm flesh, burning hot by comparison - Jaycie shudders and writhes in a futile effort to somehow climb away from its heat, but the hold the Reflection has on her is absolute. Unbreakable. <b>Governing.</b> As a demonstration of this, the Reflection effortlessly raises and lowers her body, his hands clutching her head tight between them as he does so, grinding her spasming nethers across his length which only throbs more furiously with each passing second.
<br><br>
If Jaycie was a little more up on pop culture, the term 'go fuck yourself' might spring to mind here. Her Reflection, on the other hand, seems well acquainted... and eager to make further acquaintance. Jaycie gasps as the latest lift of her body sees her pulled higher into the air --
<br><br>
<jaycie>"NNNRGHHH!..."</jaycie> Jaycie snarls, eyes rolling up beneath her mask as she's slammed down atop that awaiting spire, each bulging vein across its length making itself keenly known as the Undead's pussy is spread wide around its grandiose girth. It can't all fit at once - at least, not so quickly - and so he quickly bottoms out inside her, the remaining force jolting through her body harshly enough to make her bountiful chest quake within the confines of his flexing arms and her bent, useless legs. <jaycie>"F-fuck!... B-big!..."</jaycie> she splutters, her voice a roaring whisper as she's allowed scant seconds with which to acclimatize to the brutish spire stuck within her body, pushing her abs out smooth from the inside.
<br><br>
Then, just like that, her reprieve is over. Jaycie inhales sharply as she's lifted again, scowls as his fingers grip her head tighter yet still, then howls out in lustful bewilderment as he drives her home down upon him once more, spearing her deeper, spreading her wider; <b>claiming her.</b> The only sounds within the Library itself are those of Jaycie's gasps and muffled cries, and the shuffling of fabric still clinging to her body... but in her mind's ear, she can hear the way his rock-solid body meets with her ample ass and generates a cacophony of <b>-SMAK-s</b> and <b>-WHAP-s</b> and <b>-PLAP-s</b>.
<br><br>
She does her best to keep her eyes shut, to try and focus on anything else other than the <b>battering ram of a dick</b> doing precisely what that description might imply, but it's simply impossible. Her eyes can't stay closed for longer than a split second before they're wrenched back open and sailing skywards, aching from how far they roll in her skull. Her jaw goes slack, her tongue spills loose, and her ability to muffle and stifle her cries completely and utterly fails.
<br><br>
The Undead amazon sounds every bit the stereotype of her kind as she moans brainlessly, her fingers flexing and twitching down by her sides, her toes curling and splaying out at random on either side of her shoulders, her muscle tone flexing inwards and twitching as her nerves are so thoroughly stirred up and hammered resigned obedience. Her pussy is in constant motion, not a moment spared where it isn't clutching and quivering around the Reflection's intruding sceptre, rewarded for each involuntary squeeze with lancing spikes of pleasure that rocket up her spine and erupt out of her throat as increasingly hoarse, exhausted cries of ecstasy.
<br><br>
It's such a severe pounding that the poor Revenant doesn't even have the wherewithal to notice her captor slowly inching his way towards the mirror, the scene of her debasement growing closer with every passing minute. It seems to tower over her the closer she's brought to it until it becomes impossible to ignore even over the drenched-wet slamfucking of her defenceless cunt.
<br><br>
With downright demonic effort, Jaycie scrunches her eyes shut tight and then opens them slowly, still wincing with each thrust, to focus on her reflection... and her Reflection. So close now. She could almost touch it. In fact...
<br><br>
<i>She is.</i>
<br><br>
Jaycie grits her teeth, her cavalcade of moans ceasing as she realizes that she's being pressed up against the mirror. The weight and power of the massive Reflection presses down against her back, locking her in place between a cock and a hard place, the cool surface of the mirror adding a sharp but not unwelcome sensation across Jaycie's compressed breasts and thighs. She huffs and squirms, trying to pull away -
<br><br>
And then she yells out in shock as she falls forward, the barrier solid one second and utterly absent the next. Carried through in a single step by her captor, Jaycie's squeal is cut short, silenced, not even permitted to echo through the halls of the Manor. As far as this reality is concerned, the Revenant is there one minute and never was the next.
<br><br>
But within the mirror - after a brief surge of intense disorientation - Jaycie shakes her head and growls out meekly, still being fucked without pause, still being held like a damn fleshlight. Nothing looks that different, except...
<br><br>
Her reflection - and her Reflection - are missing from the mirror surface before her. It reflects no longer; now it's just a <i>window.</i> Blinking in confusion, Jaycie casts her eyes to her side, her neck twitching as she tries and fails to turn her head in her Reflection's merciless two-handed grasp. Even a mere two steps away from the mirror, she can see beyond what it can... which is to say, nothing.
<br><br>
The poor Revenant feels a lurch in her stomach as she looks out onto true abyss beyond the confines of the reflected Library. There's nothing but this space, this mirror image of the real world beyond, what little of it her new home could see... alone with her self-image cellmate, who rasps a single word into her ear that makes her quiver and whine out as her body is thrown into orgasmic throes.
<br><br>
<jaycie><b>"Mine."</b></jaycie>
<br><br>
Is it a coincidence that she cums now? With the weight of her situation put in plain view, with his growled understanding of it raging through her ears? Did these things somehow push her over the edge? What's wrong with her?... Questions she'll have all the time in the world to ponder, it seems - if she's permitted the brain cells with which to do so. Given the mindblowing strength of her cock-crushing orgasm, this may be a genuine risk! Jaycie snarls through clenched teeth, spittle flying from her fangs as her body goes into utter spasm, random shockwaves radiating through her useless limbs as her abs quiver and crunch down on the pistoning prick that absolutely will not stop hammering up into her, her dick-milking climax no good reason to stop the tormentable fuckfest.
<br><br>
No, that only happens when <b>he</b> starts to cum - slamming Jaycie down to the hilt and working his little fingers into either side of her mouth with a twist of his hands, hooking her mouth open to force her to exclaim her pleasures all the louder as his throbbing manhood erupts deep inside of her. Jaycie winces and blurts out meaningless, nonsense 'words' with each pulse of his well-churned load, feeling his laden nuts pull up to clench against her asscheeks in tune with each shot of spunk within her. Each rope of seed sends her mind just that little bit further over the edge, but it's not just the girl within the mirror that's feeling the force of it...
<br><br>
Outside, back in the real Library, the mirror's surface - still displaying Jaycie and her Reflection as she's pumped full and beyond full, that obscene bulge through her abs beginning to soften and fade with fullness - develops a sudden and savage crack from lower right to upper left. The Reflection's cock pulses again, and so too does another crack snap into reality, the mirror shuddering in its frame. With each rising clench of those cumtanks - with each blast of seed into the exhausted, imprisoned Revenant - the mirror cracks again, and again, until the inevitable comes to pass.
<br><br>
As Jaycie groans out in a second, chained orgasm, tongue hanging past her finger-spread lips, the mirror shatters. She isn't aware of it by sight, but she feels a dreadful <b>finality</b> rush through her and her tiny little world as, on the outside, the shards collapse out of the frame and tumble to the ground to join the pile of fragments she saw earlier.
<br><br>
Each shard, a perfect reflection of the mirror's angled view of the library. And yet, the images they display - moving images, at that - are not equal. As the mirror's frame begins to refill with a reflective liquid of sorts, the differences between those shards become abundantly clear. The new ones clattering and spinning and coming to a rest show Jaycie as the brute begins to lift her off of his diamond-stiff prick, but other shards show other people... victims of the cursed mirror, all from this very evening. All trapped with hulking Reflections of themselves.
<br><br>
A dozen cellmates for Jaycie, experiencing equal punishment - yet she would never meet them.
<br><br>
Her eyes, it seems, are solely for the warped image of herself, pulling her off of his cock to let his seed erupt in a gushing stream from her well-fucked cunt as she goes fully limp in his gasp.
<br><br>
<b>His,</b> indeed.
<<if $fantasize is 0>>
<b><<= $Player_alias>>'s journey has come to an <focus>end. ♥</focus></b> <br><br><<link "Retry (Rewind to before fight)" $Continue_Rewind>><<include "Combat Deactivate Combat Mode">><<set $Player_swap to $Player_name>><<set $Character_Restore to 1>><<include "Character Swap">><<unset $HW_Mirror>><</link>>, reload a save or restart.
<</if>>
<</nobr>><<nobr>>
<<if $fantasize is 0>><<set $Player_class to "Succuslut">><</if>>
As Amy's demonic power reaches its peak, the Agents and the Ghost find themselves swept up in the tempest of energies. Amy tosses her head back and unleashes an untamed shriek, deafening the poor women as their visions swim with black and red. It's too much to bear; Daria's form flickers and fades, Helen collapses to her knees and slumps forward, and Jaycie - the last to fall - staggers two steps towards the screeching Demon... only for her strength to give out, falling flat on her face with a heavy <b>-thump-.</b>
<br><br>
The Chapel boils around them as the reality of this pocket plane bends to Amy's will, the Succubus' screech transitioning into a mad cackle of triumph.
<hrt><hr></hrt>
Though Jaycie was the first to fall, Helen is the first to wake. Always the prudent one, always on schedule. She inhales sharply as consciousness floods her senses - and then coughs harshly, nose spiked with a <i>heady</i> scent that makes her head spin from the moment her emerald eyes flutter open.
<br><br>
<helen>"Hhhh?... Ah-- <i>O-oh.</i>"</helen> she groans in confusion, then snaps to meek attention, shrinking back slightly from the sight before her eyes. Something long, thick, <amy>radioactive pink,</amy> and <i>pulsing</i> with furious need... affixed to hips of the same hue, and flanked by claws casually curled around a black leather leash. Helen gulps with a wince, slowly craning her neck up to behold Amy leering down at her with malice dancing gleefully in her gaze, one fang escaping past her grinning lips. She tugs that leash - and Helen gasps as she's pulled in closer, the end of it affixed to <b>her.</b>
<br><br>
<helen>"Gngh?-- What!?"</helen> Helen splutters as she's tugged closer, face brushing against the Succubus' absurd pillar of girlcock, briefly squashing her cheek against it. It <b>burns</b>, yet does not harm. It's more akin to climbing into a bath that's just a degree below 'dangerous', the skin rebelling in almost-warranted alarm. Shaking her head with a scowl, Helen looks down at herself, tracing the terminus of that leash pulled taut between her neck and Amy's hand. She freezes, her face flushing crimson against its usual porcelain at the sight of herself.
<br><br>
<daria>"Ouuh... s-second headache of the night..."</daria> mumbles a familiar voice to Helen's side. The Scientist dimly registers relief at the Ghost's survival after witnessing her earlier disappearance, but the thrust of her attention is left on herself - a state of stupor that Amy is all too happy to let her sink deep into, turning her attention instead to her ex 'roommate'.
<br><br>
<amy>"Oh good! I was starting to worry I'd scrambled your minds. You know... <i>earlier than intended.</i>"</amy> the Succubus adds with a narrowing of her eyes, no effort made to disguise the venom in her words. Stuck at Helen's side, Daria slowly opens her eyes and <daria>'Eh!?'</daria>s in shock from the same sight the Agent was greeted by - and then from the same realization she's slipping into.
<br><br>
<daria>"H-huh? How--"</daria> Daria stammers as she examines herself. Much akin to the black, shiny leathers with which Amy wraps herself, both women are clad and strapped up in the very same stuff - but not the same design, by any means. Oh, the harnesses are similar - but lacking any of that <i>protection</i> where it counts. Long, stiff gloves with buckles strapping their arms tight together behind their backs, boots with heels too absurd to walk upon that feel impossible to unbend from their kneeling positions... collars without latches, locks without keys, and straps so tight that they've already imprinted onto their skin. An identical set of <b>slave</b> harnesses, clinging to Daria's theoretically ethereal body just as snug as Helen's does to hers.
<br><br>
<daria>"Gnnhh-- t-tight!..."</daria> the Ghost whimpers, only to gasp - jolting Helen from her doldrums of the sight of her perky tits brought all the more to focus by the harness squeezing around them - when that leash tugs her up close to Helen, cheek to cheek, lips brushing against that burning hot cock before them.
<br><br>
<amy>"Oh, indeed! No more of your little tricks, Daaaari~. See, all I had to do was swirl a finger around in that cute head of yours..."</amy> Amy trails off, her grin intensifying as she raises her index finger off of the grip of the leash and swivels it, ignoring the girl's squirming beneath her as they splutter against her cock. <amy>"... and voila! Looks like you've plain forgotten how to phase through things!~ I guess human minds are just that fragile, huh? Even long divorced from their brains..."</amy> the Succubus snarls cruelly, her own malice making her shaft pulse with excitement against the poor girls' faces, the heat intensifying in a brief but sweltering flash. It makes both women wince, Helen twisting her face to the side in an effort to free her lips.
<br><br>
<helen>"Wh-where the hell is Jaycie? If you've hurt her, I'll--"</helen> Helen snarls, only to be silenced by another neck-biting tug of that leash, linked in a retracting mechanism to Daria's own - the two are practically forced lips-to-lips with one another, sputtering both into surprised silence.
<br><br>
<amy>"You'll what, <i>bitch?</i> Squirm extra hard? Think of some cutting remarks? Know your <i>fucking place,</i> you cock-hardening piece of pornmeat!~"</amy> the Succubus cackles, Helen's cheeks burning all the brighter from hearing such <i>vulgarity,</i> spoken so damn casually! Amy keeps the tug of the leash tight as she speaks, shuffling in her throne - it's difficult to make out their surroundings, but Helen can tell they're not in the Chapel anymore... hells, she doesn't see anything beyond Amy, her ornate seat, Daria to her side, and... w-well, Amy's massive shaft. <amy>"As for your question? Gosh, what are you blind? Can't see the forest for my <i>tree,</i> huh? Ahuhuhu!~"</amy> the Succubus snickers cruelly, another throb sending her cock leaping upwards for a moment, bobbing under its own weight once it crashes back down...
<br><br>
Helen locks eyes with Jaycie for a fleeting split-second, the Revenant clad in the same bondage, kneeling on the other side from the two smaller women!
<br><br>
<jaycie>"Hel-en..."</jaycie> she murmurs, relief cutting through the exhaustion in her voice. Helen frowns, her eyes refocusing past the blue glow of Daria's close-to-hand face that blurs her vision. Another brief glance at Jaycie shows that her harness is woven with dull red sigils down its straps, currently inactive... but no doubt applicable at the snap of a finger. <jaycie>"Are you... ok?"</jaycie> she asks quietly. Her harness forces her to stoop over, bringing her down to the same eye level as the others - or, for Amy's purposes, the same <i>cock</i> level.
<br><br>
<helen>"I-I've been better."</helen> Helen admits, her tone as playful as she can make it under the circumstances. A stiff upper lip, some strained shred of normality to comfort her partner. Jaycie returns a one-note chuckle, but it blurs into a seething yawn. <helen>"What the fuck have you done to her?"</helen> Helen demands, her eyes flitting back to Amy with a glare ill-becoming her kneeling position. Amy grins in return, shrugging carelessly.
<br><br>
<amy>"Oh, that towering, fat-titted cocktease? I gotta admit, she's tough! But once a bitch has fallen, it isn't so hard to keep 'em down. A little woven curse here and there, and voila! All her strength drained right out of her..."</amy> Amy explains, then her expression turns into a harsh glare. <amy>"And into <b>her Mistress.</b>"</amy> she finishes, bringing up her opposing arm to reveal the other leash; and the effortless manner in which she tugs the far larger woman closer, Jaycie huffing as she's pulled up against that madly-throbbing prick. <amy>"Not that she's special or anything. I did the same to you two, too! I just didn't need quite such heavy-duty sigils..."</amy> she admits with a smirk. Frowning, Helen glances at the worried face of Daria, who, in turn, looks down at Helen's collar; the same as her own, heavy and thick and unbreakable, and woven with the sigils that coat every strap of Jaycie's harness. <amy>"Aww. You bitches are so <i>CUTE</i> when you realize how <i>fucked</i> you are."</amy>
<br><br>
Helen shuts her eyes tight with a grimace, mind racing for solutions. Possibilities. Hopes?...
<br><br>
Helen's eyes fly open wide as she's pulled in close once more - and this time, the pressure remains. The same is true for her Ghostly companion to her side, whining out in futile struggle, as Jaycie grunts and grumbles on the other side.
<br><br>
<amy>"Nooow then... that's enough explanation, don't you girls agree? I've been ever so patient for you lazy, <i>worthless</i> pests to wake up, when I could've been putting you to use already!"</amy> Amy snarls, arms flexing beneath her opera gloves as she effortlessly keeps her pets as close as can be - huffing and squirming against her rod, making it twitch with her peaked need. <amy>"Now you're going to reward my patience. Get to <i>worshipping</i> your superior... <b>Obey Amy.</b>"</amy>
<br><br>
Jaycie feels a rush through her spine and scowls in confusion, purple embers burning at the edges of her vision. Her jaw tenses as she tries to keep it shut, and yet it opens of its own accord, the Revenant groaning in wordless confusion as her Supernaturally long tongue emerges to slather that hot-pink prick with a long, languid lick.
<br><br>
Helen and Daria fare no better. The same burning purple at the edges of their vision, blinkering them to the world beyond that pulsing pink pillar of <i>purpose</i> before them. Helen tries and fails to turn her head, Daria whimpers as she can't arch her back away; their lips part and, in tune with one another, they plant open-lipped smooches upon that prick, suckling and slurping with dancing tongues that refuse to obey their desire to stop.
<br><br>
<amy>"Mmmmh... that's more fuckin' like it. See Daria? These AIU sluts know how to follow orders. In no time at all, they'll settle into their new role as my personal cocksleeves... oh! Sorry. It's your new role too!~"</amy> Amy giggles, and the girls below blush and scowl. Yet they do not stop their whorish worship of her mighty length. Eyes glare beneath lids stuck heavy half-closed, scowls and growls emerge from lips curled into kissing puckers, and syllables form to fail from tongues too busy scrubbing her shaft clean with spit. It's all met with the Succubus leering down at them, thrilled beyond words with her handiwork - and with that of her new pets, her prick leaping in twitches that betray the raw strength packed into the muscles of her groin and hips. No mystery as to where the bulk of her stolen strength is being stored!...
<br><br>
Helen tries to screw her eyes shut, hoping that shutting off one sense will reduce the overload that's stopping her from thinking of a plan. But she's denied even this, her lids refusing to obey her commands, dancing stoically to Amy's tune instead. Her tongue slathers, her lips occasionally bump with Daria's by her side, and... hmm. Odd. Streaks of green and blue against that hot-pink surface. What could?...
<br><br>
The girls all realize in unison, as Amy cackles above them. Their lips. <i>painted.</i> Heavy eyeshadow pouring down their cheeks. Gods, she really did doll them up before they could wake up!
<br><br>
<amy>"Thatta girls! Keep on painting my cock like you mean it. Maybe I'll reward whoever leaves the prettiest smears, hmm?~ I gotta say, that purple looks real nice... hey, Helen! Your girlfriend's really giving it her all!~"</amy> the Succubus snickers, and Helen's cheeks burn. G-girlfriend!? That's not-- ouugh, she'll!...
<br><br>
... Do nothing. Spite is a powerful motivator when hope is hopeless, but Helen - ever the analyst - can't bring herself to cling blindly to it. The fact is that she's fucked. Daria is fucked. Jaycie, poor Jaycie; fucked. The Scientist seethes as she sinks into acceptance of her failure and her situation, her resistance fading against the bellowing yet silent compulsions to obey and suck and slurp, a rainbow forming all over that pre-drooling prick; bright green and electric blue on her side, and a wash of punk purple delivered upon the other by Jaycie's shark-like maw, disarmed and harmless by her inability to do anything other than <i>suck, kiss, moan.</i>
<br><br>
<amy>"Gawd, you cock-hungry bitches are <i>adorable!</i> I'm so glad I didn't turn you into piles of ash; you're much more useful this way...</amy> Amy purrs, biting down on her lower lip harshly as she flexes those leashes, her tail unfurling from around her waist to pat-pat its spaded tip down on Jaycie's head, a patronizing petting to 'reward' her. She does the same for Daria and Helen, alternating between them as she giggles and writhes with her growing pleasure, pulling those leashes in alternating tugs as she gyrates. Knowing a Succubus, she's probably getting off on the debasement more than the oral attentions themselves... their humiliation and submission channeled into pure <i>pleasure.</i> <amy>"And you're being so good! I waa~aas thinking of punishing you for that look in your eyes, little miss Agents~..."</amy> she trails off, briefly glaring down at the Undead pair. Then, her smile returns. <amy>"But I'm in such a good mood - and those glares so are fuckin' hot~ - that I think I'll give you all your reward now."</amy>
<br><br>
Helen frowns and Jaycie glances up warily, but Daria just tries to shut her eyes tight - looking away sharply when that fails. Yet despite their differing reactions, all three girls squeal at the top of their lungs in pure shock as pink electricity suddenly crackles from their collars, powerful enough to be <i>heard</i> as those zaps and cracks dance around their heads, into their ears, and through their eyes.
<br><br>
Pleasure beyond mortal ken - hell, beyond Supernatural knowing, too. Pumped straight into their brains - physical or ethereal, it matters not - and reducing them to quivering messes that collapse deep into their enforced kneels, spines turned to jelly, thighs soaked with the juices of their explosive and instant climaxes. Amy says nothing, doesn't laugh, doesn't taunt; she just looks down through half-shut eyes with the utmost satisfaction etched on her face, watching the girls as they shudder and squeak and quite literally forget how to speak under the flood of ecstasy assailing them.
<br><br>
It takes a full five minutes for the lustful waters to recede, for any semblance of their minds to return. To tune back into the sound of their own desperate, heaving gasps. To the virile scent of Amy's ever-throbbing cock, the pre it splatters down to the ground before them in wasteful pumps. To the swimming, blurring sight of their handiwork - or lipwork - smeared all over that hot pink canvas before them. To the way their abdominals and legs ache from cramps they didn't even feel happening in the moment, muscles now burning in protests that cannot be met.
<br><br>
<i>Taste.</i> The literal spice of Amy's Demonic sweat thick upon their tongues, tantalizing, tingling, <i>addictive</i>. The women shiver as they're brought crashing back to reality, any lingering hopes of this nightmare being just that... faded. This is no dream. There is no waking up from this. There is only <amy>Amy</amy>, their new <amy>Mistress</amy>, their eternal <amy>owner</amy>... their sole reason for <b>existing at all.</b>
<br><br>
... And yet, the moment Helen's eyes are capable of focusing once more, her glare returns. With her tongue dancing a figure of eight around a pulsing prick-vein, with her lips diving in for a hot and heavy kiss around her art, she nonetheless glares. Amy just smirks back, delighted that her playthings didn't break so fast.
<br><br>
Jaycie rumbles a growl through her throat, low and fearsome like a cornered animal - but one ready to fight to the bitter end, nonetheless. Amy would never admit it, of course, but even knowing that the oversized cockslurper is completely neutralized?... that glare of hers is still rather terrifying. Too bad it only makes the Succubi's heart race in perverse excitement.
<br><br>
Daria, meanwhile, shivers in obscene humiliation. She could have obeyed from the start, been a good girl, and not clung to such silly notions as 'hope' or 'alternatives'. But that's ok! Amy can't bear to see her old roomie this way. So she'll put extra effort into <i>smoothing out</i> those cracks, and make their relationship stronger than ever; not as equals, but as <i>Mistress</i> and <i>pet.</i>
<br><br>
<amy>"Good shit, huh, bitches?~ Don't worry. There's plenty more where tha~at came from..."</amy> the Succubus purrs, then huffs, a shudder rippling down her spine as her cock flexes into the air, her huge balls tensing against her loose-spread thighs. With a fresh tug of the leash, the Agents and Daria gasp, growl and shiver as they're forced in close - Helen to the left, Daria in the middle beneath that obelisk of cock, and Jaycie to the right, the girl's cheeks smooshed against one another and against those burning-hot cum cauldrons.
<br><br>
<amy>"Kiss my balls, you hopeless fuckdolls. Make me fuckin' <i>cum</i>. <b>Obey Amy.</b>"</amy>
<br><br>
The command roars through their minds, amplified so loud beyond everything else she said, erasing all other thoughts and feelings and comprehensions. Obey Amy. Kiss her balls. <i>Make her cum.</i> Before she can even comprehend it, Helen's lips are spread wide and taut around the sack before her, slurping and suckling hard enough to hickie. Jaycie is putting the imposing size of her jaws to good use, almost engulfing an entire nut in her slathering grasp... and Daria, poor little Daria, her head repurposed as a prick-plinth, is just buried in the center of that sack; slurping, kissing, suckling, worshipping. <i>Earning her forgiveness.</i>
<br><br>
Amy's face scrunches adorably as her legs curl inwards around her pets, arms twitching as she pulls her leashes as hard as possible; cock <i>lurching</i> into the air as her slave's frustrations and humiliations are converted into pure, heart-racing pleasure for the Demon. Her face twists into an eye-rolled ahegao, her forked tongue spiralling down to splatter against her own bust as she cums, her cock violently jolting with each massive rope of sizzling, corruption-infused spunk. It arcs into the air and splatters down upon the shivering girls below, heating them to the bone, making purple fire dance in their eyes as they're painted in her Demon seed...
<br><br>
As they're well and truly <i>marked</i> as her property, the first lines of her personal sigil smoking painlessly into being upon their backs. As Amy's fearsome climax continues, she grins down with pure malice and flashes her eyes, pulsing a second round of her orgasmic 'rewards' down onto her servants, their eyes flying wide in panic - then rolling in euphoria.
<br><br>
As their screams of ecstasy are muffled into pure, pleasurable vibrations against the leather of her tensed sack, Amy sneers and lets her mind wander in post-nut clarity, calculating and betting with herself exactly how long each bitch will take to <b>break for good.</b>
<<if $fantasize is 0>>
<b>Helen, Jaycie and Daria's journeys have all come to an <focus>end. ♥</focus></b> <br><br><<link "Retry (Rewind to before fight)" $Continue_Rewind>>
<<include "Combat Deactivate Combat Mode">>
<<set $Player_swap to "Jaycie">>
<<set $Character_Restore to 1>>
<<include "Inventory Wiper">>
<<include "Character Swap">>
<<set $character.Jaycie.hp to $character.Jaycie.hp_max>>
<<set $character.Jaycie.focus to $character.Jaycie.focus_max>>
<<set $character.Jaycie.glow to $character.Jaycie.glow_max>>
<<set $character.Jaycie.burning to 0>>
<<set $character.Jaycie.charmed to 0>>
<<set $character.Jaycie.poisoned to 0>>
<<set $Player_swap to "Helen">>
<<include "Inventory Wiper">>
<<set $Character_Restore to 1>>
<<include "Character Swap">>
<<set $character.Helen.hp to $character.Helen.hp_max>>
<<set $character.Helen.focus to $character.Helen.focus_max>>
<<set $character.Helen.glow to $character.Helen.glow_max>>
<<set $character.Helen.burning to 0>>
<<set $character.Helen.charmed to 0>>
<<set $character.Helen.poisoned to 0>>
<<set $Player_hp to $Player_hp_max>>
<<set $Player_focus to $Player_focus_max>>
<<set $Player_glow to $Player_glow_max>>
<<set $Player_charging to 0>>
<<set $Helen_charging to 0>>
<<set $Jaycie_charging to 0>>
<<set $Player_regen to 0>>
<<set $Player_burning to 0>>
<<set $Player_charmed to 0>>
<<set $Player_poisoned to 0>>
<</link>>, reload a save or restart.
<</if>>
<</nobr>><<nobr>>
<<for _Kay, _property range $consumables>>
<<set $consumables[_Kay].stack to 0>>
<<set $consumables[_Kay].position to 0>>
<</for>>
<<set $Slots_X to $Slots_30>>
<<set $move_letter to "W">>
<<for _i, _Slots range $Slots_X>>
<<set State.variables["I_" + $move_letter + "_" + _Slots] to "empty">>
<</for>>
<<set $move_letter to "A">>
<<for _i, _Slots range $Slots_X>>
<<set State.variables["I_" + $move_letter + "_" + _Slots] to "empty">>
<</for>>
<<set $move_letter to "C">>
<<for _i, _Slots range $Slots_X>>
<<set State.variables["I_" + $move_letter + "_" + _Slots] to "empty">>
<<set State.variables["I_" + $move_letter + "_" + _Slots + "_S"] to 0>>
<</for>>
<<set $move_letter to "K">>
<<for _i, _Slots range $Slots_X>>
<<set State.variables["I_" + $move_letter + "_" + _Slots] to "empty">>
<</for>>
<<set $Slots_X to $Slots_20>>
<<set $move_letter to "CL">>
<<for _i, _Slots range $Slots_X>>
<<set State.variables["I_" + $move_letter + "_" + _Slots] to "empty">>
<</for>>
<<set $move_letter to "AC">>
<<for _i, _Slots range $Slots_X>>
<<set State.variables["I_" + $move_letter + "_" + _Slots] to "empty">>
<</for>>
<<set $move_letter to "SW">>
<<for _i, _Slots range $Slots_X>>
<<set State.variables["I_" + $move_letter + "_" + _Slots] to "empty">>
<</for>>
<<set $weapon_slots to [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30]>>
<<set $subweapon_slots to [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20]>>
<<set $armour_slots to [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30]>>
<<set $key_slots to [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30]>>
<<set $clothing_slots to [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30]>>
<<set $accessory_slots to [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30]>>
<<set $consumable_slots to [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30]>>
<</nobr>><<nobr>>
When the pair first arrived at the Manor - a husk left behind from the dimensional transfer of its physical space into another realm - they were knocked out by the drastic, unshielded acceleration of such a journey.
<br><br>
It comes as no surprise, then, that Helen finds herself waking up from another bout of unconsciousness, her long lashes fluttering slowly open. Exhausted as she is from a long night above her pay grade, instincts in the back of her head tell her that it's fine. She's safe. Jaycie is safe. The night is won, so it's ok if she takes her time. Ordinarily, the astute Scientist would verify such a claim made by her mind before believing in it...
<br><br>
For once, she heeds it at face value, sighing as she fully rests her cheek on the pillow so gracefully provided beneath her head. The gray pillow. The big, round, gray, squishy--
<br><br>
Helen jolts awake and confirms that, yes, her face is buried in one of Jaycie's heaving tits. She splutters and moves to get off of her partner - a reversal of their fortunes when they arrived here - but that proves to be difficult with the big Revenant's arm around her back, hugging her close. Wincing slightly from the various aches around her half-Zombified body, Helen grumbles and clears her throat, raising her head just enough to examine her surroundings.
<br><br>
Around her lies the Chapel, unchanged - though they've since relocated to the northern wall, it seems. Were they blown back in the transfer? Gaps and damage in the roof above reveal darkness outside, but Helen smiles after staring at it for a moment; she spies a star, a wisp of cloud, and the creeping progress of the morning sun eating away at the black, without a single streak of maddening purple to be seen. They're back in reality, alright.
<br><br>
<daria>"Um... hey."</daria> comes a familiar voice from across the way, and Helen's eyes swivel down to meet Daria's gaze, staring back at her in exactly the same situation she finds herself in! An arm snugly wrapped around her waist, pinning her against Jaycie's body, the Revenant slumped against a wall and softly snoring, mask hanging off of her face from the strap loosening. Helen smiles awkwardly, and just about frees her brass arm to finger-wave at her 'roommate'.
<br><br>
<helen>"Morning, Daria. Or evening, I suppose. Which would you prefer?"</helen> she asks with a cheeky wink, to which Daria smiles bashfully - her cheeks just as flushed as Helen's are, albeit in shades of deepening blue-purple.
<br><br>
<daria>"In the interests of moving on? Morning. Speaking of... guessing she isn't a morning person?"</daria> Daria asks, gaze shifting up at Jaycie's mask - and strictly <i>not</i> at the breast she's smothered against by the unconscious amazon. C-certainly not! Helen notices the well-hung Ghost shuffling in place, one leg crossed over the other, and can't help but laugh - albeit one she stifles well.
<br><br>
<helen>"Oh, not in the slightest. At least we're past the 'bucket of cold water' stage of getting her to wake up, but..."</helen> she sighs, squirming a little herself, Jaycie's hand resting right on her backside. <helen>"B-bit of a moot point without a bucket in sight, no? Perhaps-- O-OH!"</helen> she gasps, that aforementioned hand suddenly giving her a squeeze, the Scientist jolting against her partner's side.
<br><br>
Looking up, Helen's eyes meet Jaycies from beneath her mask, the Revenant grinning smugly down at them.
<br><br>
<jaycie>"... Mornin' Hel-en. Mornin'... Da-ree-a."</jaycie> Jaycie pauses to pronounce her way through Daria's name, which just makes the Ghost blush all the harder. Helen tuts, frowning slightly.
<br><br>
<helen>"Now just how long have you been awake!?"</helen> she demands with a huff, only to grumble when Jaycie bald-facedly squeezes her rear again! Judging by Daria's sudden twitch, she's getting the same treatment.
<br><br>
<jaycie>"... Hour? Half-hour? Not sure. Fell asleep again. Woke up after catching you two. And her."</jaycie> Jaycie explains. Helen and Daria both freeze, then crane their necks down to Jaycie's legs...
<br><br>
Daria gasps and Helen fights to prevent a scoff at the sight of the Succubus locked tight between those thighs, grappling her in a headlock that's clearly left her unconscious - claws dug into Jaycie's jumpsuit legs with fresh tears, though no wounds beneath them that Helen can see. She put up quite the fight, it seems! A little thing like oxygen and blood deprivation won't kill a Demon, but it can knock them into a stupor. Helen looks back up at Jaycie with surprised eyes, tilting her head in lieu of asking for an explanation.
<br><br>
<jaycie>"... Woke up with everyone around me. Think I caught her with my legs. She woke up next... and wasn't happy. Guess she was always mean."</jaycie> Jaycie shrugs, referring to her zapped-away memories. Helen tuts, crossing her brass arm against her chest as she looks down again.
<br><br>
<helen>"Still a Succubus, though, so it's clear she got what she wanted in the end. Too bad she's going to be paying off her debts for tonight for a long time... Hope she isn't above janitorial work."</helen> the Scientist smirks, though she's pulled from her amusement by Daria shuffling and grumbling quietly.
<br><br>
<daria>"Um... h-hey. Both of you. Thanks. Thanks for everything. I... I don't really wanna think about what would've happened if you two hadn't come along."</daria> she starts, sheepishly looking up at each Agent in turn, who give her their rapt attention; Jaycie with a neutral stare that may or may not be her attempt at a smile, and Helen with her usual, practiced warmth. <daria>"... That said, ah... what happens now? We weren't on your radar before, right? This Mansion, I mean. M-my home. I'm sure AIU's facilities are nice, but..."</daria> she trails off, biting her lip with worry and looking away. Helen frowns, pondering, but Jaycie is the first to answer.
<br><br>
<jaycie>"Oh. That. Hel-en, I told Da-ree-a that we would help fix this place."</jaycie> Jaycie informs her partner matter-of-factly. Daria looks up with wide eyes, relief warily seeping into the edges of surprise as her gaze shifts to Helen, who sighs and lays her head down against her partner's chest - that arm still isn't letting her go, and at this point, it's clearly intentional. Why fight it. Inwardly, she wonders why she was in the first place.
<br><br>
<helen>"Honestly, Jaycie. I thought that was a given."</helen> she tuts with a soft smirk - only to blink in surprise when Daria chokes out a little sob, the Scientist and Revenant blinking down at her in concern. But when Daria raises her head again, her expression is one of relief and joy, not sadness - though her tears spill all the same, wisping away from her cheeks and fading into the air in puffs of chilled vapour.
<br><br>
<daria>"Really!? Oh, thank you! Thank you... I know that we probably all have some making up to do after tonight, but I promise I'll do everything I can to assist in making things right!"</daria> the emotional Ghost insists, sniffling meekly with a wavering smile. Helen returns it and gives a slow nod, and Jaycie finally abandons her handful of Daria's backside in order to give her a thumbs up.
<br><br>
<helen>"Rest assured, Daria. While we will be reporting this, I'll... no, <i>we'll</i> make sure that this place remains a sanctuary. In fact, if you'd be willing to take in more Residents..."</helen> Helen trails off, to which Daria pauses, sniffles again, then nods enthusiastically. Helen smiles. <helen>"I think we can rebuild something special here, then."</helen> she concludes, to which Daria gives a happy sigh, snuggling against Jaycie with her woes all but banished. Adorable. But, with that said, one thing still vexes Helen. She looks up at Jaycie and clears her throat, unsure of how to voice her burning question as the Revenant gazes down at her in turn.
<br><br>
<helen>"Um, Jaycie. May I ask why your hand is on my ass?..."</helen> she finally huffs out. Jaycie tilts her head, no shame in her expression.
<br><br>
<jaycie>"... Don't like it?"</jaycie> she asks, putting the ball back in Helen's court. The half-Zombie sputters slightly, then grumbles, glancing away, blushing in a manner unbecoming of the senior Agent in the field.
<br><br>
<helen>"... I don't mind it."</helen> she half-admits, slowly looking back up. Jaycie bares her fangs in an amused grin, giving her another squeeze - and Daria the same, judging by a yelp from across the broad canyon of her partner's chest.
<br><br>
<jaycie>"Good. I like it. I like you, Hel-en. I..."</jaycie> Jaycie trails off, biting her lip, thoughts that have been rushing through her head all night finally bubbling to the surface. <jaycie>"... love you."</jaycie> she adds quietly, turning away with a bashful grumble.
<br><br>
Helen is frozen for a moment, a spark in her heart that she's left ignored for far too long suddenly coiling into a lightning crack. She licks her parched lips, eyes twitching, smile flickering - then growing twice as wide as she blushes.
<br><br>
<helen>"... Well, now that you mention it, Jaycie... I love you too."</helen> she admits. Then she squeals in delight as Jaycie beams, using her grip on the two smaller women to hug them close and bring them up face to face and cheek-to-cheek with her, the three girls sharing in laughter - and in ignoring the quiet, twitched gags of protest from the troublesome Demon trapped between Jaycie's amazonian thighs.
<br><br>
<<link "And so, over a hundred exhausted and confused ravers stumbled out into the early dawn." "HHtMM Ending 2">><</link>>
<</nobr>><<nobr>>
And so, over a hundred exhausted and confused ravers stumbled out into the early dawn. The Agents beat them to the punch, of course - that is, once Jaycie was done with her hug. With Amy's incantations interrupted and her stolen souls returned, those undergoing corruption sprang back to normality... barring the odd half-inch set of horns or lesser skin colouration, or those who were Supernatural to begin with; raver and resident alike.
<br><br>
Most chose to keep the memories of the night - what little they could remember, that is. This didn't strike either Agent as unusual in the modern age; in the end, Amy was joined by just nine others who wished for a clean slate for their minds... albeit at a much lower power setting than she got.
<br><br>
After a checkup by AIU cleaners - and a few notes made of potential persons of interest to follow up on - the ravers were free to go, and the examination of the damaged Manor could begin in earnest.
<hrt><hr></hrt>
<b>Of those held captive in the tentacle pit</b>, one intrepid young woman was later brought in for questioning regarding where, exactly, she got the resources to start a tentacle monster pet shop. The cleaners of Marigold Team were made to attend a course on 'thoroughness in the workplace' after it transpired that the woman in question had managed to smuggle an egg out with her - or rather, <i>in</i> her. Her business was shut down, but she's since applied to the AIU directly for the proper permits and training.
<hrt><hr></hrt>
Of the foes Helen and Jaycie faced that night, half of them were abominations at the beck and call of Amy herself, summoned to the Manor to do her bidding or created by her very hand. <b>The Maiden Armour</b> was one such example, clinging to life even as the Tentacle Pit melted away into gloop. Brought into AIU custody, it is currently being cared for in an effort to determine what exactly it is, and what, if anything, it wants besides trapping cute women within its walls. Results thus far are inconclusive, and thus its captivity continues.
<hrt><hr></hrt>
<b>The Earth Pixie</b> - no longer corrupted - could attribute <i>some</i> of her behaviour to the Succubus' influence. Not all of it, though. Beyond Helen's ken and patience alike, a Fae specialist was brought in to interview the huffy little thing who, in typical Fae fashion, expressed no remorse for petrifying people; only for the loss of her playthings. In the end, the solution for 'domesticating' her to an extent was rather simple; an ample supply of potter's clay, space for her to make her sculptures... and an extra-strength XL fleshlight; an addition added at the specialist's request after an evening of getting bent over one of the Pixie's fabulous new sculptures. Even the specialists can have their words twisted, sometimes!
<hrt><hr></hrt>
<b>The Mandrakes</b> bemoaned the loss of their scary new Queen - not that they ever had her at all. With Amy's influence gone, they nonetheless continued to be nuisances in the lingering aftermath of her corruptive aura, the presence of which would take a full two years to see fully diminished. Thankfully, Jaycie would eventually find an accord with the mischievous vege-men, the Revenant trying her hand at gardening and finding it an enjoyable and rewarding pastime. Working together to bring all kinds of new plants - mundane and Supernatural - to the Conservatory, Helen is thrilled to report that Jaycie has even started eating the vegetables she's grown. Luckily for the Mandrakes, not the living ones!
<hrt><hr></hrt>
<b>The Mirror</b> and the <b>Painting,</b> guardians of the Chapel passages, were both taken into AIU custody - as were the shards recovered from the Mirror's prior surfaces. After specialist analysis and treatment, all of the remaining ravers captured by both entities were freed, the Monsters securely imprisoned in darkened containment units to nullify their effects... well, that, and they both had tablecloths thrown over them. Sometimes the low-tech solutions are the best.
<hrt><hr></hrt>
<b>Amy herself,</b> dazed and confused to find herself in the body of her dreams - not to mention accused of several Supernatural and Mundane crimes to in order to achieve it - was taken into AIU custody. She quickly discovered that being a Succubus isn't all it's cracked up to be if you don't have the freedom to go with it. With her 'diet' strictly rationed and her attitude on a slow road to anything resembling improvement, it's clear that she'll be in their care for a long time to come...
<hrt><hr></hrt>
<b>Other residents of the Manor</b> - tentacled, soul-sucked, petrified or otherwise - would elect to remain in their home, despite the damages and clean-up required to restore it. With the help of the AIU - and their respectful distance - the efforts were spearheaded by the Agents responsible for neutralizing it, properly introduced to the residents by Daria. Concerns were listened to and taken seriously, and suggestions to improve the Manor and provide specialist resources for those residents who required them were integrated into the refurbishments.
<br><br>
By the end of it all, the Manor was bigger and better than it ever had been, home to all manner of creatures of the night as an official AIU Sanctuary Site. New potential residents would be introduced for housing or rehabilitation, and those who chose to stay would be welcomed with open arms.
<br><br>
For the Agents, it would become a second home. The restoration was hard work, but with Daria at their side, they would make light work of it. And as their status as a couple grew, so, too, did their working relationship with the grateful Ghost become more... personal.
<br><br>
<<link "One year later." "HHtMM Ending 3">><</link>>
<</nobr>><<nobr>>
<daria>"Ouuuh... gosh, what a long night..."</daria> Daria sighs as she slips through the door of the Master Bedroom, her lower half reduced to the lamia-like 'ghost tail' she defaults to when she's exhausted. She has every right to be so; today they onboarded two new residents to the Manor, a Vampire and - funnily enough - a Succubus. Albeit far better behaved than Amy ever was... as a Succubus, or in her prior life as an Imp. With her trademark daisy dukes still clinging to her hips even in this form, Daria floats over to the eastern window and smiles at the distant approach of the sun, feeling its warmth radiate against the chill she carries with her.
<br><br>
<jaycie>"... She isn't looking."</jaycie> Jaycie remarks from the bed, to which Helen rolls her eyes with a sigh. <helen>"Well she's heard you now! She would've turned around eventually."</helen> Helen admonishes her partner - in every sense of the word - to which Jaycie just snickers. Daria frowns and turns on the spot, beholding the silhouettes of her friends behind the poster bed's drawn curtains.
<br><br>
<daria>"Oh! Hi, guys! I didn't know you were coming over. You got time off?"</daria> she asks with a smile, floating over to the drawn curtains. While her frown was brief, it begins to creep back onto her brow as she examines those aforementioned silhouettes. They're rather... lounge-y. It wouldn't be the first time the three have shared a bed - Daria enjoys their company, and the Agents are still on... slowly improving terms with a couple of the Manor residents - the Pixie in particular. And yet, something about it is...
<br><br>
Pursing her lips to one side, Daria slips through the curtain - and then zips right back out, eyes wide, hands clamped over her mouth, tail thrashing like mad beneath her as her cheeks burn navy blue.
<br><br>
<daria>"Oh wow ok you guys are-- t-that's really nice underwear but I uh--"</daria> the Ghost stammers, and the Agent's giggles - Helen's bright and breezy, Jaycie's slow and baritone - aren't helping. Her hands abandon her face to cover between her legs instead, tail reforming into her proper legs... not out of choice, but out of the sudden and uncontrollable <i>stiffening</i> between them! <daria>"Really wasn't-- expecting that. I guess you've had a long night too so you probably want to get to sleep, huh? W-well that's fine with me, goodnight girls, see you tomorr-a-ah?"</daria>
<br><br>
Daria freezes as a large, familiar hand parts the curtain and firmly grasps her shoulder, then gasps as she's pulled inside, joining the silhouettes within.
<br><br>
<helen>"A bold move, Jaycie, but perhaps a necessary one..."</helen> Helen sighs, shuffling closer as the stammering Ghost finds herself trapped between the two other women. Looking sharply in her direction, Daria's eyes widen all the larger at the sight of Helen's lingerie - white and lacy, downright immaculately fitting, even gracing her arms and legs to match the slinky top and bottoms. Helen gives her a wink, then her emerald eyes flick over to Jaycie. Gulping, Daria follows her gaze...
<br><br>
<jaycie>"... Thought she might run. Don't think she 'gets it'."</jaycie> Jaycie replies casually, reaching up to scratch her nose. Her unmasked face isn't an unusual sight for Daria, nor is a bit of the Revenant's shown skin - but Jaycie's taste in evening wear is a new sight indeed, especially given how starkly it contrasts Helen's own. Black and strappy and tight, her tits straining against their support, the rise of her thong upon those mighty hips enough to give the Ghost a nosebleed... if she had any blood to offer, that is. Of course, that lack of flow doesn't stop her friend down below from pitching harshly within her shorts, the Ghost reduced to a mindless babble as she feels an inferno building within her usually chilly cheeks, covering her eyes with both hands as the Agents giggle from both her flanks.
<br><br>
<daria>"What's going on!?"</daria> Daria whimpers, refusing to lower her hands. Helen sighs softly, leaning on her side and supporting her head with one hand, her brass arm draped over her other side. Jaycie more or less copies the pose, save for her arms being crossed, an extra pillow supporting her neck. She prefers two pillows.
<br><br>
<helen>"<i>Well,</i> Miss Daria..."</helen> Helen begins, breaking out the title. Daria's learned over the past year that Helen only does that when she's serious, or annoyed. She gulps. <helen>"<i>As you well know,</i> Amy's influence has lingered over this Mansion ever since the events of that night. <i>As you further know,</i> it will remain for quite some time; a mild inconvenience, easily dealt with via a healthy attitude towards one's own sexual needs."</helen> the Scientist tuts. Daria grumbles and looks down past her hands, now understanding where this is going... staring at the straining bulge in her shorts, which twitches against her will.
<br><br>
<jaycie>"... A problem you have not been dealing with."</jaycie> Jaycie chimes in, Helen nodding solemnly opposite her. Daria huffs, still shielding her eyes.
<br><br>
<daria>"That's-- h-how do you know?!-- I mean, there's no way you could know that!"</daria> she protests, but Jaycie shakes her head with a soft shrug.
<br><br>
<jaycie>"... You set up an anonymous suggestions box, remember? For... improving the place more. Or when people have problems. Well..."</jaycie> Jaycie trails off, stifling a smirk. Helen swiftly steps in, keeping up the double-pronged attack.
<br><br>
<helen>"It would appear that more than one recent <i>anonymous observation</i> is with regards to you... well. Having precisely <i>this</i> sort of reaction in your day-to-day, darling."</helen> Helen chides her softly - and then makes Daria all but leap out of her spectral skin as she gently lays her brass hand onto that mighty bulge, the Ghost squeaking as her hands shoot down from her eyes to instead rest on Helen's hand.
<br><br>
<daria>"O-ooOHH FUCK--"</daria> she cries out, hips bucking upwards. Helen coo's softly, while Jaycie hums at the sight. <daria>"H-Helen-- f-fuck-- that's really sensitive-- y-you--"</daria>
<br><br>
<helen>"It's 'really sensitive', Daria, because you haven't been taking care of yourself."</helen> Helen tuts. Rather than removing her hand - merely laying atop that bulge until now - she instead slowly adjusts it into a grip on that pitched tent, earning a noise akin to a boiled kettle through Daria's nose as she purses her lips and squirms between the Agents. <helen>"Wouldn't you concur, love?"</helen>
<br><br>
<jaycie>"... Mmm."</jaycie> rumbles Jaycie with a sage nod, tilting slightly from her side to squash Daria down against her bust, the poor overwhelmed Spirit babbling incoherently as Jaycie unfurls her arms and joins Helen's metal hand, slipping lower to get a good, gentle but firm hold of the Ghost's overladen cumtanks. <jaycie>"... Feels like an emergency to me. The residents need their Daria fit and alert."</jaycie> she concludes, slipping in closer in time with Helen doing the same, both agents brushing their lips against the stammering Daria's cheeks.
<br><br>
<jaycie>"... So..."</jaycie> Jaycie whispers, planting a kiss on the Ghost's burning cheek. <helen>"If you can't look after yourself..."</helen> Helen sighs, slipping lower to nibble Daria's ear, making her squeak and shiver. <jaycie>"... Guess we gotta."</jaycie> Jaycie continues, following Helen's cue and grazing the Spirit's other ear gently with those fangs of hers. <helen>"All..."</helen> <jaycie>"Morning..."</jaycie> <helen>"Long~."</helen>
<br><br>
Daria whines. Daria squirms. Daria hooks her thumbs into the waistband of her shorts and shunts them down and away, the Ghostly garments disappearing into the ether as her thick, needy dick springs to attention to the delighted gasps of the Agents-turned-lovers either side of her.
<br><br>
<daria>"B-bring it on."</daria> Daria squeaks at an octave that only mice, dogs, and certain gifted Supernaturals could possibly hear. Luckily for her, her partners for the morning happen to be so gifted, accepting her challenge as their hands meet upon that furiously throbbing slab of girlcock.
<br><br>
<<linkreplace "It starts off slow...">><hrt><hr></hrt>
As Helen's brass hand emits a gentle vibration, she takes charge of pumping that pulsing prick with slow, languid strokes from base to tip, her thumb gracing the throbbing head whenever it rises to the top. That alone is enough to make Daria breathlessly squeal and writhe... let alone Jaycie's larger hand slipping down low to massage her over-burdened balls, both of them encompassed in the Revenant's grasp as she slowly kneads them. Just as Daria's squeals reach that mysterious octave once more, Jaycie silences her by rolling close and planting her lips against hers, the amazonian Undead's tongue faintly visible through the Ghost girl's cheeks as she's smooched into silence.
<br><br>
As if that wasn't enough to make her hips jerk and leap off of the bed, fingers clawing at the silken bedsheets beneath her, she then has Helen whispering praises in her ear! The half-Zombie's breath may be lukewarm compared to a Mundane's, but in further comparison to Daria's chill, it feels scorching as it washes over her sensitive ear... not to mention the contents carrier upon each and every breath, telling her what a good job she's been doing; both in the Manor, and here, on the bed, throbbing and squirming like a <helen>'good girl~'</helen>.
<br><br>
When Jaycie breaks their tongue-swirling kiss - strands of saliva thick and clear from her mouth and stringy and glowing blue from hers - Helen dips in to take over, as Jaycie provides her own encouragement. Hers is far more focused on Daria's impressive endowment, the Revenant as blunt as ever. For Daria, it's just as effective, and the Spirit's moment of bravado melts into oblivion as she's peppered with kisses, showered in praise, and jerked until her cock erupts in a <i>geyser</i> of Ghost-spunk at the Agent's behests, edging her on with their lips in every possible way as her hips buck and pump against their hands.
<br><br>
<daria>"G-g-- f-- <i>hhhh.</i>"</daria> Daria 'concludes' as her climax subsides and her hips calm their frantic dance, earning a giggle from her playmates as she and they lie soaked in her shower of the Spirit's glowing jizz, thick and clingy. They don't seem to mind it... but they hardly seem <i>satisfied</i> either, Daria notes with a gulp.
<br><br>
<<linkreplace "Escalation is inevitable...">><hrt><hr></hrt>
<helen>"Hrmm~hmmm..."</helen> <jaycie>"Mrrgkh... mrrghk... glllhk..."</jaycie> <daria>"Fu-uuhhhuhuhuck-- S-slow!!-- ouOUUH!!"</daria>
<br><br>
No such chance. As the Agents lounge in a reversal of their earlier poses - Daria now topping and tailing with them - Helen manages to smirk around a mouthful of Daria's left nut, slurping and suckling on the heavy blue orb as her brass hand massages the other. This time, the shaft of that impressive prick is in the talented hands of Jaycie - or, rather, her talented lips.
<br><br>
Despite having no need to breathe, Daria still feels the phantom sensation of her lungs tightening in her chest, eyes wide like a deer in the headlights as the imposing Revenant bobs up and down on her twitching cock like an expert. The slightest of winces is the sole accompaniment to her gags and groans whenever it slips into her throat, redoubled when her lips bump against the Ghost's hilt. Intentional gags, that is. Sounds made for Daria's pleasure; a pleasure she utterly failed to hide after the first fearsome throb she made upon hearing the tall Undead's first such example.
<br><br>
The Agent's attentions refuse to cease, Helen's eager worship switching to the other nut while Jaycie's slow but deep slurpjob continues unabated. Daria's loss in this battle is inevitable; she grips the sheets hard and whimpers, coaxed all the further by Helen's encouraging smile around her mouthful of nut... and by Jaycie's languid, heavy groaned swallows - also of mouthfuls of nut, so to speak! Yet not every drop goes towards feeding the mighty amazon, for she pulls out towards the end of the whimpering Spirit's climax in tune with Helen -pop-ing that ball free from her lips, joining her lover at the tip to share in the Ghost's abundant bounty.
<br><br>
Watching them making out with the crown of her cock, Daria wonders if she's finally passed on and reached the other side with a squeaky clean record. The Agent's contrasting chorus of giggles brings her back down to earth in post-nut clarity... but her 'punishment' isn't over yet.
<br><br>
<<linkreplace "The morning is young.">><hrt><hr></hrt>
<jaycie>"... You look like you're having fun."</jaycie> Jaycie remarks, dry yet honest in a way that Daria can't help but find endearing - despite being hilted in the crushing embrace of her huge tits in that tight, supporting yet <i>accessible</i> bra. With openings at the bottom and top - and a strappy window in the middle - Daria whimpers as she rests on her shaking arms, hands planted atop either breast, hips twitching with frantic need at the sight of the crown of her shaft narrowly missing Jaycie's parted lips... and lolling tongue. <jaycie>"... Almost there..."</jaycie>
<br><br>
<helen>"Now now, darling..."</helen> Helen gently chides her lover, her hands slowly circling Daria's own perky pair from behind - spooning her as they kneel together over Jaycie's body, Helen peppering the overwhelmed ghost with kisses and nibbles. The Spirit's clothing has been practically torn off of her by now - either by her, or by either Agent - leaving her in nought but a fishnet glove clad around that trembling, supportive arm. <helen>"If you tease her too much, we might find out the hard way if Ghosts can still have heart attacks."</helen> she concludes with a titter, pinching Daria's nipples lightly with her thumbs against the sides of her index fingers.
<br><br>
<daria>"I-it's not fair-- I-I'm so close!!"</daria> Daria whines, her cheeks puffing out in playful frustration at the sight of her dick just barely coming short of Jaycie's tongue. It's not her fault the Revenant is so... s-stacked! With a whimper and her arms straightening by her sides, hands balled into fists, Daria just barely manages to graze the tip of that tongue; and immediately erupts in climax with a shocked gasp.
<br><br>
Helen gasps in awe and Jaycie huffs, closing one eye as the Spirit's third load of the night rains across her face and splatters below her chin in alternating spurts, Daria unable to suppress the buck and thrust of her hips... well, maybe that's partially Helen's fault, spooning her from behind as she is, head resting on the Ghost's shoulders as she watches her lover's face all but disappear beneath the deluge of that glowing seed.
<br><br>
Once she's spent, Daria collapses back against Helen's hugging hold; and Jaycie's tongue slathers across and beyond her lips, scooping up that ectogasm and swallowing it loudly, coaxing the Spirit's cock to throb stiffly yet still.
<br><br>
<<linkreplace "Even for those with eternal life, all good things must come to an end.">><hrt><hr></hrt>
<helen>"F-fuck!... D-Daria, darling, you don't have to-- o-oh!!- be so--"</helen> Helen stammers, watching in wide-eyed amazement as her slender stomach writhes around the pistoning thrusts of the Ghost atop of her.
<br><br>
<daria>"S-so what!? So fast!? So needy!? W-why do you two think I've been p-pitching tents every day!! Your amazing ass in those tight pants-- And YOU!!"</daria> Daria seethes, shooting a huffy glare at the grinning Jaycie beneath Helen, arms wrapped around her smaller partner and keeping her legs spread just as her own are. She lies back supported by the pillows at the head of the bed, sandwiching the squirming Helen with Daria, waiting for her turn with a bite of her lower lip. <daria>"Every day with your jumpsuits open-- I-it's totally your fault!!"</daria> Daria huffs, speeding up the relentless pace of her thrusts as Helen grits her teeth and tries - and fails - to maintain her composure, writhing in Jaycie's grasp. <daria>"You want to 'take care of me'!? F-fine! Take responsibility!!"</daria> the Spirit declares, clambering further on top of Helen and smashing her lips against the Scientist's as she slamfucks her with everything she has!
<br><br>
<helen>"Mmmmph?!-- Mmmrmmhhm~"</helen> Helen sighs through her nose, long lashes fluttering as she gives in the pleasure of her feral-driven Spirit friend. Body collides with bodies, the bed creaking beneath them as Daria moans into Helen's mouth, spurred on quietly by Jaycie's whistles and quiet, impressed gasps. When Daria bottoms out inside of her, Jaycie can <i>hear</i> those spectral cumtanks working in overdrive to pump their load inside the squirming Scientist - squirms that Jaycie does her best to diminish with her hug, snickering quietly to herself as Daria collapses on top of Helen, allowing their shared cries to sing free around the ornate bedroom.
<br><br>
<jaycie>"... Heh. She showed you, Hel-en."</jaycie> the Revenant remarks, shutting her eyes with a snicker as her lover twitches in post-orgasmic bliss in her arms. She opens them again with a slight frown, however, when she feels Daria's glare upon her from above - the Ghost already pulling out and straightening her arms to support herself.
<br><br>
<daria>"D-don't think I've forgotten about you..."</daria> she growls, her attempt at intimidation coming off less 'wolf in the woods' and more 'puppy too big for her bark'. An unfair assessment, Jaycie is forced to admit, when the Ghost slips low and pitches down, spearing Jaycie's awaiting slit even as her latest load drools out of Helen's well-fucked cunt above! Jaycie gasps quietly, far more composed than her lover as Daria resumes her frantic fucking, swearing under her breath in an unconvincingly 'annoyed' manner as she plunders Jaycie's tight, vice-grip slit.
<br><br>
Biting her lower lip, Jaycie's hugging grip on Helen loosens slightly, allowing her to trade a hand blindly around the half-Zombie's sides, searching for her organic hand. She finds it, in part because it rises to meet her; fingers lacing together tightly, Helen's turn to comfort Jaycie as Daria's needy thrusts grow faster still.
<br><br>
They'll take responsibility, alright. Two lovers, now three; at last, and for long.
<br><br>
<helen>"T-told you I'd make it up to you, my love..."</helen> Helen sighs, her other arm rising up to stroke her brass hand through Jaycie's hair, the Revenant shuddering in pleasure and chuckling as she remembers Helen's oath last year.
<br><br>
<jaycie>"Y-yeah... Happy Halloween, girls~..."</jaycie>
<hrt><hr></hrt>
<i>Thank you for playing the Maverick Manor, the first in a series of shorts set in the Hazard Heroines world. I truly hope you enjoyed playing it as much as I enjoyed making it - Pyksies
<br><br>
You may now return to just before the final encounter as Jaycie, with the options to view the ending again, or take on the final boss once more.</i>
<br><br>
<<link "Let's go again." "Library 1-1">>
<<set $Player_hp to $Player_hp_max>>
<<set $Player_glow to $Player_glow_max>>
<<set $Player_focus to $Player_focus_max>>
<<set $character.Helen.hp to $character.Helen.hp_max>>
<<set $character.Helen.focus to $character.Helen.focus_max>>
<<set $character.Helen.glow to $character.Helen.glow_max>>
<<set $character.Jaycie.hp to $character.Jaycie.hp_max>>
<<set $character.Jaycie.focus to $character.Jaycie.focus_max>>
<<set $character.Jaycie.glow to $character.Jaycie.glow_max>>
<<if $Player_alias is "Helen">>
<<set $Player_swap to "Jaycie">>
<<include "Character Swap">>
<</if>>
<</link>>
<</linkreplace>>
<</linkreplace>>
<</linkreplace>>
<</linkreplace>>
<</nobr>><<nobr>><<include "Quest Return">><<include "Quest Stage Cleanup">>
<br><br>
<div align='center' style='font-size: 140%;'><b>Main Task -- Operation Rosebud</b></div>
<br><br>
<<if $Player_alias is "Helen">>
<i><helen>Another day at the office, ey, Jaycie?</helen></i>
<<elseif $Player_alias is "Jaycie">>
<i><jaycie>... Alright, I'll admit. I'm a little cold....</jaycie></i>
<</if>>
<hrt><hr></hrt>
<<set $Quest_S1 to "<helen>De-Animator reporting. We've arrived at the Manor. Evidence strongly suggests that a rave of sorts was being held here; but despite all the vehicles, temporary structures and discarded party-goods, there isn't a soul in sight. We're beginning our investigation now.</helen>">>
<<set $Quest_S2 to "<jaycie>... Jaycie reporting. House has been dis-placed. Me and Hel-en got separated... met a winged Demon lady. She seems mean. Dropped me in a pit full of ten-tacles. Ripped 'em up good. Not sure how to get back up to Hel-en...</jaycie>">>
<<set $Quest_S3 to "<helen>De-Animator reporting. Damn and blast! The entire Manor has been dimensionally dislocated! The culprit appears to be a Succubus of unknown potency - she certainly isn't immune to poisons, I know that much. I managed to drive her off into a retreat, but not before she separated Agent Unlucky 13 from my position, sending her down to the basement via a trap. I have to find some way of reaching her, but the doors in this Entry Hall look warded...</helen>">>
<<set $Quest_S4 to "<helen>De-Animator reporting. I've encountered a Ghost! It seems that this Mansion is no stranger to Supernatural habitation, but the malice, I fear, is a new development. The Ghost attacked me like a woman possessed, but once sufficiently weakened the Succubus' hold on her seemed to pass. She informed me that her name is Daria, and the name of our foe this eve is 'Amy'. Daria agreed to remove one of the door wards in this Entry Hall, but no more than that; it's clear that she's terrified of what Amy can do to her, were the Succubus so-inclined. Before she left, she explained what happened here; as suspected, an illegal rave was held in this location, an event which 'Amy' took advantage of to cast a powerful incantation. I'm going to proceed through the southwest door, now.</helen>">>
<<set $Quest_S5 to "<jaycie>... Jaycie here. Rooms are filling with sweet gas. Makes my head feel funny. Talk later. Gotta open one of these doors...</jaycie>">>
<<set $Quest_S6 to "<jaycie>... Jaycie here. Door opened. Squishy thing was blocking it. Didn't like ac-id-ic wine. Stupid bottles were fiddly... grr. Room to north is large... was turned into a bar. Stairs to the north. I will see if they lead back to Hel-en.</jaycie>">>
<<set $Quest_S7 to "<helen>Helen reporting... well, I've located some of the party-goers. Judging by their pallid skin, hollow eyes, and... ahem, sexual appetites? It can be surmised that their souls have been taken by Amy. Unfortunately, the Games Room is a dead end, but perhaps something her will help me open another door.</helen>">>
<<set $Quest_S8 to "<helen>Helen reporting. Of the three Pixies I've met in my life time, that one was <i>by far</i> the rudest! Hmph. Dreadful little brute. She's petrified a number of victims in the Dining Hall, but their condition should be easy enough to reverse. At least they're out of harms way, one supposes... ahem. I've gained access to the Kitchen, but it appears to be another dead end...</helen>">>
<<set $Quest_S9 to "<jaycie>... Jaycie here. Got in touch with Hel-en. Glad she's ok. Suit of armour attacked me. Kicked it apart. Hel-en got me a present. I like it! Going upstairs now...</jaycie>">>
<<set $Quest_S10 to "<helen>Helen reporting! Thank heavens; I was able to make contact with Jaycie. Seems she's experiencing her fair share of troubles, but she's still standing. Well done, old girl... oh, right, the mission. I'm going to investigate the Entry Hall again - if my suspicions are correct, then I suspect that one of the wards in place back there may have been woven by the Pixie I neutralized earlier...</helen>">>
<<set $Quest_S11 to "<helen>Helen reporting. I've made it upstairs, and all but one of the doors are unlocked. The exception in question is warded with some severe Demonic magic. Amy clearly wants to keep me out; thus, clearly, do I need to get inside. But how?...</helen>">>
<<set $Quest_S12 to "<helen>Helen reporting. I... found a way inside, let's leave it at that. I'm investigating this Master Bedroom now.</helen>">>
<<set $Quest_S13 to "<helen>Helen reporting. A powerful guardian was blocking a secret passage leading further up; but I was led to believe that this was the top floor. The passage is secreted in a pillar, of which I believe a matching twin must exist on the other side of the house. If I'm right, then hopefully Jaycie will be able to join me up there... Still. I should prepare for the worst before heading up.</helen>">>
<<set $Quest_S14 to "<jaycie>... Jaycie here. Tired. Fought some rude vegetable men. Kicked their asses. Going to explore more now that I've seen Hel-en.</jaycie>">>
<<set $Quest_S15 to "<jaycie>... Jaycie here... Met a Ghost lady. She seemed nice, but then a cloud took her away. She told me something about... books, and sunsets. Rrrgh... Hate the library...</jaycie>">>
<<set $Quest_S16 to "<jaycie>... Jaycie here. Open a secret door. Found a spooky mirror. Smashed it after it tried to smash me. Found stairs up. Hel-en went up too. Going to go see Helen.</jaycie>">>
<<set $Quest_S17 to "<helen>Helen reporting. This is it. Wish us luck.</helen>">>
<<set $Quest_S18 to "<jaycie>... Jaycie here. Mission complete, boss...</jaycie>">>
<<set $Quest_Stage to $Quest_HHtMM>>
<<if $Quest_Stage gte 1>>
<<if $Quest_Stage > 1>>
<div style='color:#eeeeee;font-size: 95%;'><<= $Quest_S1>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S1>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 2>>
<<if $Quest_Stage > 2>>
<div style='color:#eeeeee'><<= $Quest_S2>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S2>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 3>>
<<if $Quest_Stage > 3>>
<div style='color:#eeeeee'><<= $Quest_S3>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S3>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 4>>
<<if $Quest_Stage > 4>>
<div style='color:#eeeeee'><<= $Quest_S4>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S4>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 5>>
<<if $Quest_Stage > 5>>
<div style='color:#eeeeee'><<= $Quest_S5>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S5>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 6>>
<<if $Quest_Stage > 6>>
<div style='color:#eeeeee'><<= $Quest_S6>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S6>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 7>>
<<if $Quest_Stage > 7>>
<div style='color:#eeeeee'><<= $Quest_S7>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S7>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 8>>
<<if $Quest_Stage > 8>>
<div style='color:#eeeeee'><<= $Quest_S8>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S8>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 9>>
<<if $Quest_Stage > 9>>
<div style='color:#eeeeee'><<= $Quest_S9>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S9>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 10>>
<<if $Quest_Stage > 10>>
<div style='color:#eeeeee'><<= $Quest_S10>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S10>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 11>>
<<if $Quest_Stage > 11>>
<div style='color:#eeeeee'><<= $Quest_S11>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S11>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 12>>
<<if $Quest_Stage > 12>>
<div style='color:#eeeeee'><<= $Quest_S12>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S12>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 13>>
<<if $Quest_Stage > 13>>
<div style='color:#eeeeee'><<= $Quest_S13>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S13>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 14>>
<<if $Quest_Stage > 14>>
<div style='color:#eeeeee'><<= $Quest_S14>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S14>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 15>>
<<if $Quest_Stage > 15>>
<div style='color:#eeeeee'><<= $Quest_S15>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S15>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 16>>
<<if $Quest_Stage > 16>>
<div style='color:#eeeeee'><<= $Quest_S16>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S16>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 17>>
<<if $Quest_Stage > 17>>
<div style='color:#eeeeee'><<= $Quest_S17>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S17>></b><br><br></div>
<</if>>
<</if>>
<<if $Quest_Stage gte 18>>
<<if $Quest_Stage > 18>>
<div style='color:#eeeeee'><<= $Quest_S18>><br><br></div>
<<else>>
<div style='color:#ffffff'><b>-- Current <<= $Quest_S18>></b><br><br></div>
<</if>>
<</if>>
<</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include $X_Loss>>
<br><br>
<<include "Bed Fantasize Finisher">>
<</nobr>><<nobr>>
<i>Scenes unlocked from defeating or losing to enemies/*, engaging with characters or engaging with the world*/ can be viewed here!</i>
<br><br>
<<if $scenes_monsters > 0>>
<<link "Post-combat scenes">>
<<dialog>><<include "Dialog Post-combat scenes">><</dialog>>
<</link>>
<br><br>
<</if>>
<<if $scenes_characters > 0>>
<<link "Character scenes">>
<<dialog>><<include "Dialog Character scenes">><</dialog>>
<</link>>
<br><br>
<</if>>
<<if $scenes_traps > 0>>
<<link "Environmental scenes">>
<<dialog>><<include "Dialog Environmental scenes">><</dialog>>
<</link>>
<br><br>
<</if>>
<<if $scenes_traps lte 0 and $scenes_characters lte 0 and $scenes_monsters lte 0>>
<i>No scenes have been unlocked!</i>
<</if>>
<</nobr>><<nobr>>
<i>These scenes revolve around interactions with enemies, win or lose...</i>
<br><br>
<<if $Scene_EXAMPLE_Defeat gte 1>>
<<link "EXAMPLE Defeat" "EXAMPLE Loss Fantasize">><</link>> -- EXAMPLEisEXAMPLED! (<b>BADENDDELETEIFNOT</b>: KINKS (BADENDSPECIFICKINKSIFNEEDED).)
<br><br>
<</if>>
<<if $Scene_Tentacle_Pit_Defeat gte 1>>
<<link "Jaycie - Tentacle Pit Defeat">><<set $X_Loss to "Tentacle Pit Loss">><<dialog>><<include "Dialog X Loss Fantasize">><</dialog>><</link>> -- Jaycie is wrapped up snug in the embrace of a Tentacle Monster! (<b>Bad End</b>: Aphrodisiac, Living Bondage, All Holes, Breeding, (Attempted) Milking, Vore (partial))
<br><br>
<</if>>
<<if $Scene_Ghost_Girl_Defeat gte 1>>
<<link "Helen - Ghost Girl Defeat">><<set $X_Loss to "Ghost Girl Loss">><<dialog>><<include "Dialog X Loss Fantasize">><</dialog>><</link>> -- Helen is trapped, slammed and possessed by an amorous Ghost girl! (<b>Bad End</b>: Bondage, Groping, Anal, Possession)
<br><br>
<</if>>
<<if $Scene_Maiden_Armour_Defeat gte 1>>
<<link "Jaycie - Maiden Armour Defeat">><<set $X_Loss to "Maiden Armour Loss">><<dialog>><<include "Dialog X Loss Fantasize">><</dialog>><</link>> -- Jaycie finds herself encased in living armour, trapped in a flesh-filled statue! (<b>Bad End</b>: Immobilization, Encasement, Vaginal, Oral, Vore (sort of))
<br><br>
<</if>>
<<if $Scene_Corrupted_Pixie_Defeat gte 1>>
<<link "Helen - Corrupted Pixie Defeat">><<set $X_Loss to "Corrupted Pixie Loss">><<dialog>><<include "Dialog X Loss Fantasize">><</dialog>><</link>> -- Helen is slowly frozen solid by the furious facefucking of her Pixie playmate! (<b>Bad End</b>: Petrification (Gradual), Facefucking Oral, Size Difference, Small Dom)
<br><br>
<</if>>
<<if $Scene_Mandrakes_Defeat gte 1>>
<<link "Jaycie - Mandrakes Defeat">><<set $X_Loss to "Mandrakes Loss">><<dialog>><<include "Dialog X Loss Fantasize">><</dialog>><</link>> -- Jaycie is strung up with vines and put to good use, transformed into the Queen of the garden! (<b>Bad End</b>: Size Difference, Small Doms, All Holes, Living Bondage, Transformation)
<br><br>
<</if>>
<<if $Scene_Haunted_Portrait_Defeat gte 1>>
<<link "Helen - Haunted Portrait Defeat">><<set $X_Loss to "Haunted Portrait Loss">><<dialog>><<include "Dialog X Loss Fantasize">><</dialog>><</link>> -- Helen is slowly dragged inside the evil painting, which repaints itself to depict her lewd fate trapped within! (<b>Bad End</b>: Vore (sort of), Groping, Fingering, Oral, Vaginal, Entrapment, Implications)
<br><br>
<</if>>
<<if $Scene_Possessed_Mirror_Defeat gte 1>>
<<link "Jaycie - Possessed Mirror Defeat">><<set $X_Loss to "Possessed Mirror Loss">><<dialog>><<include "Dialog X Loss Fantasize">><</dialog>><</link>> -- Jaycie is dominated by her hulking, gender-swapped Reflection, then pulled inside the Mirror for more! (<b>Bad End</b>: Vore (sort of), Entrapment, Rough Handling, Size Difference, Large Dom, Vaginal, Full Nelson, Implications)
<br><br>
<</if>>
<<if $Scene_Amy_Defeat gte 1>>
<<link "Helen, Jaycie and Daria - Amy Defeat">><<set $X_Loss to "Amy Loss">><<dialog>><<include "Dialog X Loss Fantasize">><</dialog>><</link>> -- The Agents and their Ghostly ally are captured by Amy and made to worship her Demonic dick! (<b>Bad End</b>: Bondage, Foursome, Cock Worship, Body Control, Vulgar Dialogue, Pleasure Control, Bukkake)
<br><br>
<</if>>
<<if $ero_button is 0>>
<<link "Back" "Bed Fantasize">><</link>>
<<else>>
<<set $ero_button to 0>>
<</if>>
<</nobr>><<nobr>>
<<set $fantasize to 1>>
<<include $X_Loss>>
<br><br>
<<set $fantasize to 0>>
<</nobr>><<nobr>>
Interference is preventing $Player_alias from accessing her pad's database...
<br><br>
<i>Coming in a future update. Sorry! - Pyksies</i>
<</nobr>><<nobr>>
<daria>"Hold on, you two! This might feel a little weird!..."</daria> Daria apologizes, an icy mist pouring from her mouth and wrapping around the Undead girls. They shiver and grumble, but once the fog clears they find themselves see-through and blue!
<b>Helen and Jaycie have become Ethereal!</b> <<set $Daria_State to "Spirit">>
<br><br>
<<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<set $contextAttacks to [ "Daria_Flesh" ]>>
<</nobr>><<nobr>>
<daria>"... And this will probably feel even weirder. S-sorry!"</daria> Daria sighs, inhaling sharply and tossing her head back. The Agents feel a wave of relief as fog billows from their Ethereal bodies, turning them back to normal; flesh and blood once more!
<b>Helen and Jaycie are no longer Ethereal; they're back to normal!</b> <<set $Daria_State to "Flesh">>
<br><br>
<<include "Combat Player Status Effects End Turn">>
<<set $Player_flow_adjust = 10>>
<<include "Combat Player Flow Adjustment">>
<<set $contextAttacks to [ "Daria_Spirit" ]>>
<</nobr>><<nobr>>
<div align="center" style="font-size: 150%;">
<<if $Codex_Loop is "no">>
<<link setup.codex[$Codex_Name].category_return>>
<<dialog>>
<<include setup.codex[$Codex_Name].category>>
<</dialog>>
<</link>>
<br>
<</if>>
Codex Entry: <<= setup.codex[$Codex_Name].full_title>>
</div>
<hrt><hr></hrt>
<<= setup.codex[$Codex_Name].entry>>
<<if def setup.codex[$Codex_Name][$Player_alias]>>
<hrt><hr></hrt>
<<= setup.codex[$Codex_Name][$Player_alias]>>
<</if>>
<hrt><hr></hrt>
<<include "Codex Return">>
<</nobr>><<nobr>>
<<if $setting is "Glowing Stars">>
<<include "Codex Glowing Stars">>
<<elseif $setting is "Hazard Heroines">>
<<include "Codex Hazard Heroines">>
<</if>>
<</nobr>>Double-click this passage to edit it.<<nobr>>
<<set setup.codex = {
Example_Codex:{full_title: "TitleToBeDisplayedInTemplate",
category: "Codex - TheCategoryThisBelongsTo Concepts Corporations and Organizations Monsters People Places Species (Earth) Species (Xeno) Technology and Magic",
category_return: "Back to TheCategoryAbove",
alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY",
entry: "TheActualContentOfTheCodexEntry",
},
Test_Codex:{full_title: "A Test of the Codex System",
category: "Codex - Monsters",
category_return: "Back to Monsters",
Helen: "<helen>Wow! Helen here! This actually worked!</helen>",
entry: "This is a test of the Codex system. Blah blah blah god i'm so fucking tired why did I come back from holiday and immediately start working again, is something wrong with me?",
},
}>>
<</nobr>>