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,,,,,, <<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">> <<set $onehundred to 100>> <<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 $struggleProgress to 25>> <<set $struggleProgressEnemy to 75>> <<set $struggleLabelPlayer to "ESCAPE! $struggleProgress%">> <<set $struggleLabelEnemy to "CAPTURE! $struggleProgressEnemy%">> <<set $struggleLabelEnemyVore to "DEVOUR! $struggleProgressEnemy%">> <<newmeter 'struggle_player'>> <<label '$struggleLabelPlayer'>> <<sizing '99.5%' '40px'>> <<colors #41f0ff #006a73 #efefef>> <<animation 240ms>> <</newmeter>> <<newmeter 'struggle_enemy'>> <<label $struggleLabelEnemy>> <<sizing '99.5%' '40px'>> <<colors #ff4168 #73001e #efefef>> <<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 $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>> <<set $codexHistory to []>><div class="About"><<link "Vers 1.1 - Credits">><<dialog>><<include "Credits">><</dialog>><</link>> - [[Ko-fi|https://ko-fi.com/pyksies#]]</div><<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 $tile_up isnot "no">>@@#up;<<link [img[$Icon_Up_Arrow][$tile_up]]>><<set $desc_temp to $main_desc>><<set $player_icon_top_set to $player_icon_top_set - 1>><<dialogclose>><</link>>@@<<else>>[img[$Icon_Up_Arrow_Inactive]]<</if>></div> <br> <div class="LeftArrowDiv"><<if $tile_left isnot "no">>@@#left;<<link [img[$Icon_Left_Arrow][$tile_left]]>><<set $desc_temp to $main_desc>><<set $player_icon_right_set to $player_icon_right_set - 1>><<dialogclose>><</link>>@@<<else>>[img[$Icon_Left_Arrow_Inactive]]<</if>></div><div class="DownArrowDiv"><<if $tile_down isnot "no">>@@#down;<<link [img[$Icon_Down_Arrow][$tile_down]]>><<set $desc_temp to $main_desc>><<set $player_icon_top_set to $player_icon_top_set + 1>><<dialogclose>><</link>>@@<<else>>[img[$Icon_Down_Arrow_Inactive]]<</if>></div><div class="RightArrowDiv"><<if $tile_right isnot "no">>@@#right;<<link [img[$Icon_Right_Arrow][$tile_right]]>><<set $desc_temp to $main_desc>><<set $player_icon_right_set to $player_icon_right_set + 1>><<dialogclose>><</link>>@@<<else>>[img[$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>> Good! 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>><div class="About2"><<link "FULLSCREEN">><<script>>Fullscreen.toggle();<</script>><</link>></div><<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">><</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>> <<nobr>> <<set $codexHistory to []>> <<set $currentCodex to "Base">> This is a collection of knowledge about the people, places and things of this world. <hrt><hr></hrt> <<link "Situational Relevance">> <<set $codexCategory to "Codex - Maverick Manor">> <<dialog>> <<include "Codex Category">> <</dialog>> <</link>> <br> <<link "Foundational Concepts">> <<set $codexCategory to "Codex - Foundational Concepts">> <<dialog>> <<include "Codex Category">> <</dialog>> <</link>> <hrt><hr></hrt> <<link "Concepts">> <<set $codexCategory to "Codex - Concepts">> <<dialog>> <<include "Codex Category">> <</dialog>> <</link>> <br> <<link "History">> <<set $codexCategory to "Codex - History">> <<dialog>> <<include "Codex Category">> <</dialog>> <</link>> <br> <<link "Magic">> <<set $codexCategory to "Codex - Magic">> <<dialog>> <<include "Codex Category">> <</dialog>> <</link>> <br> <<link "Monsters">> <<set $codexCategory to "Codex - Monsters">> <<dialog>> <<include "Codex Category">> <</dialog>> <</link>> <br> <<link "Organizations and Corporations">> <<set $codexCategory to "Codex - Organizations and Corporations">> <<dialog>> <<include "Codex Category">> <</dialog>> <</link>> <br> <<link "Technology">> <<set $codexCategory to "Codex - Technology">> <<dialog>> <<include "Codex Category">> <</dialog>> <</link>> <br><br> /*<<link "People - Naturals">> <<set $codexCategory to "Codex - People - Naturals">> <<dialog>> <<include "Codex Category">> <</dialog>> <</link>> <br>*/ <<link "People - Superheroes">> <<set $codexCategory to "Codex - People - Superheroes">> <<dialog>> <<include "Codex Category">> <</dialog>> <</link>> <br> <<link "People - Superneutrals">> <<set $codexCategory to "Codex - People - Superneutrals">> <<dialog>> <<include "Codex Category">> <</dialog>> <</link>> <br> <<link "People - Supervillains">> <<set $codexCategory to "Codex - People - Supervillains">> <<dialog>> <<include "Codex Category">> <</dialog>> <</link>> <br><br> <<link "Places - Earth">> <<set $codexCategory to "Codex - Places - Earth">> <<dialog>> <<include "Codex Category">> <</dialog>> <</link>> <br> <<link "Places - Other">> <<set $codexCategory to "Codex - Places - Other">> <<dialog>> <<include "Codex Category">> <</dialog>> <</link>> <br><br> <<link "Species - Earth">> <<set $codexCategory to "Codex - Species - Earthling">> <<dialog>> <<include "Codex Category">> <</dialog>> <</link>> <br> <<link "Species - Extra-terrestrial and Extra-dimensional">> <<set $codexCategory to "Codex - Species - Extraterrestrial and Extradimensional">> <<dialog>> <<include "Codex Category">> <</dialog>> <</link>> <</nobr>> <<nobr>> <<if $currentCodex is "Category">> <<link "Return">> <<dialog>> <<include "Codex Base">> <</dialog>> <</link>> <<else>> <<if $Codex_Loop is "yes">> <<set $Codex_Loop to "no">> <<link "Return">> <<dialog>> <<include $Codex_Return>> <</dialog>> <</link>> <<else>> <<link "Return">> <<set $codexReturn to $codexHistory.pop()>> <<if ndef $codexReturn>> <<set $codexReturn to "Category">> <<else>> <<if $codexReturn is $Codex_Name>> <<if $codexHistory.length lte 0>> <<set $codexReturn to "Category">> <<else>> <<set $codexReturn to $codexHistory.pop()>> <</if>> <</if>> <</if>> <<if $codexReturn is "Category">> <<dialog>> <<include "Codex Category">> <</dialog>> <<else>> <<dialog>> <<set $Codex_Entry to setup.codex[$codexReturn].entry>> <<set $Codex_Name to $codexReturn>> <<include "Codex Template">> <</dialog>> <</if>> <</link>> <</if>> <</if>> <</nobr>><<nobr>> <<include "Combat Deactivate Combat Mode">> <<set $Turn to "Player Start">> <<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">> <<set $struggleProgress to 0>> <<set $struggleProgressEnemy to 0>> <<set $Player_Debuffed to 0>> <<set $Player_status_vuln to 1>> <<set $Enemy_status_vuln to 1>> <<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>> &#39; <---- this turns into a ', to be used when i need one in a string &#34; <---- 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>> <<include "Combat Activate Combat Mode">> <<set $Player_alive = 1>> <<set $Player_escapebonus = 0>> <<set $Player_captured = "Glob">> <<set $Fleeable to 1>> <<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_wits = 1>> <<set $Enemy_toughness = 4>> <<set $Enemy_strength_total = 1>> <<set $Enemy_agility_total = 1>> <<set $Enemy_wits_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_Debuff_Limit to 12>> <<set $Enemy_Debuff_Wiggle to 2>> <<set $Enemy_Debuff_Wiggle_Negative to $Enemy_Debuff_Wiggle * -1>> <<set $Enemy_alias = "Glob">> <<set $Enemy_Article = "The Glob">> <<set $Enemy_article = "the Glob">> <<set $Enemy_class = "Aggravated Amoeba">> <<set $Enemy_Attack_Passage to "Combat Glob Attacks">> <<set $Enemy_Loss_Check_Passage to "Combat Enemy Glob 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 = "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_energy = "neutral">> <<set $Enemy_radiation = "neutral">> <<set $Enemy_sonic = "neutral">> <<set $Enemy_acid = "resist">> <<set $Enemy_haemorrhaging_resist_natural to 75>> <<set $Enemy_bleeding_resist_natural to 75>> <<set $Enemy_burning_resist_natural to 75>> <<set $Enemy_static_resist_natural to 75>> <<set $Enemy_drowning_resist_natural to 75>> <<set $Enemy_poisoned_resist_natural to 75>> <<set $Enemy_toxic_resist_natural to 75>> <<set $Enemy_aphrodisiac_resist_natural to 75>> <<set $Enemy_reverb_resist_natural to 75>> <<set $Enemy_melting_resist_natural to 75>> <<set $Enemy_softening_resist_natural to 75>> <<set $Enemy_hypnotized_resist_natural to 75>> <<set $Enemy_charmed_resist_natural to 75>> <<set $Enemy_frozen_resist_natural to 75>> <<set $Enemy_paralyzed_resist_natural to 75>> <<set $Enemy_petrified_resist_natural to 75>> <<set $Enemy_slimed_resist_natural to 75>> <<set $Enemy_judgement_resist_natural to 75>> <<set $Enemy_corruption_resist_natural to 75>> <<set $Enemy_concussion_resist_natural to 75>> <<set $Enemy_bogged_down_resist_natural to 75>> <<set $Enemy_choking_resist_natural to 75>> <<set $Enemy_silenced_resist_natural to 75>> <<set $Enemy_EMP_resist_natural to 75>> <<set $Enemy_drained_resist_natural to 75>> <<set $Enemy_disabled_resist_natural to 75>> <<set $Enemy_clotted_resist_natural to 75>> <<set $Enemy_hexed_resist_natural to 75>> <<set $Enemy_cursed_resist_natural to 75>> <<set $Enemy_glued_resist_natural to 75>> <<set $Enemy_blinded_resist_natural to 75>> <<set $Enemy_infuriated_resist_natural to 75>> <<set $Enemy_charred_resist_natural to 75>> <<set $Enemy_brittle_resist_natural to 75>> <<set $Enemy_electrocuted_resist_natural to 75>> <<set $Enemy_dusty_resist_natural to 75>> <<set $Enemy_soaked_resist_natural to 75>> <<set $Enemy_windchilled_resist_natural to 75>> <<set $Enemy_primed_resist_natural to 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">> <</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Screen Base]]@@</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 $Actual_attack_type to "Forceful">> <</if>> <<include "HitChance">> - <b>$chancehit% To Hit.</b> <<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 $Turn to "Player Start">> <<set $FightContext to "The fight rages on!">> <<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_energy = "weak">> <<set $Enemy_radiation = "neutral">> <<set $Enemy_sonic = "neutral">> <<set $Enemy_acid = "resist">> <<set $Enemy_haemorrhaging_resist_natural to 75>> <<set $Enemy_bleeding_resist_natural to 75>> <<set $Enemy_burning_resist_natural to 75>> <<set $Enemy_static_resist_natural to 75>> <<set $Enemy_drowning_resist_natural to 75>> <<set $Enemy_poisoned_resist_natural to 75>> <<set $Enemy_toxic_resist_natural to 75>> <<set $Enemy_aphrodisiac_resist_natural to 75>> <<set $Enemy_reverb_resist_natural to 75>> <<set $Enemy_melting_resist_natural to 75>> <<set $Enemy_softening_resist_natural to 75>> <<set $Enemy_hypnotized_resist_natural to 75>> <<set $Enemy_charmed_resist_natural to 75>> <<set $Enemy_frozen_resist_natural to 75>> <<set $Enemy_paralyzed_resist_natural to 75>> <<set $Enemy_petrified_resist_natural to 75>> <<set $Enemy_slimed_resist_natural to 75>> <<set $Enemy_judgement_resist_natural to 75>> <<set $Enemy_corruption_resist_natural to 75>> <<set $Enemy_concussion_resist_natural to 75>> <<set $Enemy_exposed_resist_natural to 75>> <<set $Enemy_bogged_down_resist_natural to 75>> <<set $Enemy_choking_resist_natural to 75>> <<set $Enemy_silenced_resist_natural to 75>> <<set $Enemy_EMP_resist_natural to 75>> <<set $Enemy_drained_resist_natural to 75>> <<set $Enemy_disabled_resist_natural to 75>> <<set $Enemy_clotted_resist_natural to 75>> <<set $Enemy_hexed_resist_natural to 75>> <<set $Enemy_cursed_resist_natural to 75>> <<set $Enemy_glued_resist_natural to 75>> <<set $Enemy_blinded_resist_natural to 75>> <<set $Enemy_infuriated_resist_natural to 75>> <<set $Enemy_charred_resist_natural to 75>> <<set $Enemy_brittle_resist_natural to 75>> <<set $Enemy_electrocuted_resist_natural to 75>> <<set $Enemy_dusty_resist_natural to 75>> <<set $Enemy_soaked_resist_natural to 75>> <<set $Enemy_windchilled_resist_natural to 75>> <<set $Enemy_primed_resist_natural to 75>> <<set $Enemy_haemorrhaging to 0>> <<set $Enemy_bleeding to 0>> <<set $Enemy_burning to 0>> <<set $Enemy_static to 0>> <<set $Enemy_drowning to 0>> <<set $Enemy_poisoned to 0>> <<set $Enemy_toxic to 0>> <<set $Enemy_aphrodisiac to 0>> <<set $Enemy_reverb to 0>> <<set $Enemy_melting to 0>> <<set $Enemy_softening to 0>> <<set $Enemy_hypnotized to 0>> <<set $Enemy_charmed to 0>> <<set $Enemy_frozen to 0>> <<set $Enemy_paralyzed to 0>> <<set $Enemy_petrified to 0>> <<set $Enemy_slimed to 0>> <<set $Enemy_judgement to 0>> <<set $Enemy_corruption to 0>> <<set $Enemy_concussion to 0>> <<set $Enemy_exposed to 0>> <<set $Enemy_bogged_down to 0>> <<set $Enemy_choking to 0>> <<set $Enemy_silenced to 0>> <<set $Enemy_EMP to 0>> <<set $Enemy_drained to 0>> <<set $Enemy_disabled to 0>> <<set $Enemy_clotted to 0>> <<set $Enemy_hexed to 0>> <<set $Enemy_cursed to 0>> <<set $Enemy_glued to 0>> <<set $Enemy_blinded to 0>> <<set $Enemy_infuriated to 0>> <<set $Enemy_charred to 0>> <<set $Enemy_brittle to 0>> <<set $Enemy_electrocuted to 0>> <<set $Enemy_dusty to 0>> <<set $Enemy_soaked to 0>> <<set $Enemy_windchilled to 0>> <<set $Enemy_primed to 0>> <<set $Enemy_regenerating to 0>> <<set $Enemy_rejuvenating to 0>> <<set $Enemy_meditating to 0>> <<set $Enemy_satellite_basic to 0>> <<set $Enemy_momentum to 0>> <<set $Enemy_ironclad to 0>> <<set $Enemy_smokescreen to 0>> <<set $Enemy_spite to 0>> <<set $Enemy_pressure to 0>> <<set $Enemy_spite_total to 0>> <<set $Enemy_pressure_total 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_armour_dodge = 0>> <<set $Player_armour_defence = 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_haemorrhaging to 0>> <<set $Player_bleeding to 0>> <<set $Player_burning to 0>> <<set $Player_static to 0>> <<set $Player_drowning to 0>> <<set $Player_poisoned to 0>> <<set $Player_toxic to 0>> <<set $Player_aphrodisiac to 0>> <<set $Player_reverb to 0>> <<set $Player_melting to 0>> <<set $Player_softening to 0>> <<set $Player_hypnotized to 0>> <<set $Player_charmed to 0>> <<set $Player_frozen to 0>> <<set $Player_paralyzed to 0>> <<set $Player_petrified to 0>> <<set $Player_slimed to 0>> <<set $Player_judgement to 0>> <<set $Player_corruption to 0>> <<set $Player_concussion to 0>> <<set $Player_exposed to 0>> <<set $Player_bogged_down to 0>> <<set $Player_choking to 0>> <<set $Player_silenced to 0>> <<set $Player_EMP to 0>> <<set $Player_drained to 0>> <<set $Player_disabled to 0>> <<set $Player_clotted to 0>> <<set $Player_hexed to 0>> <<set $Player_cursed to 0>> <<set $Player_glued to 0>> <<set $Player_blinded to 0>> <<set $Player_infuriated to 0>> <<set $Player_charred to 0>> <<set $Player_brittle to 0>> <<set $Player_electrocuted to 0>> <<set $Player_dusty to 0>> <<set $Player_soaked to 0>> <<set $Player_windchilled to 0>> <<set $Player_primed to 0>> <<set $Player_regenerating to 0>> <<set $Player_rejuvenating to 0>> <<set $Player_meditating to 0>> <<set $Player_satellite_basic to 0>> <<set $Player_momentum to 0>> <<set $Player_ironclad to 0>> <<set $Player_smokescreen to 0>> <<set $Player_spite to 0>> <<set $Player_pressure to 0>> <<set $Player_spite_total to 0>> <<set $Player_pressure_total to 0>> <<set $Player_satellite_basic_limit to 5>> <<set $Player_haemorrhaging_resist_natural to 0>> <<set $Player_bleeding_resist_natural to 0>> <<set $Player_burning_resist_natural to 0>> <<set $Player_static_resist_natural to 0>> <<set $Player_drowning_resist_natural to 0>> <<set $Player_poisoned_resist_natural to 0>> <<set $Player_toxic_resist_natural to 0>> <<set $Player_aphrodisiac_resist_natural to 0>> <<set $Player_reverb_resist_natural to 0>> <<set $Player_melting_resist_natural to 0>> <<set $Player_softening_resist_natural to 0>> <<set $Player_hypnotized_resist_natural to 0>> <<set $Player_charmed_resist_natural to 0>> <<set $Player_frozen_resist_natural to 0>> <<set $Player_paralyzed_resist_natural to 0>> <<set $Player_petrified_resist_natural to 0>> <<set $Player_slimed_resist_natural to 0>> <<set $Player_judgement_resist_natural to 0>> <<set $Player_corruption_resist_natural to 0>> <<set $Player_concussion_resist_natural to 0>> <<set $Player_exposed_resist_natural to 0>> <<set $Player_bogged_down_resist_natural to 0>> <<set $Player_choking_resist_natural to 0>> <<set $Player_silenced_resist_natural to 0>> <<set $Player_EMP_resist_natural to 0>> <<set $Player_drained_resist_natural to 0>> <<set $Player_disabled_resist_natural to 0>> <<set $Player_clotted_resist_natural to 0>> <<set $Player_hexed_resist_natural to 0>> <<set $Player_cursed_resist_natural to 0>> <<set $Player_glued_resist_natural to 0>> <<set $Player_blinded_resist_natural to 0>> <<set $Player_infuriated_resist_natural to 0>> <<set $Player_charred_resist_natural to 0>> <<set $Player_brittle_resist_natural to 0>> <<set $Player_electrocuted_resist_natural to 0>> <<set $Player_dusty_resist_natural to 0>> <<set $Player_soaked_resist_natural to 0>> <<set $Player_windchilled_resist_natural to 0>> <<set $Player_primed_resist_natural to 0>> <<set $Player_haemorrhaging_resist_armour to 0>> <<set $Player_bleeding_resist_armour to 0>> <<set $Player_burning_resist_armour to 0>> <<set $Player_static_resist_armour to 0>> <<set $Player_drowning_resist_armour to 0>> <<set $Player_poisoned_resist_armour to 0>> <<set $Player_toxic_resist_armour to 0>> <<set $Player_aphrodisiac_resist_armour to 0>> <<set $Player_reverb_resist_armour to 0>> <<set $Player_melting_resist_armour to 0>> <<set $Player_softening_resist_armour to 0>> <<set $Player_hypnotized_resist_armour to 0>> <<set $Player_charmed_resist_armour to 0>> <<set $Player_frozen_resist_armour to 0>> <<set $Player_paralyzed_resist_armour to 0>> <<set $Player_petrified_resist_armour to 0>> <<set $Player_slimed_resist_armour to 0>> <<set $Player_judgement_resist_armour to 0>> <<set $Player_corruption_resist_armour to 0>> <<set $Player_concussion_resist_armour to 0>> <<set $Player_exposed_resist_armour to 0>> <<set $Player_bogged_down_resist_armour to 0>> <<set $Player_choking_resist_armour to 0>> <<set $Player_silenced_resist_armour to 0>> <<set $Player_EMP_resist_armour to 0>> <<set $Player_drained_resist_armour to 0>> <<set $Player_disabled_resist_armour to 0>> <<set $Player_clotted_resist_armour to 0>> <<set $Player_hexed_resist_armour to 0>> <<set $Player_cursed_resist_armour to 0>> <<set $Player_glued_resist_armour to 0>> <<set $Player_blinded_resist_armour to 0>> <<set $Player_infuriated_resist_armour to 0>> <<set $Player_charred_resist_armour to 0>> <<set $Player_brittle_resist_armour to 0>> <<set $Player_electrocuted_resist_armour to 0>> <<set $Player_dusty_resist_armour to 0>> <<set $Player_soaked_resist_armour to 0>> <<set $Player_windchilled_resist_armour to 0>> <<set $Player_primed_resist_armour to 0>> <<set $Player_haemorrhaging_resist_accessory to 0>> <<set $Player_bleeding_resist_accessory to 0>> <<set $Player_burning_resist_accessory to 0>> <<set $Player_static_resist_accessory to 0>> <<set $Player_drowning_resist_accessory to 0>> <<set $Player_poisoned_resist_accessory to 0>> <<set $Player_toxic_resist_accessory to 0>> <<set $Player_aphrodisiac_resist_accessory to 0>> <<set $Player_reverb_resist_accessory to 0>> <<set $Player_melting_resist_accessory to 0>> <<set $Player_softening_resist_accessory to 0>> <<set $Player_hypnotized_resist_accessory to 0>> <<set $Player_charmed_resist_accessory to 0>> <<set $Player_frozen_resist_accessory to 0>> <<set $Player_paralyzed_resist_accessory to 0>> <<set $Player_petrified_resist_accessory to 0>> <<set $Player_slimed_resist_accessory to 0>> <<set $Player_judgement_resist_accessory to 0>> <<set $Player_corruption_resist_accessory to 0>> <<set $Player_concussion_resist_accessory to 0>> <<set $Player_exposed_resist_accessory to 0>> <<set $Player_bogged_down_resist_accessory to 0>> <<set $Player_choking_resist_accessory to 0>> <<set $Player_silenced_resist_accessory to 0>> <<set $Player_EMP_resist_accessory to 0>> <<set $Player_drained_resist_accessory to 0>> <<set $Player_disabled_resist_accessory to 0>> <<set $Player_clotted_resist_accessory to 0>> <<set $Player_hexed_resist_accessory to 0>> <<set $Player_cursed_resist_accessory to 0>> <<set $Player_glued_resist_accessory to 0>> <<set $Player_blinded_resist_accessory to 0>> <<set $Player_infuriated_resist_accessory to 0>> <<set $Player_charred_resist_accessory to 0>> <<set $Player_brittle_resist_accessory to 0>> <<set $Player_electrocuted_resist_accessory to 0>> <<set $Player_dusty_resist_accessory to 0>> <<set $Player_soaked_resist_accessory to 0>> <<set $Player_windchilled_resist_accessory to 0>> <<set $Player_primed_resist_accessory to 0>> <<set $Player_haemorrhaging_resist_food to 0>> <<set $Player_bleeding_resist_food to 0>> <<set $Player_burning_resist_food to 0>> <<set $Player_static_resist_food to 0>> <<set $Player_drowning_resist_food to 0>> <<set $Player_poisoned_resist_food to 0>> <<set $Player_toxic_resist_food to 0>> <<set $Player_aphrodisiac_resist_food to 0>> <<set $Player_reverb_resist_food to 0>> <<set $Player_melting_resist_food to 0>> <<set $Player_softening_resist_food to 0>> <<set $Player_hypnotized_resist_food to 0>> <<set $Player_charmed_resist_food to 0>> <<set $Player_frozen_resist_food to 0>> <<set $Player_paralyzed_resist_food to 0>> <<set $Player_petrified_resist_food to 0>> <<set $Player_slimed_resist_food to 0>> <<set $Player_judgement_resist_food to 0>> <<set $Player_corruption_resist_food to 0>> <<set $Player_concussion_resist_food to 0>> <<set $Player_exposed_resist_food to 0>> <<set $Player_bogged_down_resist_food to 0>> <<set $Player_choking_resist_food to 0>> <<set $Player_silenced_resist_food to 0>> <<set $Player_EMP_resist_food to 0>> <<set $Player_drained_resist_food to 0>> <<set $Player_disabled_resist_food to 0>> <<set $Player_clotted_resist_food to 0>> <<set $Player_hexed_resist_food to 0>> <<set $Player_cursed_resist_food to 0>> <<set $Player_glued_resist_food to 0>> <<set $Player_blinded_resist_food to 0>> <<set $Player_infuriated_resist_food to 0>> <<set $Player_charred_resist_food to 0>> <<set $Player_brittle_resist_food to 0>> <<set $Player_electrocuted_resist_food to 0>> <<set $Player_dusty_resist_food to 0>> <<set $Player_soaked_resist_food to 0>> <<set $Player_windchilled_resist_food to 0>> <<set $Player_primed_resist_food to 0>> <<set $Player_haemorrhaging_resist_consumable to 0>> <<set $Player_bleeding_resist_consumable to 0>> <<set $Player_burning_resist_consumable to 0>> <<set $Player_static_resist_consumable to 0>> <<set $Player_drowning_resist_consumable to 0>> <<set $Player_poisoned_resist_consumable to 0>> <<set $Player_toxic_resist_consumable to 0>> <<set $Player_aphrodisiac_resist_consumable to 0>> <<set $Player_reverb_resist_consumable to 0>> <<set $Player_melting_resist_consumable to 0>> <<set $Player_softening_resist_consumable to 0>> <<set $Player_hypnotized_resist_consumable to 0>> <<set $Player_charmed_resist_consumable to 0>> <<set $Player_frozen_resist_consumable to 0>> <<set $Player_paralyzed_resist_consumable to 0>> <<set $Player_petrified_resist_consumable to 0>> <<set $Player_slimed_resist_consumable to 0>> <<set $Player_judgement_resist_consumable to 0>> <<set $Player_corruption_resist_consumable to 0>> <<set $Player_concussion_resist_consumable to 0>> <<set $Player_exposed_resist_consumable to 0>> <<set $Player_bogged_down_resist_consumable to 0>> <<set $Player_choking_resist_consumable to 0>> <<set $Player_silenced_resist_consumable to 0>> <<set $Player_EMP_resist_consumable to 0>> <<set $Player_drained_resist_consumable to 0>> <<set $Player_disabled_resist_consumable to 0>> <<set $Player_clotted_resist_consumable to 0>> <<set $Player_hexed_resist_consumable to 0>> <<set $Player_cursed_resist_consumable to 0>> <<set $Player_glued_resist_consumable to 0>> <<set $Player_blinded_resist_consumable to 0>> <<set $Player_infuriated_resist_consumable to 0>> <<set $Player_charred_resist_consumable to 0>> <<set $Player_brittle_resist_consumable to 0>> <<set $Player_electrocuted_resist_consumable to 0>> <<set $Player_dusty_resist_consumable to 0>> <<set $Player_soaked_resist_consumable to 0>> <<set $Player_windchilled_resist_consumable to 0>> <<set $Player_primed_resist_consumable to 0>> <<set $Player_total_resist_haemorrhaging to 0>> <<set $Player_total_resist_bleeding to 0>> <<set $Player_total_resist_burning to 0>> <<set $Player_total_resist_static to 0>> <<set $Player_total_resist_drowning to 0>> <<set $Player_total_resist_poisoned to 0>> <<set $Player_total_resist_toxic to 0>> <<set $Player_total_resist_aphrodisiac to 0>> <<set $Player_total_resist_reverb to 0>> <<set $Player_total_resist_melting to 0>> <<set $Player_total_resist_softening to 0>> <<set $Player_total_resist_hypnotized to 0>> <<set $Player_total_resist_charmed to 0>> <<set $Player_total_resist_frozen to 0>> <<set $Player_total_resist_paralyzed to 0>> <<set $Player_total_resist_petrified to 0>> <<set $Player_total_resist_slimed to 0>> <<set $Player_total_resist_judgement to 0>> <<set $Player_total_resist_corruption to 0>> <<set $Player_total_resist_concussion to 0>> <<set $Player_total_resist_exposed to 0>> <<set $Player_total_resist_bogged_down to 0>> <<set $Player_total_resist_choking to 0>> <<set $Player_total_resist_silenced to 0>> <<set $Player_total_resist_EMP to 0>> <<set $Player_total_resist_drained to 0>> <<set $Player_total_resist_disabled to 0>> <<set $Player_total_resist_clotted to 0>> <<set $Player_total_resist_hexed to 0>> <<set $Player_total_resist_cursed to 0>> <<set $Player_total_resist_glued to 0>> <<set $Player_total_resist_blinded to 0>> <<set $Player_total_resist_infuriated to 0>> <<set $Player_total_resist_charred to 0>> <<set $Player_total_resist_brittle to 0>> <<set $Player_total_resist_electrocuted to 0>> <<set $Player_total_resist_dusty to 0>> <<set $Player_total_resist_soaked to 0>> <<set $Player_total_resist_windchilled to 0>> <<set $Player_total_resist_primed to 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 $strugglePower to 15>> <<set $struggleStreak to 0>> <<set $struggleRangeUp to 10>> <<set $struggleRangeDown to -10>> <<set $struggleBoost to 0>> <<set $struggleThrash to 5>> <<set $struggleAppease to 5>> <<set $struggleType to "Initial">> <<set $Player_Debuffed to 0>> <<set $Bad_End to 0>> <<set $Player_ace_moves_known to 0>> <<set $Enemy_Spare_HP to 0>> <<set $DiffCountdownMod to 0>> <<set $Player_status_vuln to 1>> <<set $Enemy_status_vuln to 1>><<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! <<capture $Armour_report>><<if $Enemy_armour_total isnot 0>><<linkreplace "→">>→ $Armour_report<</linkreplace>><</if>><</capture>><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! <<capture $Armour_report>><<if $Enemy_armour_total isnot 0>><<linkreplace "→">>→ $Armour_report<</linkreplace>><</if>><</capture>><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>> $Player_alias stays on $her guard this turn! Defence is significantly raised! <<set $Player_defend_defence to 5>> <<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">> <<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>> <<if $Player_ironclad > 0>> $Her defenses are Ironclad! Defence boost doubled! <<set $Player_defend_defence to $Player_defend_defence * 2>> <</if>> <br><br> <<if $Player_Debuffed gte 1>> <<include "Combat Player Status Purge">> <</if>> <<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>><</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 $Player_smokescreen > 0>> <<set $Player_temp = $Player_temp + 3>> <</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>> <<set $Turn to "Escaped">> <<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">> <<set $Turn to "Player End">> <</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>> <<set $Turn to "Escaped">> <<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">> <<set $Turn to "Player End">> <</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>> <<set $Turn to "Escaped">> <<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">> <<set $Turn to "Player End">> <</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>> <<set $Turn to "Escaped">> <<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">> <<set $Turn to "Player End">> <</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>> <<set $Turn to "Escaped">> <<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">> <<set $Turn to "Player End">> <</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>> <<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>> <<set $Turn to "Escaped">> <<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">> <<set $Turn to "Player End">> <</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>> <<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>> <<set $attack to _attack>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<replace '#PlayerCombat'>> @@.shud;<<include setup.attacks[_attack].passage>>@@ <span id="PlayerTaunt"></span> <</replace>> <<if def setup.attacks[$attack].free_action>> <<set $Turn to "Player Start">> <<else>> <<set $Turn to "Player End">> <</if>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</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>&#34;You're being a real pain, you know that? Hold still!&#34;</daria> the Ghost huffs, hands briefly planted on her hips as she blows a cheeky raspberry at Helen.", "<daria>&#34;I haven't felt this alive in years!~&#34;</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>&#34;Annoying! Loud! At least you're pretty. But you can still be pretty when you're polite and QUIET.&#34;</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>&#34;Give it up. If you're good, I'll let you pick your pose before I make you one with the stone!~&#34;</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>&#34;I'll never hear another 'short' joke again! I'm not going to let you take my victory away!!&#34;</amy> Amy snarls, cluing Helen in on what she used to be before she became this...", "<amy>&#34;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!&#34;</amy> the Succubus snarls. Jaycie and Helen glare defiantly, though they hear Daria gulp from above.", "<amy>&#34;I'm gunna chew your souls like bubblegum, you insolent BRATS.&#34;</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_drowning > 0>> <<set $Player_accuracy to $Player_accuracy - $Player_drowning>> <</if>> <<if $Player_judgement > 0>> <<set $Player_accuracy to $Player_accuracy - $Player_judgement>> <</if>> <<if $Player_concussion > 0>> <<set $Player_accuracy to $Player_accuracy - $Player_concussion>> <<set $Player_accuracy to $Player_accuracy - $Player_concussion>> <</if>> <<if $Player_bogged_down > 0>> <<set $Player_accuracy to $Player_accuracy - $Player_bogged_down>> <<set $Player_accuracy to $Player_accuracy - $Player_bogged_down>> <</if>> <<if $Player_blinded > 0>> <<set $Player_accuracy to $Player_accuracy - $Player_blinded>> <<set $Player_accuracy to $Player_accuracy - $Player_blinded>> <</if>> <<if $Enemy_frozen > 0>> <<set $Player_accuracy to $Player_accuracy + $Enemy_frozen>> <<set $Player_accuracy to $Player_accuracy + $Enemy_frozen>> <</if>> <<if $Enemy_bogged_down > 0>> <<set $Player_accuracy to $Player_accuracy + $Enemy_bogged_down>> <<set $Player_accuracy to $Player_accuracy + $Enemy_bogged_down>> <</if>> <<if $Enemy_choking > 0>> <<set $Player_accuracy to $Player_accuracy + $Enemy_choking>> <</if>> <<if $Enemy_judgement > 0>> <<set $Player_accuracy to $Player_accuracy + $Enemy_judgement>> <</if>> <<if $Enemy_petrified > 0>> <<set $Player_accuracy to $Player_accuracy + 99>> <</if>> <<if $Enemy_smokescreen > 0>> <<set $Player_accuracy = $Player_accuracy - $Enemy_smokescreen>> <</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>> <<if $Player_drowning > 0>> <<set $Player_damage to $Player_damage - $Player_drowning>> <</if>> <<if $Player_judgement > 0>> <<set $Player_damage to $Player_damage - $Player_judgement>> <</if>> <<if $Player_concussion > 0>> <<set $Player_damage to $Player_damage - $Player_concussion>> <</if>> <<if $Player_slimed > 0>> <<set $Player_damage to $Player_damage - $Player_slimed>> <</if>> <<if $Player_charmed > 0>> <<set $Player_damage to $Player_damage - $Player_charmed>> <</if>> <<if $Enemy_judgement > 0>> <<set $Player_damage to $Player_damage - $Enemy_judgement>> <</if>> <<if $Enemy_choking > 0>> <<set $Player_damage to $Player_damage - $Enemy_choking>> <</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_softening>> <<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_judgement > 0>> <<set $Enemy_armour_total to $Enemy_armour_total - $Enemy_judgement>> <</if>> <<if $Enemy_choking > 0>> <<set $Enemy_armour_total to $Enemy_armour_total - $Enemy_choking>> <</if>> <<if $Enemy_petrified > 0>> <<set $Enemy_armour_total to $Enemy_armour_total + $Enemy_petrified>> <<set $Enemy_armour_total to $Enemy_armour_total + $Enemy_petrified>> <</if>> <<set $Enemy_armour_total to $Enemy_armour_total - 0.0001>> <<set $Enemy_armour_total to Math.round($Enemy_armour_total)>> <<if $Enemy_armour_total > 0 and $Enemy_exposed > 0>> <<set $Enemy_armour_total to 0>> <<set $Player_damage to $Player_damage * 1>> <<set $Armour_report to "$Enemy_Article is Exposed! Armour is effectively 0!">> <<elseif $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 55%.">> <<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)>> /* This section below handles Wits effects on damaging DoTs. */ <<set $Enemy_status_vuln to 1>> <<set $Enemy_wits to $Enemy_wits - 0.0001>> <<set $Enemy_wits to Math.round($Enemy_wits)>> <<if $Enemy_wits lte -5>> <<set $Enemy_status_vuln to 1.5>> <<elseif $Enemy_wits is -4>> <<set $Enemy_status_vuln to 1.4>> <<elseif $Enemy_wits is -3>> <<set $Enemy_status_vuln to 1.3>> <<elseif $Enemy_wits is -2>> <<set $Enemy_status_vuln to 1.2>> <<elseif $Enemy_wits is -1>> <<set $Enemy_status_vuln to 1.1>> <<elseif $Enemy_wits is 0>> <<set $Enemy_status_vuln to 1>> <<elseif $Enemy_wits is 1>> <<set $Enemy_status_vuln to 0.95>> <<elseif $Enemy_wits is 2>> <<set $Enemy_status_vuln to 0.9>> <<elseif $Enemy_wits is 3>> <<set $Enemy_status_vuln to 0.85>> <<elseif $Enemy_wits is 4>> <<set $Enemy_status_vuln to 0.8>> <<elseif $Enemy_wits is 5>> <<set $Enemy_status_vuln to 0.75>> <<elseif $Enemy_wits is 6>> <<set $Enemy_status_vuln to 0.7>> <<elseif $Enemy_wits is 7>> <<set $Enemy_status_vuln to 0.65>> <<elseif $Enemy_wits is 8>> <<set $Enemy_status_vuln to 0.6>> <<elseif $Enemy_wits is 9>> <<set $Enemy_status_vuln to 0.55>> <<elseif $Enemy_wits gte 10>> <<set $Enemy_status_vuln to 0.5>> <</if>> <</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 $Enemy_electrocuted > 0>> <<set $Player_damage to $Player_damage *1.3>> <<set $Player_element_effectiveness to $Player_element_effectiveness + 1>> <<set $Enemy_electrocuted to -2>> <</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 $Enemy_windchilled > 0>> <<set $Player_damage to $Player_damage *1.3>> <<set $Player_element_effectiveness to $Player_element_effectiveness + 1>> <<set $Enemy_windchilled to -2>> <</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 $Enemy_soaked > 0>> <<set $Player_damage to $Player_damage *1.3>> <<set $Player_element_effectiveness to $Player_element_effectiveness + 1>> <<set $Enemy_soaked to -2>> <</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 $Enemy_brittle > 0>> <<set $Player_damage to $Player_damage *1.3>> <<set $Player_element_effectiveness to $Player_element_effectiveness + 1>> <<set $Enemy_brittle to -2>> <</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 $Enemy_charred > 0>> <<set $Player_damage to $Player_damage *1.3>> <<set $Player_element_effectiveness to $Player_element_effectiveness + 1>> <<set $Enemy_charred to -2>> <</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 $Enemy_dusty > 0>> <<set $Player_damage to $Player_damage *1.3>> <<set $Player_element_effectiveness to $Player_element_effectiveness + 1>> <<set $Enemy_dusty to -2>> <</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 $Enemy_primed > 0>> <<set $Player_damage to $Player_damage *1.6>> <<set $Player_element_effectiveness to $Player_element_effectiveness + 2>> <<set $Enemy_primed to -2>> <</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>> <<if $Player_momentum > 0 and $Player_flow_adjust > 0>> <<set $Player_flow_adjust_2 to $Player_flow_adjust / 2>> <<set $Player_flow_adjust_2 to $Player_flow_adjust_2 + 0.001>> <<set $Player_flow_adjust_2 to Math.round($Player_flow_adjust_2)>> <<set $Player_flow = Math.clamp($Player_flow + $Player_flow_adjust_2, 0, $Player_flow_max)>> <</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 OLD]]@@<</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 "bleeding">> <<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 "burning">> <<set $Player_status_bonus to 5>> <<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 "paralyzed">> <<set $Player_status_bonus to 5>> <<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 "frozen">> <<set $Player_status_bonus to 5>> <<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 5>> <<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_clotted 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 "vampireUber" or $Actual_attack_modifier_2 is "vampireUber">> <<set $Player_status_dice to $Player_damage>> <<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_clotted 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 $Enemy_shield > 0>> <<if $Enemy_EMP > 0>> <b>EMP in effect! Shields are disabled!</b> <<set $Enemy_hp = Math.clamp($Enemy_hp + $Enemy_hp_adjust, 0, $Enemy_hp_max)>> <<else>> <<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>> <</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>> <<if $Player_pressure > 0>> <<set $Player_pressure_temp to $Enemy_hp_adjust * -1>> <<set $Player_pressure_temp to $Player_pressure_temp * 0.33>> <<set $Player_pressure_temp to $Player_pressure_temp + 0.001>> <<set $Player_pressure_temp to Math.round($Player_pressure_temp)>> <<set $Player_pressure_total to $Player_pressure_total + $Player_pressure_temp>> <</if>> <</if>> <</nobr>><<nobr>>/*<<if $Enemy_success gte 2>> <<set $Player_hp_adjust to $Player_hp_adjust * 2>> <</if>>*/ <<if $Player_shield > 0>> <<if $Player_EMP > 0>> <b>EMP in effect! Shields are disabled!</b> <<set $Player_hp = Math.clamp($Player_hp + $Player_hp_adjust, 0, $Player_hp_max)>> <<else>> <<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>> <</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>> <</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>> <<if $Player_spite > 0>> <<set $Player_spite_temp to $Player_hp_adjust * -1>> <<set $Player_spite_temp to $Player_spite_temp * 0.4>> <<set $Player_spite_temp to $Player_spite_temp + 0.001>> <<set $Player_spite_temp to Math.round($Player_spite_temp)>> <<set $Player_spite_total to $Player_spite_total + $Player_spite_temp>> <</if>> <</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 $Player_electrocuted > 0>> <<set $Enemy_damage to $Enemy_damage *1.3>> <<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>> <<set $Player_electrocuted to -2>> <</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 $Player_windchilled > 0>> <<set $Enemy_damage to $Enemy_damage *1.3>> <<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>> <<set $Player_windchilled to -2>> <</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 $Player_soaked > 0>> <<set $Enemy_damage to $Enemy_damage *1.3>> <<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>> <<set $Player_soaked to -2>> <</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 $Player_brittle > 0>> <<set $Enemy_damage to $Enemy_damage *1.3>> <<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>> <<set $Player_brittle to -2>> <</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 $Player_charred > 0>> <<set $Enemy_damage to $Enemy_damage *1.3>> <<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>> <<set $Player_charred to -2>> <</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 $Player_dusty > 0>> <<set $Enemy_damage to $Enemy_damage *1.3>> <<set $Enemy_element_effectiveness to $Enemy_element_effectiveness + 1>> <<set $Player_dusty to -2>> <</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_softening>> <<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_judgement > 0>> <<set $Player_armour_total to $Player_armour_total - $Player_judgement>> <</if>> <<if $Player_choking > 0>> <<set $Player_armour_total to $Player_armour_total - $Player_choking>> <</if>> <<if $Player_petrified > 0>> <<set $Player_armour_total to $Player_armour_total + $Player_petrified>> <<set $Player_armour_total to $Player_armour_total + $Player_petrified>> <</if>> <<set $Player_armour_total to $Player_armour_total - 0.0001>> <<set $Player_armour_total to Math.round($Player_armour_total)>> <<if $Player_armour_total > 0 and $Player_exposed > 0>> <<set $Player_armour_total to 0>> <<set $Enemy_damage to $Enemy_damage * 1>> <<set $Armour_report to "$Player_alias is Exposed! Armour is effectively 0!">> <<elseif $Player_armour_total lte -5>> <<set $Enemy_damage to $Enemy_damage * 1.5>> <<set $Armour_report to "$Player_armour_total defence - damage increased by 50%...">> <<elseif $Player_armour_total is -4>> <<set $Enemy_damage to $Enemy_damage * 1.4>> <<set $Armour_report to "$Player_armour_total defence - damage increased by 40%...">> <<elseif $Player_armour_total is -3>> <<set $Enemy_damage to $Enemy_damage * 1.3>> <<set $Armour_report to "$Player_armour_total defence - damage increased by 30%...">> <<elseif $Player_armour_total is -2>> <<set $Enemy_damage to $Enemy_damage * 1.2>> <<set $Armour_report to "$Player_armour_total defence - damage increased by 20%...">> <<elseif $Player_armour_total is -1>> <<set $Enemy_damage to $Enemy_damage * 1.1>> <<set $Armour_report to "$Player_armour_total defence - damage increased by 10%...">> <<elseif $Player_armour_total is 0>> <<set $Enemy_damage to $Enemy_damage * 1>> <<set $Armour_report to "No Report">> <<elseif $Player_armour_total is 1>> <<set $Enemy_damage to $Enemy_damage * 0.9>> <<set $Armour_report to "$Player_armour_total defence - damage decreased by 10%.">> <<elseif $Player_armour_total is 2>> <<set $Enemy_damage to $Enemy_damage * 0.8>> <<set $Armour_report to "$Player_armour_total defence - damage decreased by 20%.">> <<elseif $Player_armour_total is 3>> <<set $Enemy_damage to $Enemy_damage * 0.75>> <<set $Armour_report to "$Player_armour_total defence - damage decreased by 25%.">> <<elseif $Player_armour_total is 4>> <<set $Enemy_damage to $Enemy_damage * 0.7>> <<set $Armour_report to "$Player_armour_total defence - damage decreased by 30%!">> <<elseif $Player_armour_total is 5>> <<set $Enemy_damage to $Enemy_damage * 0.65>> <<set $Armour_report to "$Player_armour_total defence - damage decreased by 35%!">> <<elseif $Player_armour_total is 6>> <<set $Enemy_damage to $Enemy_damage * 0.6>> <<set $Armour_report to "$Player_armour_total defence - damage decreased by 40%!">> <<elseif $Player_armour_total is 7>> <<set $Enemy_damage to $Enemy_damage * 0.55>> <<set $Armour_report to "$Player_armour_total defence - damage decreased by 45%!">> <<elseif $Player_armour_total is 8>> <<set $Enemy_damage to $Enemy_damage * 0.5>> <<set $Armour_report to "$Player_armour_total defence - damage decreased by 50%!">> <<elseif $Player_armour_total is 9>> <<set $Enemy_damage to $Enemy_damage * 0.45>> <<set $Armour_report to "$Player_armour_total defence - damage decreased by 55%!">> <<elseif $Player_armour_total gte 10>> <<set $Enemy_damage to $Enemy_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)>> /* This section below handles Wits effects on damaging DoTs. */ <<set $Player_status_vuln to 1>> <<set $Player_wits_total to $Player_wits_total - 0.0001>> <<set $Player_wits_total to Math.round($Player_wits_total)>> <<if $Player_wits_total lte -5>> <<set $Player_status_vuln to 1.5>> <<elseif $Player_wits_total is -4>> <<set $Player_status_vuln to 1.4>> <<elseif $Player_wits_total is -3>> <<set $Player_status_vuln to 1.3>> <<elseif $Player_wits_total is -2>> <<set $Player_status_vuln to 1.2>> <<elseif $Player_wits_total is -1>> <<set $Player_status_vuln to 1.1>> <<elseif $Player_wits_total is 0>> <<set $Player_status_vuln to 1>> <<elseif $Player_wits_total is 1>> <<set $Player_status_vuln to 0.95>> <<elseif $Player_wits_total is 2>> <<set $Player_status_vuln to 0.9>> <<elseif $Player_wits_total is 3>> <<set $Player_status_vuln to 0.85>> <<elseif $Player_wits_total is 4>> <<set $Player_status_vuln to 0.8>> <<elseif $Player_wits_total is 5>> <<set $Player_status_vuln to 0.75>> <<elseif $Player_wits_total is 6>> <<set $Player_status_vuln to 0.7>> <<elseif $Player_wits_total is 7>> <<set $Player_status_vuln to 0.65>> <<elseif $Player_wits_total is 8>> <<set $Player_status_vuln to 0.6>> <<elseif $Player_wits_total is 9>> <<set $Player_status_vuln to 0.55>> <<elseif $Player_wits_total gte 10>> <<set $Player_status_vuln to 0.5>> <</if>> <</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>> <<if $Player_hp lte 0 or $Player_surrender is 1>> <<set $No_Status to 1>> <<else>> <<set $No_Status to 0>> <</if>> <<set $Enemy_Debuffed to 0>> <<if $Enemy_success gte 1>> <<if $Player_charred is -2>> <<set $Player_charred to 0>> $Player_alias took severe water damage, purging $her <b>charred</b> status! <</if>> <<if $Player_brittle is -2>> <<set $Player_brittle to 0>> $Player_alias took severe earth damage, purging $her <b>brittle</b> status! <</if>> <<if $Player_electrocuted is -2>> <<set $Player_electrocuted to 0>> $Player_alias took severe fire damage, purging $her <b>electrocuted</b> status! <</if>> <<if $Player_dusty is -2>> <<set $Player_dusty to 0>> $Player_alias took severe wind damage, purging $her <b>dusty</b> status! <</if>> <<if $Player_soaked is -2>> <<set $Player_soaked to 0>> $Player_alias took severe elec damage, purging $her <b>soaked</b> status! <</if>> <<if $Player_windchilled is -2>> <<set $Player_windchilled to 0>> $Player_alias took severe ice damage, purging $her <b>windchilled</b> status! <</if>> <<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>>! <<linkreplace "→">>→ Damage increased by 30%...<</linkreplace>><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>>! <<linkreplace "→">>→ Damage increased by 60%...<</linkreplace>><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>>! <<linkreplace "→">>→ Damage increased by 90%...<</linkreplace>><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>>! <<linkreplace "→">>→ Damage increased by 120%...<</linkreplace>><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>>! <<linkreplace "→">>→ Damage decreased by 120%!<</linkreplace>><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>>! <<linkreplace "→">>→ Damage decreased by 90%!<</linkreplace>><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>>! <<linkreplace "→">>→ Damage decreased by 60%!<</linkreplace>><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>>! <<linkreplace "→">>→ Damage decreased by 30%!<</linkreplace>><br><br> <</if>> <</if>> <hrt><hr></hrt> /* The order of status effects is by type, by element (ending with non-elemental). Refer to the 'Status Effects rework' doc. Exceptions are made for 'evolving' status effects, like Bleed/Haemorrhage below. Beneficial Effects come first because Regen, etc needs to come off before HP loss does. */ /* Beneficial effects (Buffs) start here. */ <<if $Enemy_regenerating isnot 0 and $No_Status is 0>> <<if $Enemy_regenerating is -1>><<set $Enemy_regenerating to 0>><</if>> <<set $Enemy_regenerating to $Enemy_regenerating + 1>> <<set $Enemy_temp to $Enemy_hp_max / 15>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<if $Enemy_regenerating lt 5>> $Enemy_Article sighs in relief as a pleasant sensation weaves across their body, <b>healing them for $Enemy_temp HP!</b> <<else>> <success>Regeneration expired!</success> $Enemy_Article sighs in relief as a pleasant sensation weaves across their body, <b>healing them for $Enemy_temp HP!</b> However, the feeling fades... <b>They are no longer regenerating!</b> <<set $Enemy_regenerating to 0>> <</if>> <<set $Enemy_hp = Math.clamp($Enemy_hp + $Enemy_temp, 0, $Enemy_hp_max)>> <br><br> <</if>> <<if $Enemy_rejuvenating isnot 0 and $No_Status is 0>> <<if $Enemy_rejuvenating is -1>><<set $Enemy_rejuvenating to 0>><</if>> <<set $Enemy_rejuvenating to $Enemy_rejuvenating + 1>> <<set $Enemy_temp to $Enemy_hp_max / 12>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<if $Enemy_regenerating lt 3>> $Enemy_Article feels a surge of energy across their body, <b>healing them for $Enemy_temp HP!</b> <<else>> <success>Rejuvenation expired!</success> $Enemy_Article feels a surge of energy across their body, <b>healing them for $Enemy_temp HP!</b> However, the feeling fades... <b>They are no longer rejuvenating!</b> <<set $Enemy_rejuvenating to 0>> <</if>> <<set $Enemy_hp = Math.clamp($Enemy_hp + $Enemy_temp, 0, $Enemy_hp_max)>> <br><br> <</if>> <<if $Enemy_meditating isnot 0 and $No_Status is 0>> /* NOT CURRENTLY USED */ <</if>> <<if $Enemy_satellite_basic isnot 0 and $No_Status is 0>> <<if $Enemy_satellite_basic is -1>><<set $Enemy_satellite_basic to 0>><</if>> <<set $Enemy_Satellite_Type to "Basic">> <<include "Enemy Satellite">> <<if $Enemy_satellite_basic is $Enemy_satellite_basic_limit>> <success>Satellite expired...</success> <b>The enemy $Satellite_alias has run out of charge!</b> <<set $Enemy_satellite_basic to 0>> <<set $Enemy_satellite_basic_limit to 0>> <</if>> <</if>> <<if $Enemy_momentum isnot 0 and $No_Status is 0>> /* NOT CURRENTLY USED */ <</if>> <<if $Enemy_ironclad isnot 0 and $No_Status is 0>> <<if $Enemy_ironclad is -1>><<set $Enemy_ironclad to 0>><</if>> <<set $Enemy_ironclad to $Enemy_ironclad + 1>> <<if $Enemy_ironclad lt 6>> $Enemy_Article feels downright invincible! <b>The effect of 'Defend' is doubled!</b> <<else>> <success>Ironclad expired!</failsuccess $Enemy_Article feels their defence returning to normal... <b>They are no longer ironclad!</b> <<set $Enemy_ironclad to 0>> <</if>> <br><br> <</if>> <<if $Enemy_smokescreen isnot 0 and $No_Status is 0>> <<if $Enemy_smokescreen is -1>><<set $Enemy_smokescreen to 0>><</if>> <<set $Enemy_smokescreen to $Enemy_smokescreen + 1>> <<if $Enemy_smokescreen lt 4>> $Enemy_Article is shrouded by smog! <b>Dodge increased!</b> <<else>> <success>Smokescreen expired!</success> $Enemy_Article watches the smoke fade away. <b>They are no longer covered by smokescreen!</b> <<set $Enemy_smokescreen to 0>> <</if>> <br><br> <</if>> <<if $Enemy_spite isnot 0 and $No_Status is 0>> <<if $Enemy_spite is -1>><<set $Enemy_spite to 0>><</if>> <<set $Enemy_spite to $Enemy_spite + 1>> <<if $Enemy_spite lt 3>> $Enemy_Article can feel their spite building... <b>Current spite: <<= $Enemy_spite_total>>!</b> <<else>> <<if $Enemy_spite_total > 0>> <fail>Spite expired...</fail> $Enemy_Article unleashes a savage attack in retaliation, <b>striking $Player_alias for $Enemy_spite_total damage!</b> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_spite_total, 0, $Enemy_hp_max)>> <<else>> <success>Spite expired!</success> $Enemy_Article has no spite built up! <b>Nothing happens!</b> <</if>> <<set $Enemy_spite to 0>> <<set $Enemy_spite_total to 0>> <</if>> <br><br> <</if>> <<if $Enemy_pressure isnot 0 and $No_Status is 0>> <<if $Enemy_pressure is -1>><<set $Enemy_pressure to 0>><</if>> <<set $Enemy_pressure to $Enemy_pressure + 1>> <<if $Enemy_pressure lt 3>> $Enemy_Article is keeping up the pressure! <b>Current pressure: <<= $Enemy_pressure_total>>!</b> <<else>> <<if $Enemy_pressure > 0>> <fail>Pressure expired...</fail> $Enemy_Article unleashes a savage attack to press the advantage, <b>striking $Player_alias for $Enemy_pressure_total damage!</b> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_pressure_total, 0, $Enemy_hp_max)>> <<else>> <success>Spite expired!</success> $Enemy_Article has no spite built up! <b>Nothing happens!</b> <</if>> <<set $Enemy_pressure to 0>> <<set $Enemy_pressure_total to 0>> <</if>> <br><br> <</if>> /* DoT time. Haem comes first so that it isn't triggered on the same turn as it's applied. DoT starts here.*/ <<if $Enemy_haemorrhaging isnot 0 and $No_Status is 0>> <<if $Enemy_haemorrhaging is -1>><<set $Enemy_haemorrhaging to 0>><</if>> <<set $Enemy_temp to $Enemy_hp_max / 7>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<set $Enemy_haemorrhaging to $Enemy_haemorrhaging + 1>> <<if $Enemy_haemorrhaging lt 3>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_haemorrhaging + $Enemy_haemorrhaging>> $Enemy_Article is bleeding severely, losing <b>$Enemy_temp HP</b><<if $Enemy_shield > 0>><b> - bypassing their shield</b><</if>><b>!</b> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <<elseif $Enemy_haemorrhaging is 3>> <<set $Enemy_haemorrhaging to 0>> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <success>Haemorrhaging Deadline expired!</success>$Enemy_Article has lost a severe amount of blood: <b>they take severe damage!</b> <</if>> <br><br> <</if>> <<if $Enemy_bleeding isnot 0 and $No_Status is 0>> <<if $Enemy_bleeding is -1>><<set $Enemy_bleeding to 0>><</if>> <<set $Enemy_temp to $Enemy_hp_max / 18>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<set $Enemy_bleeding to $Enemy_bleeding + 1>> $Enemy_Article is bleeding! It costs them <b>$Enemy_temp HP</b><<if $Enemy_shield > 0>><b> - bypassing their shield</b><</if>><b>!</b> <<if $Enemy_bleeding is 3>><<set $Enemy_bleeding to 0>><<set $Enemy_haemorrhaging to -1>><<set $Enemy_Debuffed to $Enemy_Debuffed + 1>><success>Bleeding Deadline expired!</success> Left unattended, the bleed worsens. $Enemy_Article is no longer merely bleeding; <b>they are haemorrhaging!</b><<else>><<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_bleeding>><</if>> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <br><br> <</if>> <<if $Enemy_burning isnot 0 and $No_Status is 0>> <<if $Enemy_burning is -1>><<set $Enemy_burning to 0>><</if>> <<set $Enemy_burning to $Enemy_burning + 1>> <<set $Enemy_temp to $Enemy_hp_max / 30>> <<set $Enemy_temp to $Enemy_temp * $Enemy_burning>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> $Enemy_Article is burning, losing <b>$Enemy_temp HP</b><<if $Enemy_shield > 0>><b> - bypassing their shield</b><</if>><b>!</b> <<if $Enemy_burning is 5>><<set $Enemy_burning to 0>><success>Burning Deadline expired!</success> The burning accelerates! $Enemy_Article is briefly engulfed in flame; they manage to put it out, but lose a further <b>$Enemy_temp HP!</b> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <<else>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_burning>> <</if>> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <br><br> <</if>> <<if $Enemy_static isnot 0 and $No_Status is 0>> <<if $Enemy_static is -1>><<set $Enemy_static to 0>><</if>> <<set $Enemy_static to $Enemy_static + 1>> <<set $Enemy_temp to $Enemy_hp_max / 4>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<if $Enemy_static isnot 3>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_static>> $Enemy_Article feels a strange charge in the air... <<else>> <<set $Enemy_static to 0>> <success>Static Deadline expired!</success> $Enemy_Article suddenly erupts with an electric shock for<b>$Enemy_temp damage</b><<if $Enemy_shield > 0>><b> - bypassing their shield</b><</if>><b>!</b> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <</if>> <br><br> <</if>> <<if $Enemy_drowning isnot 0 and $No_Status is 0>> <<if $Enemy_drowning is -1>><<set $Enemy_drowning to 0>><</if>> <<set $Enemy_drowning to $Enemy_drowning + 1>> <<set $Enemy_temp to $Enemy_hp_max / 5>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<if $Enemy_drowning isnot 4>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_drowning>> $Enemy_Article cannot breathe! Their accuracy and damage are decreased by <<= $Enemy_drowning>>! <<else>> <<set $Enemy_drowning to 0>> <success>Drowning Deadline expired!</success> $Enemy_Article expels bountiful bubbles as they run out of air, sustaining <b>$Enemy_temp damage</b> to HP <<if $Enemy_shield > 0>><b> - bypassing their shield</b><</if>><b>!</b> Somehow, their airways clear... <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <</if>> <br><br> <</if>> <<if $Enemy_poisoned isnot 0 and $No_Status is 0>> <<if $Enemy_poisoned is -1>><<set $Enemy_poisoned to 0>><</if>> <<set $Enemy_poisoned to $Enemy_poisoned + 1>> <<set $Enemy_temp to $Enemy_hp_max / 16>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_poisoned>> $Enemy_Article looks under the weather... their poisoning costs them <b>$Enemy_temp HP</b><<if $Enemy_shield > 0>><b> - bypassing their shield</b><</if>><b>!</b> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <br><br> <</if>> <<if $Enemy_toxic isnot 0 and $No_Status is 0>> <<if $Enemy_toxic is -1>><<set $Enemy_toxic to 0>><</if>> <<set $Enemy_toxic to $Enemy_toxic + 1>> <<set $Enemy_temp to $Enemy_hp_max / 12>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_toxic>> $Enemy_Article is severely poisoned! The toxicity costs them <b>$Enemy_temp HP</b><<if $Enemy_shield > 0>><b> - bypassing $her shield</b><</if>><b>!</b> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <br><br> <</if>> <<if $Enemy_aphrodisiac isnot 0 and $No_Status is 0>> /* CURRENTLY UNUSED BECAUSE ENEMIES DON'T HAVE FOCUS */ <</if>> <<if $Enemy_reverb isnot 0 and $No_Status is 0>> <<if $Enemy_reverb is -1>><<set $Enemy_reverb to 1>><</if>> <<set $Enemy_temp to $Enemy_hp_max / 18>> <<set $Enemy_temp to $Enemy_temp * $Enemy_reverb>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_reverb>> $Enemy_Article is bombarded by the reverb, losing <b>$Enemy_temp HP</b><<if $Enemy_shield > 0>><b> - bypassing their shield</b><</if>><b>!</b> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <br><br> <</if>> <<if $Enemy_melting isnot 0 and $No_Status is 0>> <<if $Enemy_melting is -1>><<set $Enemy_melting to 0>><</if>> <<set $Enemy_melting to $Enemy_melting + 1>> <<set $Enemy_temp to $Enemy_hp_max / 24>> <<set $Enemy_temp to $Enemy_temp * $Enemy_melting>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_melting>> $Enemy_Article is cloaked by the acrid smog that billows from them, dealing <b>$Enemy_temp HP damage</b><<if $Enemy_shield > 0>><b> - bypassing their shield</b><</if>><b>!</b> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <br><br> <</if>> <<if $Enemy_softening isnot 0 and $No_Status is 0>> <<if $Enemy_softening is -1>><<set $Enemy_softening to 0>><</if>> <<set $Enemy_softening to $Enemy_softening + 1>> <<set $Enemy_temp to $Enemy_hp_max / 4>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<if $Enemy_softening isnot 4>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_softening>> $Enemy_Article is looking awfully squishy... <<else>> <<set $Enemy_softening to 0>> <success>Softening Deadline expired!</success> $Enemy_Article bends at an obscene angle, sustaining <b>$Enemy_temp HP damage</b><<if $Enemy_shield > 0>><b> - bypassing their shield</b><</if>><b>!</b> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <</if>> <br><br> <</if>> <<if $Enemy_hypnotized isnot 0 and $No_Status is 0>> /* CURRENTLY UNUSED */ <</if>> <<if $Enemy_charmed isnot 0 and $No_Status is 0>> /* CURRENTLY UNUSED */ <</if>> /* Remaining Doom effects start here. */ <<if $Enemy_frozen isnot 0 and $No_Status is 0>> <<if $Enemy_frozen is -1>><<set $Enemy_frozen to 0>><</if>> <<set $Enemy_frozen to $Enemy_frozen + 1>> <<set $Enemy_temp to $Enemy_frozen * 2>> <<if $Enemy_frozen lt 6>> <<set $Enemy_Debuffed to $Enemy_Debuffed + ($Enemy_frozen * 1.5)>> $Enemy_Article is freezing over! Their <b>dodge is reduced by $Enemy_temp</b> as the ice spreads! <<else>> <<set $Enemy_frozen to 0>> <<set $Enemy_temp to $Enemy_hp_max / 4>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <success>Frozen Deadline expired!</success> $Enemy_Article completely freezes over. They break out with severe injuries, <b>losing $Enemy_temp HP!</b> <</if>> <br><br> <</if>> <<if $Enemy_paralyzed isnot 0 and $No_Status is 0>> <<if $Enemy_paralyzed is -1>><<set $Enemy_paralyzed to 0>><</if>> <<set $Enemy_temp to $Enemy_hp_max / 14>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<set $Enemy_paralyzed to $Enemy_paralyzed + 1>> <<if $Enemy_paralyzed lt 6>> <<set $Enemy_Debuffed to $Enemy_Debuffed + ($Enemy_paralyzed * 1.5)>> $Enemy_Article is twitching and jerking, losing <b>$Enemy_temp HP</b><<if $Enemy_shield > 0>><b> - bypassing their shield</b><</if>><b> and hampering accuracy by <<= $Enemy_paralyzed>>!</b> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <<else>> <<set $Enemy_paralyzed to 0>> <<set $Enemy_temp to $Enemy_hp_max / 4>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <success>Paralyzed Deadline expired!</success> $Enemy_Article spasms and goes still, collapsing. Hitting the ground hard, <b>they lose $Enemy_temp HP!</b> <</if>> <br><br> <</if>> <<if $Enemy_petrified isnot 0 and $No_Status is 0>> <<if $Enemy_petrified is -1>><<set $Enemy_petrified to 0>><</if>> <<set $Enemy_petrified to $Enemy_petrified + 1>> <<set $Enemy_temp to $Enemy_petrified * 2>> <<if $Enemy_petrified lt 6>> <<set $Enemy_Debuffed to $Enemy_Debuffed + ($Enemy_petrified * 1.5)>> $Enemy_Article is slowly stiffening and turning solid! They <b>cannot dodge,</b> but their <b>defence is raised by $Enemy_temp!</b> <<else>> <<set $Enemy_petrified to 0>> <<set $Enemy_temp to $Enemy_hp_max / 4>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <success>Petrified Deadline expired!</success> $Enemy_Article is turned completely solid, their statue trembling on the spot. They suddenly shatter free, but <b>sustain $Enemy_temp damage!</b> <</if>> <br><br> <</if>> <<if $Enemy_slimed isnot 0 and $No_Status is 0>> <<if $Enemy_slimed is -1>><<set $Enemy_slimed to 0>><</if>> <<set $Enemy_slimed to $Enemy_slimed + 1>> <<set $Enemy_temp to $Enemy_slimed * 2>> <<if $Enemy_slimed lt 6>> <<set $Enemy_Debuffed to $Enemy_Debuffed + ($Enemy_slimed * 1.5)>> $Enemy_Article is covered in spreading slime! Their <b>accuracy is reduced by $Enemy_temp</b> and their <b>damage is reduced by $Enemy_slimed!</b> <<else>> <<set $Enemy_slimed to 0>> <<set $Enemy_temp to $Enemy_hp_max / 4>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <success>Slimed Deadline expired!</success> $Enemy_Article is entirely encased in slime! They manage to break free, but<b>sustains $Enemy_temp damage</b> in the process! <</if>> <br><br> <</if>> <<if $Enemy_judgement isnot 0 and $No_Status is 0>> <<if $Enemy_judgement is -1>><<set $Enemy_judgement to 0>><</if>> <<set $Enemy_judgement to $Enemy_judgement + 1>> <<if $Enemy_judgement lt 7>> <<set $Enemy_Debuffed to $Enemy_Debuffed + ($Enemy_judgement * 1.5)>> $Enemy_Article is being harshly judged... Their <b>accuracy, damage, dodge and defence are all lowered by <<= $Enemy_judgement>>!</b> <<else>> <<set $Enemy_judgement to 0>> <<set $Enemy_temp to $Enemy_hp_max / 4>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <success>Judgement Deadline expired!</success> $Enemy_Article is suddenly engulfed in a damnable light, <b>sustaining $Enemy_temp damage!</b> <</if>> <br><br> <</if>> <<if $Enemy_corruption isnot 0 and $No_Status is 0>> <<if $Enemy_corruption is -1>><<set $Enemy_corruption to 0>><</if>> <<set $Enemy_corruption to $Enemy_corruption + 1>> <<set $Enemy_temp to $Enemy_hp_max / 13>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<if $Enemy_corruption lt 7>> <<set $Enemy_Debuffed to $Enemy_Debuffed + ($Enemy_corruption * 1.5)>> $Enemy_Article feels corruption crawling across their body and soul, <b>dealing $Enemy_temp HP damage!</b> <<set $Enemy_hp to $Enemy_hp - $Enemy_temp>> <<else>> <<set $Enemy_corruption to 0>> <<set $Enemy_temp to $Enemy_hp_max / 13>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<set $Enemy_hp to $Enemy_hp - $Enemy_temp>> <success>Corruption Deadline expired!</success> $Enemy_Article erupts with an aura of black shadow, their soul tainted! It fades, but not before <b>dealing $Enemy_temp damage!</b> <</if>> <br><br> <</if>> /* Debuff effects start here. */ <<if $Enemy_concussion isnot 0 and $No_Status is 0>> <<if $Enemy_concussion is -1>><<set $Enemy_concussion to 0>><</if>> <<set $Enemy_concussion to $Enemy_concussion + 1>> <<set $Enemy_temp to $Enemy_concussion * 2>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_concussion>> $Enemy_Article is feeling a little woozy, here... Their<b>accuracy is reduced by $Enemy_temp</b> and their <b>damage is reduced by $Enemy_concussion!</b> <br><br> <</if>> <<if $Enemy_exposed isnot 0 and $No_Status is 0>> <<if $Enemy_exposed is -1>><<set $Enemy_exposed to 0>><</if>> <<set $Enemy_exposed to $Enemy_exposed + 1>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_exposed>> $Enemy_Article feels like they're wearing nothing at all! <b>Their armour is useless!</b> <br><br> <</if>> <<if $Enemy_bogged_down isnot 0 and $No_Status is 0>> <<if $Enemy_bogged_down is -1>><<set $Enemy_bogged_down to 0>><</if>> <<set $Enemy_bogged_down to $Enemy_bogged_down + 1>> <<set $Enemy_temp to $Enemy_bogged_down * 2>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_bogged_down>> $Enemy_Article is bogged down in this terrain! <b>Their dodge and accuracy are reduced by <<= $Enemy_temp>>!</b> <br><br> <</if>> <<if $Enemy_choking isnot 0 and $No_Status is 0>> <<if $Enemy_choking is -1>><<set $Enemy_choking to 0>><</if>> <<set $Enemy_choking to $Enemy_choking + 1>> <<set $Enemy_temp to 4>> <<if $Enemy_choking isnot 4>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_choking>> $Enemy_Article is wracked by coughing fits! Their dodge and defence are decreased by <<= $Enemy_choking>>! <<else>> <success>Choking Deadline expired!</success> $Enemy_Article stumbles and doubles over, finally dislodging the blockage in their throat. It's left them weak and wide open; <b>Strength, Agility and Wits decay by <<= $Enemy_choking>>!</b> <<set $Enemy_strength_decay to $Enemy_strength_decay - $Enemy_choking>> <<set $Enemy_agility_decay to $Enemy_agility_decay - $Enemy_choking>> <<set $Enemy_wits_decay to $Enemy_wits_decay - $Enemy_choking>> <<set $Enemy_choking to 0>> <</if>> <br><br> <</if>> <<if $Enemy_silenced isnot 0 and $No_Status is 0>> /* NOT CURRENTLY USED */ <</if>> <<if $Enemy_EMP isnot 0 and $No_Status is 0>> <<if $Enemy_EMP is -1>><<set $Enemy_EMP to 0>><</if>> <<set $Enemy_EMP to $Enemy_EMP + 1>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_EMP>> <<= $Enemy_Article>> feels the air crackle around them with electromagnetic energy... <b>Their shields are disabled!</b> <br><br> <</if>> <<if $Enemy_drained isnot 0 and $No_Status is 0>> /* NOT CURRENTLY USED */ <</if>> <<if $Enemy_disabled isnot 0 and $No_Status is 0>> /* NOT CURRENTLY USED */ <</if>> <<if $Enemy_clotted isnot 0 and $No_Status is 0>> <<if $Enemy_clotted is -1>><<set $Enemy_clotted to 0>><</if>> <<set $Enemy_clotted to $Enemy_clotted + 1>> <<set $Enemy_temp to $Enemy_hp_max / 4>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<if $Enemy_clotted lt 4>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_clotted>> $Enemy_Article clutches at their chest, feeling something amiss... <b>They cannot heal!</b> <<else>> <<set $Enemy_clotted to 0>> <success>Clotted Deadline expired!</success> $Enemy_Article gasps out in pain as things refuse to flow. It clears, but they take <b>$Enemy_temp HP damage!</b> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <</if>> <br><br> <</if>> <<if $Enemy_hexed isnot 0 and $No_Status is 0>> /* NOT CURRENTLY USED */ <</if>> <<if $Enemy_cursed isnot 0 and $No_Status is 0>> <<if $Enemy_cursed is -1>><<set $Enemy_cursed to 0>><</if>> <<set $Enemy_cursed to $Enemy_cursed + 1>> <<set $Enemy_temp to $Enemy_hp_max / 5>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<if $Enemy_cursed lt 3>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_cursed>> $Enemy_Article feels a dark presence around them... <b>Healing will damage HP!</b> <<else>> <<set $Enemy_cursed to 0>> <success>Cursed Deadline expired!</success> $Enemy_Article gasps and coughs as their lifeforce is pulled from them, dealing <b>$Enemy_temp HP damage!</b> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Enemy_temp, 0, $Enemy_hp_max)>> <</if>> <br><br> <</if>> <<if $Enemy_glued isnot 0 and $No_Status is 0>> /* NOT CURRENTLY USED */ <</if>> <<if $Enemy_blinded isnot 0 and $No_Status is 0>> <<if $Enemy_blinded is -1>><<set $Enemy_blinded to 0>><</if>> <<set $Enemy_blinded to $Enemy_blinded + 1>> <<set $Enemy_temp to $Enemy_blinded * 2>> <<if $Enemy_blinded isnot 5>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_blinded>> $Enemy_Article lashes out blindly, <b>their accuracy reduced by <<= $Enemy_temp>>!</b> <<else>> <<set $Enemy_blinded to 0>> <fail>Blinded expired...</fail> $Enemy_Article growls as their vision finally clears. <b>They are no longer blinded!</b> <</if>> <br><br> <</if>> <<if $Enemy_infuriated isnot 0 and $No_Status is 0>> /* NOT CURRENTLY USED */ <</if>> /* Combo effects start here. */ <<if $Enemy_charred isnot 0 and $No_Status is 0>> <<if $Enemy_charred is -1>><<set $Enemy_charred to 0>><</if>> <<set $Enemy_charred to $Enemy_charred + 1>> <<if $Enemy_charred lt 3>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_charred>> $Enemy_Article feels charred and dry... <b>The next Water attack against them is empowered!</b> <<else>> <success>Charred expired!</success> $Enemy_Article manages to refresh themselves and <b>is no longer charred!</b> <<set $Enemy_charred to 0>> <</if>> <br><br> <</if>> <<if $Enemy_brittle isnot 0 and $No_Status is 0>> <<if $Enemy_brittle is -1>><<set $Enemy_brittle to 0>><</if>> <<set $Enemy_brittle to $Enemy_brittle + 1>> <<if $Enemy_brittle lt 3>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_brittle>> $Enemy_Article feels weakened and fragile... <b>The next Ice attack against them is empowered!</b> <<else>> <success>Brittle expired!</success> $Enemy_Article shivers in relief. <b>They are no longer brittle!</b> <<set $Enemy_brittle to 0>> <</if>> <br><br> <</if>> <<if $Enemy_electrocuted isnot 0 and $No_Status is 0>> <<if $Enemy_electrocuted is -1>><<set $Enemy_electrocuted to 0>><</if>> <<set $Enemy_electrocuted to $Enemy_electrocuted + 1>> <<if $Enemy_electrocuted lt 3>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_electrocuted>> $Enemy_Article is running hot after that shock... <b>The next Fire attack against them is empowered!</b> <<else>> <success>Electrocuted expired!</success> $Enemy_Article feels the shock passing. <b>They are no longer electrocuted!</b> <<set $Enemy_electrocuted to 0>> <</if>> <br><br> <</if>> <<if $Enemy_dusty isnot 0 and $No_Status is 0>> <<if $Enemy_dusty is -1>><<set $Enemy_dusty to 0>><</if>> <<set $Enemy_dusty to $Enemy_dusty + 1>> <<if $Enemy_dusty lt 3>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_dusty>> $Enemy_Article chokes on the rough sand kicked up around them. <b>The next Wind attack against them is empowered!</b> <<else>> <success>Dusty expired!</success> $Enemy_Article feels the shock passing. <b>They are no longer dusty!</b> <<set $Enemy_dusty to 0>> <</if>> <br><br> <</if>> <<if $Enemy_soaked isnot 0 and $No_Status is 0>> <<if $Enemy_soaked is -1>><<set $Enemy_soaked to 0>><</if>> <<set $Enemy_soaked to $Enemy_soaked + 1>> <<if $Enemy_soaked lt 3>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_soaked>> $Enemy_Article is utterly drenched! <b>The next Elec attack against them is empowered!</b> <<else>> <success>Soaked expired!</success> $Enemy_Article is dried off. <b>They are no longer soaked!</b> <<set $Enemy_soaked to 0>> <</if>> <br><br> <</if>> <<if $Enemy_windchilled isnot 0 and $No_Status is 0>> <<if $Enemy_windchilled is -1>><<set $Enemy_windchilled to 0>><</if>> <<set $Enemy_windchilled to $Enemy_windchilled + 1>> <<if $Enemy_windchilled lt 3>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_windchilled>> $Enemy_Article is buffeted by freezing winds! <b>The next Ice attack against them is empowered!</b> <<else>> <success>Windchilled expired!</success> $Enemy_Article is sheltered from the wind. <b>They are no longer windchilled!</b> <<set $Enemy_windchilled to 0>> <</if>> <br><br> <</if>> <<if $Enemy_primed isnot 0 and $No_Status is 0>> <<if $Enemy_primed is -1>><<set $Enemy_primed to 0>><</if>> <<set $Enemy_primed to $Enemy_primed + 1>> <<set $Enemy_Debuffed to $Enemy_Debuffed + $Enemy_primed>> $Enemy_Article feels strangely energized... and not in a good way! <b>The next Radiation attack against them is empowered!</b> <br><br> <</if>> <<include "Combat End Of Enemy Turn Additionals">> <<set $Enemy_element_effectiveness to 0>> <<replace '#buffs-player'>> <icon><<include "Player Status Report">></icon> <</replace>> <<replace '#buffs-enemy'>> <icon><<include "Enemy Status Report">></icon> <</replace>> <</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 $Enemy_alias is "Amy">> <<include "Combat Enemy HW Amy Loss Check">> <<else>> PYKSIES FORGOT TO ADD THIS ENEMY TO THE 'ENEMY TURN' FUCTION, SO GO YELL AT HER BUT POLITELY <</if>> <<include "Stat Updater">> <<replace '#ContextBar'>>$FightContext<</replace>> <</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> <<link "Debug Combat Test Loop" "Combat Enemy Glob Intro CLONE">><</link>> <<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1 or $struggleProgressEnemy gte 100>> <<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 $Enemy_Attack_Passage>> <<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 $FightContext to "The fight rages on!">> <<set $Player_combat to 0>> <<set $Player_turn to 1>> <<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_haemorrhaging to 0>> <<set $Player_bleeding to 0>> <<set $Player_burning to 0>> <<set $Player_static to 0>> <<set $Player_drowning to 0>> <<set $Player_poisoned to 0>> <<set $Player_toxic to 0>> <<set $Player_aphrodisiac to 0>> <<set $Player_reverb to 0>> <<set $Player_melting to 0>> <<set $Player_softening to 0>> <<set $Player_hypnotized to 0>> <<set $Player_charmed to 0>> <<set $Player_frozen to 0>> <<set $Player_paralyzed to 0>> <<set $Player_petrified to 0>> <<set $Player_slimed to 0>> <<set $Player_judgement to 0>> <<set $Player_corruption to 0>> <<set $Player_concussion to 0>> <<set $Player_bogged_down to 0>> <<set $Player_choking to 0>> <<set $Player_silenced to 0>> <<set $Player_EMP to 0>> <<set $Player_drained to 0>> <<set $Player_disabled to 0>> <<set $Player_clotted to 0>> <<set $Player_hexed to 0>> <<set $Player_cursed to 0>> <<set $Player_glued to 0>> <<set $Player_blinded to 0>> <<set $Player_infuriated to 0>> <<set $Player_charred to 0>> <<set $Player_brittle to 0>> <<set $Player_electrocuted to 0>> <<set $Player_dusty to 0>> <<set $Player_soaked to 0>> <<set $Player_windchilled to 0>> <<set $Player_primed to 0>> <<set $Player_regenerating to 0>> <<set $Player_rejuvenating to 0>> <<set $Player_meditating to 0>> <<set $Player_satellite_basic to 0>> <<set $Player_momentum to 0>> <<set $Player_ironclad to 0>> <<set $Player_smokescreen to 0>> <<set $Player_spite to 0>> <<set $Player_pressure to 0>> <<set $Player_spite_total to 0>> <<set $Player_pressure_total to 0>> <<set $Player_satellite_basic_limit to 5>> <<set $Enemy_haemorrhaging to 0>> <<set $Enemy_bleeding to 0>> <<set $Enemy_burning to 0>> <<set $Enemy_static to 0>> <<set $Enemy_drowning to 0>> <<set $Enemy_poisoned to 0>> <<set $Enemy_toxic to 0>> <<set $Enemy_aphrodisiac to 0>> <<set $Enemy_reverb to 0>> <<set $Enemy_melting to 0>> <<set $Enemy_softening to 0>> <<set $Enemy_hypnotized to 0>> <<set $Enemy_charmed to 0>> <<set $Enemy_frozen to 0>> <<set $Enemy_paralyzed to 0>> <<set $Enemy_petrified to 0>> <<set $Enemy_slimed to 0>> <<set $Enemy_judgement to 0>> <<set $Enemy_corruption to 0>> <<set $Enemy_concussion to 0>> <<set $Enemy_bogged_down to 0>> <<set $Enemy_choking to 0>> <<set $Enemy_silenced to 0>> <<set $Enemy_EMP to 0>> <<set $Enemy_drained to 0>> <<set $Enemy_disabled to 0>> <<set $Enemy_clotted to 0>> <<set $Enemy_hexed to 0>> <<set $Enemy_cursed to 0>> <<set $Enemy_glued to 0>> <<set $Enemy_blinded to 0>> <<set $Enemy_infuriated to 0>> <<set $Enemy_charred to 0>> <<set $Enemy_brittle to 0>> <<set $Enemy_electrocuted to 0>> <<set $Enemy_dusty to 0>> <<set $Enemy_soaked to 0>> <<set $Enemy_windchilled to 0>> <<set $Enemy_primed to 0>> <<set $Enemy_regenerating to 0>> <<set $Enemy_rejuvenating to 0>> <<set $Enemy_meditating to 0>> <<set $Enemy_satellite_basic to 0>> <<set $Enemy_momentum to 0>> <<set $Enemy_ironclad to 0>> <<set $Enemy_smokescreen to 0>> <<set $Enemy_spite to 0>> <<set $Enemy_pressure to 0>> <<set $Enemy_spite_total to 0>> <<set $Enemy_pressure_total to 0>> <<set $Enemy_satellite_basic_limit to 5>> <<include "Character Object Status Cleanse">> <<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>> /* <<set $FightContext to "">> */ <<set $Player_charging to 0>> <<set $doneCharging to 0>> <<set $DiffCountdownMod to 0>> <<include "Stat Updater">> <</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_resource_target to "HP">> <<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>>! <<elseif $Enemy_success is 1>> $Enemy_Article gives Mio a goopy spank! <<elseif $Enemy_success is 2>> $Enemy_Article gives Mio a harsh, goopy spank, the tentacle slipping right past her defenses to strike critically! <</if>> <<include "Enemy Attack Result">> <<else>> <<set $Enemy_resource_target to "HP">> <<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>>! <<elseif $Enemy_success is 1>> Mio is caught in the gas! Her biomechanicals flush heatedly! <<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! <</if>> <<include "Enemy Attack Result">> <</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 - $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_drowning > 0>> <<set $Enemy_accuracy to $Enemy_accuracy - $Enemy_drowning>> <</if>> <<if $Enemy_paralyzed > 0>> <<set $Enemy_accuracy to $Enemy_accuracy - $Enemy_paralyzed>> <</if>> <<if $Enemy_judgement > 0>> <<set $Enemy_accuracy to $Enemy_accuracy - $Enemy_judgement>> <</if>> <<if $Enemy_concussion > 0>> <<set $Enemy_accuracy to $Enemy_accuracy - $Enemy_concussion>> <<set $Enemy_accuracy to $Enemy_accuracy - $Enemy_concussion>> <</if>> <<if $Enemy_bogged_down > 0>> <<set $Enemy_accuracy to $Enemy_accuracy - $Enemy_bogged_down>> <<set $Enemy_accuracy to $Enemy_accuracy - $Enemy_bogged_down>> <</if>> <<if $Enemy_slimed > 0>> <<set $Enemy_accuracy to $Enemy_accuracy - $Enemy_slimed>> <<set $Enemy_accuracy to $Enemy_accuracy - $Enemy_slimed>> <</if>> <<if $Enemy_blinded > 0>> <<set $Enemy_accuracy to $Enemy_accuracy - $Enemy_blinded>> <<set $Enemy_accuracy to $Enemy_accuracy - $Enemy_blinded>> <</if>> <<if $Player_frozen > 0>> <<set $Enemy_accuracy to $Enemy_accuracy + $Player_frozen>> <<set $Enemy_accuracy to $Enemy_accuracy + $Player_frozen>> <</if>> <<if $Player_bogged_down > 0>> <<set $Enemy_accuracy to $Enemy_accuracy + $Player_bogged_down>> <<set $Enemy_accuracy to $Enemy_accuracy + $Player_bogged_down>> <</if>> <<if $Player_choking > 0>> <<set $Enemy_accuracy to $Enemy_accuracy + $Player_choking>> <</if>> <<if $Player_judgement > 0>> <<set $Enemy_accuracy to $Enemy_accuracy + $Player_judgement>> <</if>> <<if $Player_petrified > 0>> <<set $Enemy_accuracy to $Enemy_accuracy + 99>> <</if>> <<if $Player_smokescreen > 0>> <<set $Enemy_accuracy = $Enemy_accuracy - $Player_smokescreen>> <</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>> <<include "Combat Player Armour Calculation">> <<include "Combat Enemy Element Attack Check">> <<if $Enemy_damage < 1>> <<set $Enemy_damage to 1>> <</if>> <<if $Enemy_drowning > 0>> <<set $Enemy_damage to $Enemy_damage - $Enemy_drowning>> <</if>> <<if $Enemy_judgement > 0>> <<set $Enemy_damage to $Enemy_damage - $Enemy_judgement>> <</if>> <<if $Enemy_concussion > 0>> <<set $Enemy_damage to $Enemy_damage - $Enemy_concussion>> <</if>> <<if $Enemy_slimed > 0>> <<set $Enemy_damage to $Enemy_damage - $Enemy_slimed>> <</if>> <<if $Enemy_charmed > 0>> <<set $Enemy_damage to $Enemy_damage - $Enemy_charmed>> <</if>> <<if $Player_judgement > 0>> <<set $Enemy_damage to $Enemy_damage - $Player_judgement>> <</if>> <<if $Player_choking > 0>> <<set $Enemy_damage to $Enemy_damage - $Player_choking>> <</if>> <<if $Enemy_damage lte 0>> <<set $Enemy_damage to 0>> <</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 "haemorrhaging" and $Enemy_haemorrhaging lte 0>> <<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_haemorrhaging_resist_natural>> <<set $Enemy_haemorrhaging to -1>> $Enemy_Article has been inflicted with <b>haemorrhaging!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "bleeding" and $Enemy_bleeding lte 0 and $Enemy_haemorrhaging lte 0>> <<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_bleeding_resist_natural>> <<set $Enemy_bleeding to -1>> $Enemy_Article has been inflicted with <b>bleeding!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "burning" and $Enemy_burning lte 0>> <<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_burning_resist_natural>> <<set $Enemy_burning to -1>> $Enemy_Article has been inflicted with <b>burning!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "static" and $Enemy_static lte 0>> <<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 -1>> $Enemy_Article has been inflicted with <b>static!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "drowning" and $Enemy_drowning lte 0>> <<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_drowning_resist_natural>> <<set $Enemy_drowning to -1>> $Enemy_Article has been inflicted with <b>drowning!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "poisoned" and $Enemy_poisoned lte 0>> <<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_poisoned_resist_natural>> <<set $Enemy_poisoned to -1>> $Enemy_Article has been inflicted with <b>poisoned!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "toxic" and $Enemy_toxic lte 0>> <<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_toxic_resist_natural>> <<set $Enemy_toxic to -1>> $Enemy_Article has been inflicted with <b>toxic!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "aphrodisiac" and $Enemy_aphrodisiac lte 0>> <<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_aphrodisiac_resist_natural>> <<set $Enemy_aphrodisiac to -1>> $Enemy_Article has been inflicted with <b>aphrodisiac!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "reverb" and $Enemy_reverb lte 0>> <<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_reverb_resist_natural>> <<set $Enemy_reverb to -1>> $Enemy_Article has been inflicted with <b>reverb!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "melting" and $Enemy_melting lte 0>> <<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_melting_resist_natural>> <<set $Enemy_melting to -1>> $Enemy_Article has been inflicted with <b>melting!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "softening" and $Enemy_softening lte 0>> <<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_softening_resist_natural>> <<set $Enemy_softening to -1>> $Enemy_Article has been inflicted with <b>softening!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "hypnotized" and $Enemy_hypnotized lte 0>> <<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_hypnotized_resist_natural>> <<set $Enemy_hypnotized to -1>> $Enemy_Article has been inflicted with <b>hypnotized!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "charmed" and $Enemy_charmed lte 0>> <<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_charmed_resist_natural>> <<set $Enemy_charmed to -1>> $Enemy_Article has been inflicted with <b>charmed!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "frozen" and $Enemy_frozen lte 0>> <<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_frozen_resist_natural>> <<set $Enemy_frozen to -1>> $Enemy_Article has been inflicted with <b>frozen!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "paralyzed" and $Enemy_paralyzed lte 0>> <<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_paralyzed_resist_natural>> <<set $Enemy_paralyzed to -1>> $Enemy_Article has been inflicted with <b>paralyzed!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "petrified" and $Enemy_petrified lte 0>> <<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_petrified_resist_natural>> <<set $Enemy_petrified to -1>> $Enemy_Article has been inflicted with <b>petrified!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "slimed" and $Enemy_slimed lte 0>> <<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_slimed_resist_natural>> <<set $Enemy_slimed to -1>> $Enemy_Article has been inflicted with <b>slimed!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "judgement" and $Enemy_judgement lte 0>> <<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_judgement_resist_natural>> <<set $Enemy_judgement to -1>> $Enemy_Article has been inflicted with <b>judgement!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "corruption" and $Enemy_corruption lte 0>> <<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_corruption_resist_natural>> <<set $Enemy_corruption to -1>> $Enemy_Article has been inflicted with <b>corruption!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "concussion" and $Enemy_concussion lte 0>> <<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_concussion_resist_natural>> <<set $Enemy_concussion to -1>> $Enemy_Article has been inflicted with <b>concussion!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "bogged down" and $Enemy_bogged_down lte 0>> <<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 -1>> $Enemy_Article has been inflicted with <b>bogged down!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "choking" and $Enemy_choking lte 0>> <<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_choking_resist_natural>> <<set $Enemy_choking to -1>> $Enemy_Article has been inflicted with <b>choking!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "silenced" and $Enemy_silenced lte 0>> <<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_silenced_resist_natural>> <<set $Enemy_silenced to -1>> $Enemy_Article has been inflicted with <b>silenced!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "EMP" and $Enemy_EMP lte 0>> <<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_EMP_resist_natural>> <<set $Enemy_EMP to -1>> $Enemy_Article has been inflicted with <b>EMP!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "drained" and $Enemy_drained lte 0>> <<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_drained_resist_natural>> <<set $Enemy_drained to -1>> $Enemy_Article has been inflicted with <b>drained!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "disabled" and $Enemy_disabled lte 0>> <<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_disabled_resist_natural>> <<set $Enemy_disabled to -1>> $Enemy_Article has been inflicted with <b>disabled!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "clotted" and $Enemy_clotted lte 0>> <<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_clotted_resist_natural>> <<set $Enemy_clotted to -1>> $Enemy_Article has been inflicted with <b>clotted!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "hexed" and $Enemy_hexed lte 0>> <<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_hexed_resist_natural>> <<set $Enemy_hexed to -1>> $Enemy_Article has been inflicted with <b>hexed!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "cursed" and $Enemy_cursed lte 0>> <<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_cursed_resist_natural>> <<set $Enemy_cursed to -1>> $Enemy_Article has been inflicted with <b>cursed!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "glued" and $Enemy_glued lte 0>> <<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_glued_resist_natural>> <<set $Enemy_glued to -1>> $Enemy_Article has been inflicted with <b>glued!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "blinded" and $Enemy_blinded lte 0>> <<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_blinded_resist_natural>> <<set $Enemy_blinded to -1>> $Enemy_Article has been inflicted with <b>blinded!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "infuriated" and $Enemy_infuriated lte 0>> <<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_infuriated_resist_natural>> <<set $Enemy_infuriated to -1>> $Enemy_Article has been inflicted with <b>infuriated!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "charred" and $Enemy_charred lte 0>> <<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_charred_resist_natural>> <<set $Enemy_charred to -1>> $Enemy_Article has been inflicted with <b>charred!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "brittle" and $Enemy_brittle lte 0>> <<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_brittle_resist_natural>> <<set $Enemy_brittle to -1>> $Enemy_Article has been inflicted with <b>brittle!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "electrocuted" and $Enemy_electrocuted lte 0>> <<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_electrocuted_resist_natural>> <<set $Enemy_electrocuted to -1>> $Enemy_Article has been inflicted with <b>electrocuted!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "dusty" and $Enemy_dusty lte 0>> <<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_dusty_resist_natural>> <<set $Enemy_dusty to -1>> $Enemy_Article has been inflicted with <b>dusty!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "soaked" and $Enemy_soaked lte 0>> <<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_soaked_resist_natural>> <<set $Enemy_soaked to -1>> $Enemy_Article has been inflicted with <b>soaked!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "windchilled" and $Enemy_windchilled lte 0>> <<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_windchilled_resist_natural>> <<set $Enemy_windchilled to -1>> $Enemy_Article has been inflicted with <b>windchilled!</b> <br><br> <</if>> <</if>> <<if $Player_status_attack is "primed" and $Enemy_primed lte 0>> <<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_primed_resist_natural>> <<set $Enemy_primed to -1>> $Enemy_Article has been inflicted with <b>primed!</b> <br><br> <</if>> <</if>> <</nobr>><<nobr>> <<set $Player_status_resist to 0>> <<if $Enemy_status_attack is "haemorrhaging" and $Player_haemorrhaging lte 0>> <<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_haemorrhaging_resist_natural + $Player_haemorrhaging_resist_armour + $Player_haemorrhaging_resist_accessory + $Player_haemorrhaging_resist_food + $Player_haemorrhaging_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_haemorrhaging to -1>> $Player_alias has been inflicted with <b>haemorrhaging!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "bleeding" and $Player_bleeding lte 0 and $Player_haemorrhaging lte 0>> <<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_bleeding_resist_natural + $Player_bleeding_resist_armour + $Player_bleeding_resist_accessory + $Player_bleeding_resist_food + $Player_bleeding_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_bleeding to -1>> $Player_alias has been inflicted with <b>bleeding!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "burning" and $Player_burning lte 0>> <<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_burning_resist_natural + $Player_burning_resist_armour + $Player_burning_resist_accessory + $Player_burning_resist_food + $Player_burning_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_burning to -1>> $Player_alias has been inflicted with <b>burning!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "static" and $Player_static lte 0>> <<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_static_resist_natural + $Player_static_resist_armour + $Player_static_resist_accessory + $Player_static_resist_food + $Player_static_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_static to -1>> $Player_alias has been inflicted with <b>static!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "drowning" and $Player_drowning lte 0>> <<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_drowning_resist_natural + $Player_drowning_resist_armour + $Player_drowning_resist_accessory + $Player_drowning_resist_food + $Player_drowning_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_drowning to -1>> $Player_alias has been inflicted with <b>drowning!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "poisoned" and $Player_poisoned lte 0>> <<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_poisoned_resist_natural + $Player_poisoned_resist_armour + $Player_poisoned_resist_accessory + $Player_poisoned_resist_food + $Player_poisoned_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_poisoned to -1>> $Player_alias has been inflicted with <b>poisoned!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "toxic" and $Player_toxic lte 0>> <<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_toxic_resist_natural + $Player_toxic_resist_armour + $Player_toxic_resist_accessory + $Player_toxic_resist_food + $Player_toxic_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_toxic to -1>> $Player_alias has been inflicted with <b>toxic!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "aphrodisiac" and $Player_aphrodisiac lte 0>> <<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_aphrodisiac_resist_natural + $Player_aphrodisiac_resist_armour + $Player_aphrodisiac_resist_accessory + $Player_aphrodisiac_resist_food + $Player_aphrodisiac_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_aphrodisiac to -1>> $Player_alias has been inflicted with <b>aphrodisiac!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "reverb" and $Player_reverb lte 0>> <<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_reverb_resist_natural + $Player_reverb_resist_armour + $Player_reverb_resist_accessory + $Player_reverb_resist_food + $Player_reverb_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_reverb to -1>> $Player_alias has been inflicted with <b>reverb!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "melting" and $Player_melting lte 0>> <<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_melting_resist_natural + $Player_melting_resist_armour + $Player_melting_resist_accessory + $Player_melting_resist_food + $Player_melting_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_melting to -1>> $Player_alias has been inflicted with <b>melting!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "softening" and $Player_softening lte 0>> <<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_softening_resist_natural + $Player_softening_resist_armour + $Player_softening_resist_accessory + $Player_softening_resist_food + $Player_softening_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_softening to -1>> $Player_alias has been inflicted with <b>softening!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "hypnotized" and $Player_hypnotized lte 0>> <<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_hypnotized_resist_natural + $Player_hypnotized_resist_armour + $Player_hypnotized_resist_accessory + $Player_hypnotized_resist_food + $Player_hypnotized_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_hypnotized to -1>> $Player_alias has been inflicted with <b>hypnotized!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "charmed" and $Player_charmed lte 0 and $Player_hypnotized lte 0>> <<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_charmed_resist_natural + $Player_charmed_resist_armour + $Player_charmed_resist_accessory + $Player_charmed_resist_food + $Player_charmed_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_charmed to -1>> $Player_alias has been inflicted with <b>charmed!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "frozen" and $Player_frozen lte 0>> <<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_frozen_resist_natural + $Player_frozen_resist_armour + $Player_frozen_resist_accessory + $Player_frozen_resist_food + $Player_frozen_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_frozen to -1>> $Player_alias has been inflicted with <b>frozen!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "paralyzed" and $Player_paralyzed lte 0>> <<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_paralyzed_resist_natural + $Player_paralyzed_resist_armour + $Player_paralyzed_resist_accessory + $Player_paralyzed_resist_food + $Player_paralyzed_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_paralyzed to -1>> $Player_alias has been inflicted with <b>paralyzed!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "petrified" and $Player_petrified lte 0>> <<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_petrified_resist_natural + $Player_petrified_resist_armour + $Player_petrified_resist_accessory + $Player_petrified_resist_food + $Player_petrified_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_petrified to -1>> $Player_alias has been inflicted with <b>petrified!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "slimed" and $Player_slimed lte 0>> <<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_slimed_resist_natural + $Player_slimed_resist_armour + $Player_slimed_resist_accessory + $Player_slimed_resist_food + $Player_slimed_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_slimed to -1>> $Player_alias has been inflicted with <b>slimed!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "judgement" and $Player_judgement lte 0>> <<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_judgement_resist_natural + $Player_judgement_resist_armour + $Player_judgement_resist_accessory + $Player_judgement_resist_food + $Player_judgement_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_judgement to -1>> $Player_alias has been inflicted with <b>judgement!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "corruption" and $Player_corruption lte 0>> <<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_corruption_resist_natural + $Player_corruption_resist_armour + $Player_corruption_resist_accessory + $Player_corruption_resist_food + $Player_corruption_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_corruption to -1>> $Player_alias has been inflicted with <b>corruption!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "concussion" and $Player_concussion lte 0>> <<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_concussion_resist_natural + $Player_concussion_resist_armour + $Player_concussion_resist_accessory + $Player_concussion_resist_food + $Player_concussion_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_concussion to -1>> $Player_alias has been inflicted with <b>concussion!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "bogged down" and $Player_bogged_down lte 0>> <<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 -1>> $Player_alias has been inflicted with <b>bogged down!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "choking" and $Player_choking lte 0>> <<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_choking_resist_natural + $Player_choking_resist_armour + $Player_choking_resist_accessory + $Player_choking_resist_food + $Player_choking_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_choking to -1>> $Player_alias has been inflicted with <b>choking!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "silenced" and $Player_silenced lte 0>> <<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_silenced_resist_natural + $Player_silenced_resist_armour + $Player_silenced_resist_accessory + $Player_silenced_resist_food + $Player_silenced_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_silenced to -1>> $Player_alias has been inflicted with <b>silenced!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "EMP" and $Player_EMP lte 0>> <<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_EMP_resist_natural + $Player_EMP_resist_armour + $Player_EMP_resist_accessory + $Player_EMP_resist_food + $Player_EMP_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_EMP to -1>> $Player_alias has been inflicted with <b>EMP!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "drained" and $Player_drained lte 0>> <<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_drained_resist_natural + $Player_drained_resist_armour + $Player_drained_resist_accessory + $Player_drained_resist_food + $Player_drained_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_drained to -1>> $Player_alias has been inflicted with <b>drained!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "disabled" and $Player_disabled lte 0>> <<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_disabled_resist_natural + $Player_disabled_resist_armour + $Player_disabled_resist_accessory + $Player_disabled_resist_food + $Player_disabled_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_disabled to -1>> $Player_alias has been inflicted with <b>disabled!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "clotted" and $Player_clotted lte 0>> <<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_clotted_resist_natural + $Player_clotted_resist_armour + $Player_clotted_resist_accessory + $Player_clotted_resist_food + $Player_clotted_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_clotted to -1>> $Player_alias has been inflicted with <b>clotted!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "hexed" and $Player_hexed lte 0>> <<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_hexed_resist_natural + $Player_hexed_resist_armour + $Player_hexed_resist_accessory + $Player_hexed_resist_food + $Player_hexed_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_hexed to -1>> $Player_alias has been inflicted with <b>hexed!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "cursed" and $Player_cursed lte 0>> <<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_cursed_resist_natural + $Player_cursed_resist_armour + $Player_cursed_resist_accessory + $Player_cursed_resist_food + $Player_cursed_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_cursed to -1>> $Player_alias has been inflicted with <b>cursed!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "glued" and $Player_glued lte 0>> <<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_glued_resist_natural + $Player_glued_resist_armour + $Player_glued_resist_accessory + $Player_glued_resist_food + $Player_glued_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_glued to -1>> $Player_alias has been inflicted with <b>glued!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "blinded" and $Player_blinded lte 0>> <<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_blinded_resist_natural + $Player_blinded_resist_armour + $Player_blinded_resist_accessory + $Player_blinded_resist_food + $Player_blinded_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_blinded to -1>> $Player_alias has been inflicted with <b>blinded!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "infuriated" and $Player_infuriated lte 0>> <<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_infuriated_resist_natural + $Player_infuriated_resist_armour + $Player_infuriated_resist_accessory + $Player_infuriated_resist_food + $Player_infuriated_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_infuriated to -1>> $Player_alias has been inflicted with <b>infuriated!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "charred" and $Player_charred lte 0>> <<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_charred_resist_natural + $Player_charred_resist_armour + $Player_charred_resist_accessory + $Player_charred_resist_food + $Player_charred_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_charred to -1>> $Player_alias has been inflicted with <b>charred!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "brittle" and $Player_brittle lte 0>> <<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_brittle_resist_natural + $Player_brittle_resist_armour + $Player_brittle_resist_accessory + $Player_brittle_resist_food + $Player_brittle_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_brittle to -1>> $Player_alias has been inflicted with <b>brittle!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "electrocuted" and $Player_electrocuted lte 0>> <<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_electrocuted_resist_natural + $Player_electrocuted_resist_armour + $Player_electrocuted_resist_accessory + $Player_electrocuted_resist_food + $Player_electrocuted_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_electrocuted to -1>> $Player_alias has been inflicted with <b>electrocuted!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "dusty" and $Player_dusty lte 0>> <<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_dusty_resist_natural + $Player_dusty_resist_armour + $Player_dusty_resist_accessory + $Player_dusty_resist_food + $Player_dusty_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_dusty to -1>> $Player_alias has been inflicted with <b>dusty!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "soaked" and $Player_soaked lte 0>> <<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_soaked_resist_natural + $Player_soaked_resist_armour + $Player_soaked_resist_accessory + $Player_soaked_resist_food + $Player_soaked_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_soaked to -1>> $Player_alias has been inflicted with <b>soaked!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "windchilled" and $Player_windchilled lte 0>> <<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_windchilled_resist_natural + $Player_windchilled_resist_armour + $Player_windchilled_resist_accessory + $Player_windchilled_resist_food + $Player_windchilled_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_windchilled to -1>> $Player_alias has been inflicted with <b>windchilled!</b> <br><br> <</if>> <</if>> <<if $Enemy_status_attack is "primed" and $Player_primed lte 0>> <<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_primed_resist_natural + $Player_primed_resist_armour + $Player_primed_resist_accessory + $Player_primed_resist_food + $Player_primed_resist_consumable>> <<if $Enemy_status_roll > $Player_status_resist>> <<set $Player_primed to -1>> $Player_alias has been inflicted with <b>primed!</b> <br><br> <</if>> <</if>> <<set $Enemy_status_attack to "unaspected">> <</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 items and defence against DoT effects.<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 $Fullscreen_Icon to "https://i.imgur.com/7qf5tQH.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 $combat_menu_1 to "https://i.imgur.com/ITIHy48.png">> <<set $combat_menu_1_blocked to "https://i.imgur.com/Nd4T17x.png">> <<set $combat_menu_2 to "https://i.imgur.com/bJKOJXJ.png">> <<set $combat_menu_2_blocked to "https://i.imgur.com/hXIZyjX.png">> <<set $combat_menu_3 to "https://i.imgur.com/CfIbM1F.png">> <<set $combat_menu_3_blocked to "https://i.imgur.com/gIZ7UJ6.png">> <<set $combat_menu_4 to "https://i.imgur.com/lJ6TVa8.png">> <<set $combat_menu_4_alt to "https://i.imgur.com/LeVbDRl.png">> <<set $combat_menu_4_alt_blocked to "https://i.imgur.com/rkQ1tfm.png">> <<set $combat_menu_5 to "https://i.imgur.com/yYBNl2j.png">> <<set $combat_menu_6 to "https://i.imgur.com/5Y1CHSe.png">> <<set $combat_menu_6_blocked to "https://i.imgur.com/Od3yQMR.png">> <<set $combat_menu_7 to "https://i.imgur.com/NJua03M.png">> <<set $combat_menu_7_blocked to "https://i.imgur.com/0YT8A2k.png">> <<set $combat_menu_8 to "https://i.imgur.com/oHExAgl.png">> <<set $combat_menu_continue to "https://i.imgur.com/ZGWbSGJ.png">> <<set $combat_menu_loop to "https://i.imgur.com/J2sEn6d.png">> <<set $combat_menu_victory to "https://i.imgur.com/DIBGhGl.png">> <<set $combat_menu_defeat to "https://i.imgur.com/QIY6aWn.png">> <<set $combat_menu_escaped to "https://i.imgur.com/FbWpqnu.png">> <<set $struggle_menu_1 to "https://i.imgur.com/ITIHy48.png">> <<set $struggle_menu_2 to "https://i.imgur.com/ITIHy48.png">> <<set $struggle_menu_2_blocked to "https://i.imgur.com/ITIHy48.png">> <<set $struggle_menu_3 to "https://i.imgur.com/ITIHy48.png">> <<set $struggle_menu_4 to "https://i.imgur.com/ITIHy48.png">> <<set $struggle_menu_4_blocked to "https://i.imgur.com/ITIHy48.png">> <<set $Status_icon_haemorrhaging to "https://i.imgur.com/CfK7gPH.png">> <<set $Status_icon_bleeding to "https://i.imgur.com/sW8wsfC.png">> <<set $Status_icon_burning to "https://i.imgur.com/93dacE3.png">> <<set $Status_icon_static to "https://i.imgur.com/8byetjf.png">> <<set $Status_icon_drowning to "https://i.imgur.com/RvEoWD0.png">> <<set $Status_icon_poisoned to "https://i.imgur.com/EYq4rWn.png">> <<set $Status_icon_toxic to "https://i.imgur.com/iTekxL5.png">> <<set $Status_icon_aphrodisiac to "https://i.imgur.com/ZmiWJCx.png">> <<set $Status_icon_reverb to "https://i.imgur.com/o5nWfLE.png">> <<set $Status_icon_melting to "https://i.imgur.com/DVrlSL3.png">> <<set $Status_icon_softening to "https://i.imgur.com/8n0vqB9.png">> <<set $Status_icon_hypnotized to "https://i.imgur.com/K04mPg5.png">> <<set $Status_icon_charmed to "https://i.imgur.com/rDQzfDP.png">> <<set $Status_icon_frozen to "https://i.imgur.com/slUjNBZ.png">> <<set $Status_icon_paralyzed to "https://i.imgur.com/tfBwplK.png">> <<set $Status_icon_petrified to "https://i.imgur.com/SHTiEb0.png">> <<set $Status_icon_slimed to "https://i.imgur.com/0PzlsIw.png">> <<set $Status_icon_judgement to "https://i.imgur.com/J50F8kr.png">> <<set $Status_icon_corruption to "https://i.imgur.com/AGeTWfR.png">> <<set $Status_icon_concussion to "https://i.imgur.com/VcWBpaV.png">> <<set $Status_icon_bogged_down to "https://i.imgur.com/fd83Web.png">> <<set $Status_icon_choking to "https://i.imgur.com/zrwgP0k.png">> <<set $Status_icon_silenced to "https://i.imgur.com/CS19W4m.png">> <<set $Status_icon_EMP to "https://i.imgur.com/IohHNir.png">> <<set $Status_icon_drained to "https://i.imgur.com/qWPYdBG.png">> <<set $Status_icon_disabled to "https://i.imgur.com/Sjw7phh.png">> <<set $Status_icon_clotted to "https://i.imgur.com/GuXaJUw.png">> <<set $Status_icon_hexed to "https://i.imgur.com/RqYEp0k.png">> <<set $Status_icon_cursed to "https://i.imgur.com/C0XiMqN.png">> <<set $Status_icon_glued to "https://i.imgur.com/PK6fmOb.png">> <<set $Status_icon_blinded to "https://i.imgur.com/aimfmKr.png">> <<set $Status_icon_infuriated to "https://i.imgur.com/IEe3d3m.png">> <<set $Status_icon_charred to "https://i.imgur.com/3Dd1YZ2.png">> <<set $Status_icon_brittle to "https://i.imgur.com/x5cYyXQ.png">> <<set $Status_icon_electrocuted to "https://i.imgur.com/ZIRpnAl.png">> <<set $Status_icon_dusty to "https://i.imgur.com/hbItvGU.png">> <<set $Status_icon_soaked to "https://i.imgur.com/cWqLxVQ.png">> <<set $Status_icon_windchilled to "https://i.imgur.com/lyKJrYq.png">> <<set $Status_icon_primed to "https://i.imgur.com/lyfioID.png">> <<set $Status_icon_regenerating to "https://i.imgur.com/ZAcjLkR.png">> <<set $Status_icon_rejuvenating to "https://i.imgur.com/3tNdhNc.png">> <<set $Status_icon_meditating to "https://i.imgur.com/PBE6bhT.png">> <<set $Status_icon_satellite_basic to "https://i.imgur.com/DpLT8l5.png">> <<set $Status_icon_momentum to "https://i.imgur.com/XbI3wVD.png">> <<set $Status_icon_ironclad to "https://i.imgur.com/GJ5rmzO.png">> <<set $Status_icon_smokescreen to "https://i.imgur.com/mH8pwqv.png">> <<set $Status_icon_spite to "https://i.imgur.com/78seNXX.png">> <<set $Status_icon_pressure to "https://i.imgur.com/dR4lBA1.png">> <<set $splash to "https://i.imgur.com/mcveX6M.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>><<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> <</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 $scenes_monsters to 0>> <<set $scenes_characters to 0>> <<set $scenes_environmental to 0>> <<set $BadEndSoftener to "off">> <<set $SceneAB to "Any">> <<set setup.Kinks = { Characters: ["Mio", "Helen", "Jaycie", "Daria", "Amy"], Characteristics: ["Male", "Female", "Femboy", "Hung Female", "Monsterboy", "Monstergirl", "Monster", "Machine"], Acts: ["Oral", "Anal", "Vaginal", "Outercourse", "Handjob", "Fingering", "Cunnilingus", "Titfuck", "Masturbation", "Kissing", "Dialogue", "Consensual", "Creampie", "Cumshot", "Affection", "Groping", "Nipple Sucking",], Kinks: ["Multiple Penetration", "Choking", "Bondage", "Ahegao", "Vulgar Dialogue", "Worship", "Aphrodisiac", "Drug Use", "Smothering", "Pulling", "Rough Sex", "Breeding", "Gangbang", "Facefucking", "Dubiously Consensual", "Sensory Deprivation", "Spanking", "Musk", "Magic", "Messy", "Size Difference", "Restraint", ], Fantasy: ["Bulging", "Transformation", "Petrification", "Cum Inflation", "Excessive Cum", "Possession", "Merging", "All The Way Through Soft", "Bad End", "Body Writing", "Tentacles", "Slime", "Stuckage", "Encasement", "Corruption", "Mind Control", "Body Control", "Oviposition", "Total Bondage", "Asphyxiation", "Breast Expansion", "Objectification", "Nonconsensual", "Portal Play", "Bimbofication", "Inanimate Transformation", "Alternative Penetration", "Nullification", "Unusual Cum"], Voracious: ["Vore", "Endosoma", "Oral Vore", "Anal Vore", "Cock Vore", "Tail Vore", "Alternative Vore", "Absorption", "Digestion", "Clean Disposal", "Indigestibles"], Mio: "The protagonist. Mio is an Android woman, a MERCANOID Co. servitor.<br>Despite her obvious sentience, she remains the property of this company.", Helen: "One of the protagonists. Helen is a brilliant scientist with a brass prosthetic arm.<br>She has been holding a zombification virus at bay for decades now.", Jaycie: "One of the protagonists. Jaycie is an imposing Revenant woman.<br>While she may appear intimidating, she is soft-spoken with a heart of gold.", Daria: "A Ghost girl who's resided in the Manor for years.<br>The unofficial head of the household, she was powerless to stop the incident.<br>A good, but troubled, soul.", Amy: "The malicious minx behind the incident.<br>A newly-minted Succubus who is eager to abuse her new powers.", Male: "Male individuals, considered masculine.", Female: "Female individuals, considered feminine, with a vagina.", Femboy: "Male individuals who present in a feminine manner.", HungFemale: "Female individuals with penises.", Monsterboy: "Masculine individuals with monstrous or animalistic influences in their design.", Monstergirl: "Feminine individuals with monstrous or animalistic influences in their design.", Monster: "Monsters that do not trend towards a typical humanoid design.", Mechanical: "Machines, which may or not be humanoid, and may or may not be sentient.", Oral: "Referring to oral sex on a penis, or 'Blowjob'.<br>For the other kind of oral, see Cunnilingus.", Anal: "Sex via the backdoor.", Vaginal: "Sex via the frontdoor.", Outercourse: "A sexual act without penetration. Thighfucking, armpit fucking, etc.", Handjob: "The act of stimulating a penis via the strokes of one or more hands.", Fingering: "The use of fingers on a vagina or anus. Maybe involve more than just the fingers.", Cunnilingus: "Oral sex on a vagina.", Titfuck: "Sexual stimulation via rubbing and/or grinding between breasts.", Masturbation: "The act of bringing oneself sexual pleasure, via fingers or toys.", Kissing: "Lip-to-lip contact, tongue, or kissing other parts of the body.", Dialogue: "Scenes that involve more than one-sided dialogue.", Consensual: "Sex between two or more parties where all participants are consenting.", Creampie: "Sex that ends with (or involves) ejaculation in an orifice.", Cumshot: "Sex that ends with (or involves) ejaculation onto the body, or elsewhere.", Affection: "Scenes that involve tender attitudes between participants.", Groping: "Particular attention is given to touch - mild or intensive - of body parts and curves.", NippleSucking: "Nipples are sucked via lips or other means. May involve milking, attempted or otherwise.", MultiplePenetration: "Penetration via more than one penis/object, in the same or multiple holes.", Choking: "The restriction of bloodflow (or in extreme cases airflow) via constricting the neck.", Bondage: "Restraints upon the body of one or more participants, improvised or purpose-built.", Ahegao: "An expression of overwhelmed lust or pleasure.<br>Characterized by crossed eyes and slack jaws.", VulgarDialogue: "Dialogue of a raunchy or vulgar nature. Insults, crude terms, etc.", Worship: "Scenes wherein one or more individuals lavish praise on another.<br>Verbally and/or physically.", Aphrodisiac: "Use of drugs that heighten sensitivity and pleasure.", DrugUse: "Use of recreational or othersuch drugs.", Smothering: "The restriction of breathing via covering the nose and/or mouth with a body part.<br>Typically breasts, thighs, or ass.", Pulling: "The act of pulling or tugging on hair, ears, tails, or othersuch body parts or accessories.", RoughSex: "Particularly rough sex. May involve crude positions, harsh holds, and light bruising/marks.", Breeding: "The act of sex with the intention to procreate - regardless of success.", Gangbang: "Sex with one or more partners.", Facefucking: "Particularly deep/rough oral sex/blowjobs. Throat penetration.", DubiouslyConsensual: "Sex where the participation of one or more parties is of unclear consent.", SensoryDeprivation: "The act of diminishing or removing one or more senses. Blindfolds, for example.", Spanking: "The use of hands (or other such limbs) in flat striking motions upon the body.<br>Typically the backside, or possibly chest.", Musk: "Scenes wherein one or more participants have a natural odor of virility.<br>May involve the presence of pheromones.", Magic: "The use of magic during sex for a variety of potential purposes.", Messy: "Sex that gets particularly messy, for whatever reason. Cumshots, slime, etc.", SizeDifference: "Sex in which the participants show a notable difference in overall size from one another.", Restraint: "The use of overpowering force or equipment to prevent a character's movement.", Bulging: "Sex with large penetrations that cause visible bulging in the flesh of the penetrated partner.", Transformation: "Scenes wherein one or more participants experience a physical transformation.<br>This could be mild, such as changing eye colour, or major, such as changing species.", Petrification: "Scenes wherein an individual is gradually or swiftly turned into inanimate material.<br>Stone, metal, plastic, etcetera.", CumInflation: "Scenes wherein the receiving partner is filled with an excessive amount of cum.<br>This causes them to bloat, as if in the early stages of pregnancy.", ExcessiveCum: "Scenes that involve copious amounts of ejaculation, measured in pints at least.", Possession: "Scenes wherein an individual is taken over by the spirit/will of another entity.", Merging: "Scenes wherein two or more individuals become one, mentally, physically, or both.", AllTheWayThroughSoft: "Scenes wherein something goes in one end and out the other. Ejaculate, slime, or suitably soft penetrating organs (tentacles).", BadEnd: "Scenes wherein one or more participants faces an end to their quest, journey, or possibly life as they knew it.", BodyWriting: "Scenes wherein the body is used as a canvas for writing and art.<br>Can vary from affirming to crude graffiti.", Tentacles: "Scenes that involve prehensile limbs and sexual organs for restraint and sex.", Slime: "Scenes that involve colourful, possibly living slime.", Stuckage: "Scenes wherein an individual is stuck in some manner.<br>In a jammed-shut door, perhaps. Or in a rig designed for such activities.", Encasement: "Scenes wherein an individual is entirely encased or entrapped within something.<br>May refer to full-body suits, or entrapment within enclosures.", Corruption: "Scenes wherein an individual experiences a mental and/or physical transformation.<br>Typically, this refers to 'evil' or 'dark' transformations, or moral decay.", MindControl: "Scenes wherein an individual loses their free will.<br>This can vary from total control to light suggestion.", BodyControl: "Scenes wherein an individual loses control of their body.<br>They retain control of their mind, and possibly voice/facial expressions.", Oviposition: "The act of having eggs laid within one's body, via whatever orifice.<br>May also refer to laying eggs regardless of host species' original reproductive method.", TotalBondage: "Scenes that involve a significant amount of bondage, to the point of total immobilization.", Asphyxiation: "Choking taken to its logical extreme.<br>Wherein the choked partner passes out from lack of air or bloodflow.", BreastExpansion: "Wherein the breasts are grown beyond their original size, via whatever means.<br>May involve production of milk.", Objectification: "Scenes wherein an individual is treated like a sexual object rather than a person.", Nonconsensual: "Scenes wherein one or more individuals does not consent to what is happening.<br>Please note; under such circumstances, scenes are never written with cruelty in mind.<br>The tone of such scenes is more akin to 'damn it, not again.'", PortalPlay: "Scenes that make use of portals - technological or magical - in various ways.<br>They could be used for entrapment, stuckage, soft nullification, or creative positions.", Bimbofication: "Scenes wherein an individual has their body transformed in a significantly sexualized manner.<br>This often - though does not always - accompany a decrease in intellect.", InanimateTransformation: "Scenes wherein a person is transformed into an object.<br>This differs from Petrification in that their shape is changed.<br>This is often sexual in nature, such as becoming a sex toy.", AlternativePenetration: "Scenes wherein one or more individuals are penetrated in non-typical orifices.<br>The ears, for example.<br>Regardless of reality, this is not lethal; but may have consequences.", Nullification: "The removal of one or more limbs.<br>This is never a violent act, unless the individual is cybernetic in nature.", UnusualCum: "Scenes wherein an individual exhibits unusual cum.<br>It may be notably thick, enchanted in some way, unusually hot or cold, etc.", Vore: "The act of one individual consuming another.<br>This is unrealistic, performed via swallowing the prey whole.", Endosoma: "Vore wherein the prey is kept safe, either temporarily or longterm.<br>They suffer no lethal consequences of their consumption.", OralVore: "Vore wherein the prey is swallowed via the mouth. The traditional vore type.", AnalVore: "Vore wherein the prey is stuffed up the backside.", CockVore: "Vore wherein the prey is consumed via a cock, ending up in the balls.", TailVore: "Vore wherein the prey is consumed via a prehensile tail, or wrapped tight and absorbed.", AlternativeVore: "Vore performed via any other method than the ones listed above or below.", Absorption: "The act of absorbing a prey. This may involve transforming them.", Digestion: "The act of digesting a prey.<br>This is lethal, but reformation may be possible.<br>This is a pleasurable act for both parties - regardless of willingness.", CleanDisposal: "The expulsion of what remains of a prey after digestion or absorption.<br>This is clean only; no scatological or urinary byproducts.<br>May involve cum, or indigestible remains.", Indigestibles: "Refers to remains of the prey that could not be digested.<br> This is either at all, or in the given timeframe.<br> Typically pairs with disposal.", }>> <<set $KinkFilter = { Mio: "Allow", Helen: "Allow", Jaycie: "Allow", Daria: "Allow", Amy: "Allow", Male: "Allow", Female: "Allow", Femboy: "Allow", HungFemale: "Allow", Monsterboy: "Allow", Monstergirl: "Allow", Monster: "Allow", Mechanical: "Allow", Oral: "Allow", Anal: "Allow", Vaginal: "Allow", Outercourse: "Allow", Handjob: "Allow", Fingering: "Allow", Cunnilingus: "Allow", Titfuck: "Allow", Masturbation: "Allow", Kissing: "Allow", Dialogue: "Allow", Consensual: "Allow", Creampie: "Allow", Cumshot: "Allow", Affection: "Allow", Groping: "Allow", NippleSucking: "Allow", MultiplePenetration: "Allow", Choking: "Allow", Bondage: "Allow", Ahegao: "Allow", VulgarDialogue: "Allow", Worship: "Allow", Aphrodisiac: "Allow", DrugUse: "Allow", Smothering: "Allow", Pulling: "Allow", RoughSex: "Allow", Breeding: "Allow", Gangbang: "Allow", Facefucking: "Allow", DubiouslyConsensual: "Allow", SensoryDeprivation: "Allow", Spanking: "Allow", Musk: "Allow", Magic: "Allow", Messy: "Allow", SizeDifference: "Allow", Restraint: "Allow", Bulging: "Allow", Transformation: "Allow", Petrification: "Allow", CumInflation: "Allow", ExcessiveCum: "Allow", Possession: "Allow", Merging: "Allow", AllTheWayThroughSoft: "Allow", BadEnd: "Allow", BodyWriting: "Allow", Tentacles: "Allow", Slime: "Allow", Stuckage: "Allow", Encasement: "Allow", Corruption: "Allow", MindControl: "Allow", BodyControl: "Allow", Oviposition: "Allow", TotalBondage: "Allow", Asphyxiation: "Allow", BreastExpansion: "Allow", Objectification: "Allow", Nonconsensual: "Allow", PortalPlay: "Allow", Bimbofication: "Allow", InanimateTransformation: "Allow", AlternativePenetration: "Allow", Nullification: "Allow", UnusualCum: "Allow", Vore: "Allow", Endosoma: "Allow", OralVore: "Allow", AnalVore: "Allow", CockVore: "Allow", TailVore: "Allow", AlternativeVore: "Allow", Absorption: "Allow", Digestion: "Allow", CleanDisposal: "Allow", Indigestibles: "Allow", }>> <<set setup.Scenes = { ExampleScene: { Name: "Example Scene", Passage: "PassageName", Type: "Post-CombatORCharacterOREnvironmental", Description: "DescriptionForTheFantasizeMenu", ContentWarning: "ContentWarningParagraph", AlternateScene: "None", BadEnd: 0, ForbidSummary: "BriefSummaryOfSceneForThoseWhoFilteredItOut", Tags: [], A: [], B: [], BadTags: []}, TentaclePitLoss: { Name: "Tentacle Pit Loss", Passage: "Tentacle Pit Loss", Type: "Post-Combat", Description: "Jaycie is wrapped up snug in the embrace of a Tentacle Monster!", ContentWarning: "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.", AlternateScene: "None", BadEnd: 1, ForbidSummary: "The Tentacle Pit seizes <<= $Player_alias>>!<br><br>Trapped in the pit, Jaycie goes mad with pleasure!<br><br>Game Over!", Tags: ["Jaycie", "Female", "Monstergirl", "Monster", "Vaginal", "Bad End", "Tentacles", "Encasement", "Restraint", "Nonconsensual", "Smothering", "Aphrodisiac", "Ahegao", "Bulging", "Choking", "Oral", "Facefucking", "Anal", "Sensory Deprivation", "Messy", "Multiple Penetration", "Cum Inflation", "Groping", "Nipple Sucking", "Breeding", "Creampie"], A: [], B: [], BadTags: []}, GhostGirlLoss: { Name: "Ghost Girl Loss", Passage: "Ghost Girl Loss", Type: "Post-Combat", Description: "Helen is trapped, slammed and possessed by an amorous Ghost girl!", ContentWarning: "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.", AlternateScene: "None", BadEnd: 1, ForbidSummary: "The Ghost Girl possesses <<= $Player_alias>>!<br><br>Helen can only watch as her body is taken for a spin...<br><br>Game Over!", Tags: ["Helen", "Daria", "Female", "Monstergirl", "Hung Female", "Groping", "Dialogue", "Ahegao", "Bad End", "Restraint", "Nonconsensual", "Possession", "Anal", "Rough Sex", "Merging", "Masturbation", "Vaginal", ], A: [], B: [], BadTags: []}, MaidenArmourLoss: { Name: "Maiden Armour Loss", Passage: "Maiden Armour Loss", Type: "Post-Combat", Description: "Jaycie finds herself encased in living armour, trapped in a flesh-filled statue!", ContentWarning: "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.", AlternateScene: "None", BadEnd: 1, ForbidSummary: "The Maiden Armour entraps <<= $Player_alias>>!<br><br>Locked away from the world, Jaycie succumbs to pleasure!<br><br>Game Over!", Tags: ["Jaycie", "Female", "Monstergirl", "Monster", "Vaginal", "Bad End", "Tentacles", "Encasement", "Restraint", "Nonconsensual", "Messy", "Vore", "Alternative Vore", "Endosoma", "Total Bondage", "Smothering", "Sensory Deprivation", "Oral", "Creampie", "Groping", "Multiple Penetration", ], A: [], B: [], BadTags: []}, CorruptedPixieLoss: { Name: "Corrupted Pixie Loss", Passage: "Corrupted Pixie Loss", Type: "Post-Combat", Description: "Helen is slowly frozen solid by the furious facefucking of her Pixie playmate!", ContentWarning: "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.", AlternateScene: "None", BadEnd: 1, ForbidSummary: "The Corrupted Pixie petrifies <<= $Player_alias>>!<br><br>Trapped in a lewd pose, Helen's journey has halted!<br><br>Game Over!", Tags: ["Helen", "Female", "Monstergirl", "Hung Female", "Petrification", "Oral", "Facefucking", "Creampie", "Dialogue", "Vulgar Dialogue", "Size Difference", "Bulging", "Unusual Cum", "Titfuck", "Transformation", "Ahegao", "Bad End", "Magic", "Nonconsensual",], A: [], B: [], BadTags: []}, MandrakesLoss: { Name: "Mandrakes Loss", Passage: "Mandrakes Loss", Type: "Post-Combat", Description: "Jaycie is strung up with vines and put to good use, transformed into the Queen of the garden!", ContentWarning: "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.", AlternateScene: "None", BadEnd: 1, ForbidSummary: "The Mandrakes capture <<= $Player_alias>>!<br><br>Fucked and transformed into an Alarune, Jaycie has taken root in the garden!<br><br>Game Over!", Tags: ["Jaycie", "Female", "Monstergirl", "Monster", "Male", "Gangbang", "Oral", "Vaginal", "Titfuck", "Transformation", "Restraint", "Tentacles", "Outercourse", "Creampie", "Choking", "Aphrodisiac", "Breast Expansion", "Multiple Penetration", "Anal", "Facefucking", "Bad End", "Corruption", "Nonconsensual", "Size Difference", ], A: [], B: [], BadTags: []}, HauntedPortraitLoss: { Name: "Haunted Portrait Loss", Passage: "Haunted Portrait Loss", Type: "Post-Combat", Description: "Helen is slowly dragged inside the evil painting, which repaints itself to depict her lewd fate trapped within!", ContentWarning: "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.", AlternateScene: "None", BadEnd: 1, ForbidSummary: "The Haunted Portrait grabs <<= $Player_alias>>!<br><br>She's pulled into the painting, lost within its lewd world!<br><br>Game Over!", Tags: ["Helen", "Female", "Monstergirl", "Monster", "Male", "Groping", "Vaginal", "Alternative Vore", "Endosoma", "Fingering", "Oral", "Bulging", "Encasement", "Stuckage", "Inanimate Transformation", "Cum Inflation", "Ahegao", "Bad End", "Magic", "Nonconsensual", ], A: [], B: [], BadTags: []}, PossessedMirrorLoss: { Name: "Possessed Mirror Loss", Passage: "Possessed Mirror Loss", Type: "Post-Combat", Description: "Jaycie is dominated by her hulking, gender-swapped Reflection, then pulled inside the Mirror for more!", ContentWarning: "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.", AlternateScene: "None", BadEnd: 1, ForbidSummary: "The reflection of the Possessed Mirror slams <<= $Player_alias>>!<br><br>Jaycie is spirited away to serve her new master!<br><br>Game Over!", Tags: ["Jaycie", "Female", "Monstergirl", "Monster", "Male", "Encasement", "Rough Sex", "Pulling", "Groping", "Choking", "Fingering", "Vaginal", "Ahegao", "Creampie", "Bulging", "Cum Inflation", "Bad End", "Nonconsensual", ], A: [], B: [], BadTags: []}, AmyLoss: { Name: "Amy Loss", Passage: "Amy Loss", Type: "Post-Combat", Description: "The Agents and their Ghostly ally are captured by Amy and made to worship her Demonic dick!", ContentWarning: "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. After some musing about how she could corrupt them instantly, Amy decides it'll be more fun to break their defiance over time.", AlternateScene: "None", BadEnd: 1, ForbidSummary: "Amy captures the girls!<br><br>Made to serve their new Mistress, evil has triumphed tonight!<br><br>Game Over!", Tags: ["Helen", "Jaycie", "Daria", "Amy", "Female", "Monstergirl", "Hung Female", "Dialogue", "Vulgar Dialogue", "Bad End", "Bondage", "Worship", "Oral", "Cumshot", "Corruption", "Body Control", "Kissing", "Ahegao", "Messy", "Magic", "Nonconsensual", ], A: ["Transformation", "Vaginal", "Anal", "Gangbang"], B: [], BadTags: []}, /* CHARACTER SCENES START HERE */ TiamatBonus: { Name: "Tiamat's Troublesome Trio", Passage: "Tiamat Bonus Scene", Type: "Character", Description: "Jaycie stumbles upon a mysterious tome, marked with the sigil of a powerful Dragon. Within it lurks a story: about a Dragon, a Dryad, a Hero and a Princess from beyond the stars...", ContentWarning: "The Dragon Tiamat, a Fae Dryad, a plucky Street Hero and a rebellious Alien Princess are gathered in the library when the incident begins. Tiamat whisks them away to a hastily-constructed sanctuary within a book, but they're afflicted by the miasma of lust all the same. Nothing to do but take care of it while they await rescue!", AlternateScene: "None", BadEnd: 0, ForbidSummary: "I don't think this is needed", Tags: ["Female", "Monstergirl", "Hung Female", "Dialogue", "Bondage", "Worship", "Oral", "Anal", "Vaginal", "Handjob", "Cunnilingus", "Consensual", "Cumshot", "Kissing", "Nipple Sucking", "Multiple Penetration", "Ahegao", "Aphrodisiac", "Smothering", "Rough Sex", "Gangbang", "Size Difference", "Restraint", "Magic", "Tentacles", ], A: [], B: [], BadTags: []}, }>> <<set $ScenesUnlocked = { /* POST-COMBAT START HERE */ TentaclePitLoss: 0, GhostGirlLoss: 0, MaidenArmourLoss: 0, CorruptedPixieLoss: 0, MandrakesLoss: 0, HauntedPortraitLoss: 0, PossessedMirrorLoss: 0, AmyLoss: 0, /* CHARACTER SCENES START HERE */ TiamatBonus: 0, }>> <<set $GameKinks to []>> <<for _key, _val range setup.Scenes>> <<if Object.hasOwn(_val, 'Tags')>> <<set $GameKinks to $GameKinks.concat(setup.Scenes[_key].Tags)>> <</if>> <<if Object.hasOwn(_val, 'A')>> <<set $GameKinks to $GameKinks.concat(setup.Scenes[_key].A)>> <</if>> <<if Object.hasOwn(_val, 'B')>> <<set $GameKinks to $GameKinks.concat(setup.Scenes[_key].B)>> <</if>> <<if Object.hasOwn(_val, 'BadTags')>> <<set $GameKinks to $GameKinks.concat(setup.Scenes[_key].BadTags)>> <</if>> <</for>> <<set $GameKinksUnique to $GameKinks.toUnique($GameKinks)>> <<set $GameKinksCharacters to $GameKinksUnique.deleteAll(setup.Kinks.Characters)>> <<set $GameKinksCharacteristics to $GameKinksUnique.deleteAll(setup.Kinks.Characteristics)>> <<set $GameKinksCharacteristics.sort();>> <<set $GameKinksActs to $GameKinksUnique.deleteAll(setup.Kinks.Acts)>> <<set $GameKinksActs.sort();>> <<set $GameKinksKinks to $GameKinksUnique.deleteAll(setup.Kinks.Kinks)>> <<set $GameKinksKinks.sort();>> <<set $GameKinksFantasy to $GameKinksUnique.deleteAll(setup.Kinks.Fantasy)>> <<set $GameKinksFantasy.sort();>> <<set $GameKinksVoracious to $GameKinksUnique.deleteAll(setup.Kinks.Voracious)>> <<set $GameKinksVoracious.sort();>> <<set $KinkWarn to []>> <<set $KinkForbid to []>><<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>> <<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>> @@#left;<<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>> @@#right;<<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>> @@#down;<<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>> @@#up;<<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 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<<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)>> <</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<<nobr>> <div align='center'><<link "Return to Options.">><<dialog>><<include "Options">><</dialog>><</link>></div> <hrt><hr></hrt> The 'Bad End softeners' are a choice of two styles of epilogue to append to bad end scenes to lighten the mood. <br> 'She'll be fine' details the protagonist's eventual rescue and the inconvenient consequences of a quest failed. <br> 'It's a living' are comedic fourth-wall breaks that reframe these scenes as shoots for a pornographic film! <br><br> <span id=BadEndSoft> <<include "Bad End Softener Switch">> </span> <hrt><hr></hrt> The following is a list of tags of content that appear in this game, followed by the number of total scenes that contain that tag, and whether they are being filtered or not. <br><br> If a tag is set to <b>'Allow'</b>, it can appear as normal.<br> <b>'Warn'</b> will divert you to confirm if you wish to view a scene containing it, with a <<spoiler 7 5>>spoilered<</spoiler>> description of the scene in brief.<br> <b>'Forbid'</b> will block the scene from playing at all. Please note that under this circumstance, if no replacement is available, nothing will be shown other than a one-line summary of the scene. <br><br> If a scene contains content filtered with Warn or Forbid, it will appear spoilered in the Fantasize menu, but will not be disabled from view. This is because of Fantasize's explicit reframing as a fantasy by the character having it. <hrt><hr></hrt> <span id=KinkList> <<include "Kink Filtering">> </span> <</nobr>><<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> <<capture _scene, _val>> <<for _scene, _val range $ScenesUnlocked>> <<if $ScenesUnlocked[_scene] gte 1>> <<link setup.Scenes[_scene].Name setup.Scenes[_scene].Passage>> <<set $fantasize to 1>> <<include "Bed Fantasize Finisher">> <</link>> -- <<= setup.Scenes[_scene].Description>> <br><b>Tags:</b> <<for _scene2, _val2 range setup.Scenes[_scene].Tags>> <<if $KinkForbid.includes(_val2)>> <span style=color:#f65050;><<= _val2>></span>, <<elseif $KinkWarn.includes(_val2)>> <span style=color:#febe72;><<= _val2>></span>, <<else>> <<= _val2>>, <</if>> <</for>> <hrt><hr></hrt> <</if>> <</for>> <</capture>> <<if $ero_button is 0>> <<link "Back" "Bed Fantasize">><</link>> <<else>> <<set $ero_button to 0>> <</if>> <</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>><hrt><hr></hrt> $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>><<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>> <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 $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>> <<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>> <</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. 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> <<nobr>> <div align='center' style='font-size: 130%;'><b>NAMEOFENEMY - The 'TAGLINE' TAGLINE</b></div> MAIN BODY <br><br> SMALL ASIDE/REMARK <hrt><hr></hrt> <i>SALESPITCH/CODEX1 SALESPITCHDIRECTIONS/CODEX2 SALESPITCHWARNINGS/CODEX3 </i> <</nobr>><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 $Fleeable to 1>> <<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_wits = 1>> <<set $Enemy_toughness = 1>> <<set $Enemy_strength_total = 1>> <<set $Enemy_agility_total = 1>> <<set $Enemy_wits_total = 1>> <<set $Enemy_toughness_total = 1>> <<set $Enemy_attack = 2>> <<set $Enemy_accuracy_base = 2>> <<set $Enemy_dodge = 4>> <<set $Enemy_morale_bonus to -10>> <<set $Enemy_Debuff_Limit to 10>> <<set $Enemy_Debuff_Wiggle to 3>> <<set $Enemy_Debuff_Wiggle_Negative to $Enemy_Debuff_Wiggle * -1>> <<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_Loss_Check_Passage to "Combat Enemy EXAMPLE 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 = "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_energy = "neutral">> <<set $Enemy_radiation = "neutral">> <<set $Enemy_sonic = "neutral">> <<set $Enemy_acid = "resist">> <<set $Enemy_haemorrhaging_resist_natural to 75>> <<set $Enemy_bleeding_resist_natural to 75>> <<set $Enemy_burning_resist_natural to 75>> <<set $Enemy_static_resist_natural to 75>> <<set $Enemy_drowning_resist_natural to 75>> <<set $Enemy_poisoned_resist_natural to 75>> <<set $Enemy_toxic_resist_natural to 75>> <<set $Enemy_aphrodisiac_resist_natural to 75>> <<set $Enemy_reverb_resist_natural to 75>> <<set $Enemy_melting_resist_natural to 75>> <<set $Enemy_softening_resist_natural to 75>> <<set $Enemy_hypnotized_resist_natural to 75>> <<set $Enemy_charmed_resist_natural to 75>> <<set $Enemy_frozen_resist_natural to 75>> <<set $Enemy_paralyzed_resist_natural to 75>> <<set $Enemy_petrified_resist_natural to 75>> <<set $Enemy_slimed_resist_natural to 75>> <<set $Enemy_judgement_resist_natural to 75>> <<set $Enemy_corruption_resist_natural to 75>> <<set $Enemy_concussion_resist_natural to 75>> <<set $Enemy_bogged_down_resist_natural to 75>> <<set $Enemy_choking_resist_natural to 75>> <<set $Enemy_silenced_resist_natural to 75>> <<set $Enemy_EMP_resist_natural to 75>> <<set $Enemy_drained_resist_natural to 75>> <<set $Enemy_disabled_resist_natural to 75>> <<set $Enemy_clotted_resist_natural to 75>> <<set $Enemy_hexed_resist_natural to 75>> <<set $Enemy_cursed_resist_natural to 75>> <<set $Enemy_glued_resist_natural to 75>> <<set $Enemy_blinded_resist_natural to 75>> <<set $Enemy_infuriated_resist_natural to 75>> <<set $Enemy_charred_resist_natural to 75>> <<set $Enemy_brittle_resist_natural to 75>> <<set $Enemy_electrocuted_resist_natural to 75>> <<set $Enemy_dusty_resist_natural to 75>> <<set $Enemy_soaked_resist_natural to 75>> <<set $Enemy_windchilled_resist_natural to 75>> <<set $Enemy_primed_resist_natural to 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 Screen Base]]@@</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_resource_target to "HP">> <<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>>! <<elseif $Enemy_success is 1>> $Enemy_Article ATTACKSUCCESS <<elseif $Enemy_success is 2>> $Enemy_Article ATTACKCRIT <</if>> <<include "Enemy Attack Result">> /* ExtraAttacksBeforeTheElseGoHere */ <<elseif $Enemy_dice is 3>> /* BlahBlahBlahPutAnAttackHereDummy */ <<else>> <<set $Enemy_resource_target to "Focus">> <<set $Enemy_damage_type to "poison">> <<set $Enemy_status_attack to "poisoned">> <<set $Enemy_status_bonus to 75>> <<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('1d3')>> <<include "Combat Enemy Base Attack">> ATTACKFOCUSINTRO <br><br> <<if $Enemy_success is 0>> $Enemy_Article misses <<= $Player_alias>>! <<elseif $Enemy_success is 1>> ATTACKFOCUSSUCCESS <<elseif $Enemy_success is 2>> ATTACKFOCUSSUCCESSCRIT <</if>> <<include "Enemy Attack Result">> <</if>> <</nobr>><<nobr>> /* DON'T FORGET TO ADD THE 'nosave' TAG TO LOSS CHECK PASSAGES */ <<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">> <<include "Combat Activate Combat Mode">> <<set $Player_alive = 1>> <<set $Player_escapebonus = 0>> <<set $Player_captured = "FUM">> <<set $Fleeable to 0>> <<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_wits = 2>> <<set $Enemy_toughness = 2>> <<set $Enemy_strength_total = 3>> <<set $Enemy_agility_total = 1>> <<set $Enemy_wits_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_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">> <</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Screen Base]]@@</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>> @@#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>> /* DON'T FORGET TO ADD THE 'nosave' TAG TO LOSS CHECK PASSAGES */ <<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 $ScenesUnlocked.SCENENAMEINDATABASE 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 $SceneName to "EXAMPLESCENENAME">> <<include "Scene Content Check">> <<elseif $Player_alive is 1 and $Enemy_alive is 1>> <<if $Player_turn is 0>> <<include $Enemy_Attack_Passage>> <<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 eased 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>> <hrt><hr></hrt> <<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>><</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 $Fleeable to 0>> <<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_wits = 1>> <<set $Enemy_toughness = 1>> <<set $Enemy_strength_total = 1>> <<set $Enemy_agility_total = 1>> <<set $Enemy_wits_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_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 $Fullscreen_Icon to "assets/ui/fullscreen.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 $combat_menu_1 to "assets/combat/1Attack.png">> <<set $combat_menu_1_blocked to "assets/combat/1AttackDisabled.png">> <<set $combat_menu_2 to "assets/combat/2SpecialAttack.png">> <<set $combat_menu_2_blocked to "assets/combat/2SpecialAttackSilenced.png">> <<set $combat_menu_3 to "assets/combat/3Context.png">> <<set $combat_menu_3_blocked to "assets/combat/3ContextNoContext.png">> <<set $combat_menu_4 to "assets/combat/4Defend.png">> <<set $combat_menu_4_alt to "assets/combat/4DefendandTriage.png">> <<set $combat_menu_4_alt_blocked to "assets/combat/4DefendandTriageInfuriated.png">> <<set $combat_menu_5 to "assets/combat/5Inspect.png">> <<set $combat_menu_6 to "assets/combat/6Pacify.png">> <<set $combat_menu_6_blocked to "assets/combat/6PacifyNoMercy.png">> <<set $combat_menu_7 to "assets/combat/7Escape.png">> <<set $combat_menu_7_blocked to "assets/combat/7EscapeNoEscape.png">> <<set $combat_menu_8 to "assets/combat/8Submit.png">> <<set $combat_menu_continue to "assets/combat/FullContinue.png">> <<set $combat_menu_loop to "assets/combat/FullNewRound.png">> <<set $combat_menu_victory to "assets/combat/FullVictory.png">> <<set $combat_menu_defeat to "assets/combat/FullDefeat.png">> <<set $combat_menu_escaped to "assets/combat/FullEscaped.png">> <<set $Status_icon_haemorrhaging to "assets/combat/Haemorrhaging.png">> <<set $Status_icon_bleeding to "assets/combat/Bleeding.png">> <<set $Status_icon_burning to "assets/combat/Burning.png">> <<set $Status_icon_static to "assets/combat/Static.png">> <<set $Status_icon_drowning to "assets/combat/Drowning.png">> <<set $Status_icon_poisoned to "assets/combat/Poisoned.png">> <<set $Status_icon_toxic to "assets/combat/Toxic.png">> <<set $Status_icon_aphrodisiac to "assets/combat/Aphrodisiac.png">> <<set $Status_icon_reverb to "assets/combat/Reverb.png">> <<set $Status_icon_melting to "assets/combat/Melting.png">> <<set $Status_icon_softening to "assets/combat/Softening.png">> <<set $Status_icon_hypnotized to "assets/combat/Hypnotized.png">> <<set $Status_icon_charmed to "assets/combat/Charmed.png">> <<set $Status_icon_frozen to "assets/combat/Frozen.png">> <<set $Status_icon_paralyzed to "assets/combat/Paralyzed.png">> <<set $Status_icon_petrified to "assets/combat/Petrified.png">> <<set $Status_icon_slimed to "assets/combat/Slimed.png">> <<set $Status_icon_judgement to "assets/combat/Judgement.png">> <<set $Status_icon_corruption to "assets/combat/Corruption.png">> <<set $Status_icon_concussion to "assets/combat/Concussion.png">> <<set $Status_icon_bogged_down to "assets/combat/Bogged_Down.png">> <<set $Status_icon_choking to "assets/combat/Choking.png">> <<set $Status_icon_silenced to "assets/combat/Silenced.png">> <<set $Status_icon_EMP to "assets/combat/EMP.png">> <<set $Status_icon_drained to "assets/combat/Drained.png">> <<set $Status_icon_disabled to "assets/combat/Disabled.png">> <<set $Status_icon_clotted to "assets/combat/Clotted.png">> <<set $Status_icon_hexed to "assets/combat/Hexed.png">> <<set $Status_icon_cursed to "assets/combat/Cursed.png">> <<set $Status_icon_glued to "assets/combat/Glued.png">> <<set $Status_icon_blinded to "assets/combat/Blinded.png">> <<set $Status_icon_infuriated to "assets/combat/Infuriated.png">> <<set $Status_icon_charred to "assets/combat/Charred.png">> <<set $Status_icon_brittle to "assets/combat/Brittle.png">> <<set $Status_icon_electrocuted to "assets/combat/Electrocuted.png">> <<set $Status_icon_dusty to "assets/combat/Dusty.png">> <<set $Status_icon_soaked to "assets/combat/Smokescreen.png">> <<set $Status_icon_windchilled to "assets/combat/Windchilled.png">> <<set $Status_icon_primed to "assets/combat/Primed.png">> <<set $Status_icon_regenerating to "assets/combat/Regenerating.png">> <<set $Status_icon_rejuvenating to "assets/combat/Rejuvenating.png">> <<set $Status_icon_meditating to "assets/combat/Meditating.png">> <<set $Status_icon_satellite_basic to "assets/combat/Satellite_Basic.png">> <<set $Status_icon_momentum to "assets/combat/Momentum.png">> <<set $Status_icon_ironclad to "assets/combat/Ironclad.png">> <<set $Status_icon_smokescreen to "assets/combat/Smokescreen.png">> <<set $Status_icon_spite to "assets/combat/Spite.png">> <<set $Status_icon_pressure to "assets/combat/Pressure.png">> /* <<set $Status_icon_EXAMPLE to "assets/combat/REPLACETHISBIT.png">> */ <<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>> <<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 - $Player_bogged_down - $Player_bogged_down>> <</if>> <<if $Enemy_bogged_down > 0>> <<set $chancehit to $chancehit + $Enemy_bogged_down + $Enemy_bogged_down>> <</if>> <<if $Player_frozen > 0>> <<set $chancehit to $chancehit - $Player_frozen - $Player_frozen>> <</if>> <<if $Enemy_frozen > 0>> <<set $chancehit to $chancehit + $Enemy_frozen + $Enemy_frozen>> <</if>> <<if $Player_concussion > 0>> <<set $chancehit to $chancehit - $Player_concussion - $Player_concussion>> <</if>> <<if $Player_judgement > 0>> <<set $chancehit to $chancehit - $Player_judgement>> <</if>> <<if $Enemy_judgement > 0>> <<set $chancehit to $chancehit + $Enemy_judgement>> <</if>> <<if $Enemy_choking > 0>> <<set $chancehit to $chancehit + $Enemy_choking>> <</if>> <<if $Player_drowning > 0>> <<set $chancehit to $chancehit - $Player_drowning>> <</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 - $Player_blinded>> <<set $chancehit to $chancehit * $Player_special_ability_accuracy_multiplier>> <<set $chancehit to $chancehit + 0.0001>> <<set $chancehit to Math.round($chancehit)>> <<set $chancehit to ($chancehit / 20) * 100>> <<set $chancehit to $chancehit + 0.0001>> <<set $chancehit to Math.round($chancehit)>> <<if $chancehit < 5>> <<set $chancehit to 5>> <<elseif $chancehit > 95>> <<set $chancehit to 95>> <</if>> <<if $Enemy_petrified > 0>> <<set $chancehit to 95>> <</if>> <<if $currentWeapon isnot "bare hands">> <<if def setup.attacks[_attack].auto_hit or def setup.attacks[_attack].auto_crit>> <<set $chancehit to 100>> <</if>> <</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, _codexAlso, $Codex_History_Addition>> <<set $Codex_Name to _contents.replace(/ /g, '_')>> <<set $Codex_Name to $Codex_Name.replace(/\’/g, '4321')>> <<if def _codexAlso>> <<set $Codex_Name to _codexAlso.replace(/ /g, '_')>> <<set $Codex_Name to $Codex_Name.replace(/\’/g, '4321')>> <</if>> <<set $Codex_History_Addition to $Codex_Name>> <<if def setup.codex[$Codex_Name]>> <<hover>> <span class="codex"> <<link _contents>> <<dialog>> <<set $Codex_Entry to setup.codex[$Codex_Name].entry>> <<include "Codex Template">> <<set $codexHistory.push($Codex_History_Addition)>> <</dialog>> <</link>> </span> <<tip>> <<= setup.codex[$Codex_Name].hover>> <</hover>> <<else>> <<= _contents>> <</if>> <</capture>> <</widget>> */ /* ^ This was collapsed onto a single line because if Widgets have line breaks in them, they create spaces after execution. I could also use Hituro's <<nospace>><</nospace>> macro. Or not, because it didn't work. Whomp-whomp. Below is the collapsed, functioning version. */ <<widget "codex" container>><<capture $Codex_Name, _contents, _codexAlso, $Codex_History_Addition>><<set $Codex_Name to _contents.replace(/ /g, '_')>><<set $Codex_Name to $Codex_Name.replace(/\’/g, '4321')>><<if def _codexAlso>><<set $Codex_Name to _codexAlso.replace(/ /g, '_')>><<set $Codex_Name to $Codex_Name.replace(/\’/g, '4321')>><</if>><<set $Codex_History_Addition to $Codex_Name>><<if def setup.codex[$Codex_Name]>><<hover>><span class="codex"><<link _contents>><<dialog>><<set $Codex_Entry to setup.codex[$Codex_Name].entry>><<include "Codex Template">><<set $codexHistory.push($Codex_History_Addition)>><</dialog>><</link>></span><<tip>><<= setup.codex[$Codex_Name].hover>><</hover>><<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>> <<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">> <<if def setup.attacks[_attack].status_attack>> <<include "StatusChance">> <</if>> <<capture _attack, _attackRejection, $Player_status_roll>> <<if _attackValid is 1>> <<link setup.attacks[_attack].name>> <<set $attack to _attack>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<replace '#PlayerCombat'>> @@.shud;<<include setup.attacks[_attack].passage>>@@ <span id="PlayerTaunt"></span> <</replace>> <<if def setup.attacks[$attack].free_action>> <<set $Turn to "Player Start">> <<else>> <<set $Turn to "Player End">> <</if>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>><<if def setup.attacks[_attack].status_attack>> - <<= $Player_status_roll>>% status 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 def setup.attacks[_attack].status_attack>> - <<= $Player_status_roll>>% status 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">> <<if def setup.attacks[_attack].status_attack>> <<include "StatusChance">> <</if>> <<capture _attack, _attackRejection, $Player_status_roll>> <<if _attackValid is 1>> <<link setup.attacks[_attack].name>> <<set $attack to _attack>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<replace '#PlayerCombat'>> @@.shud;<<include setup.attacks[_attack].passage>>@@ <span id="PlayerTaunt"></span> <</replace>> <<if def setup.attacks[$attack].free_action>> <<set $Turn to "Player Start">> <<else>> <<set $Turn to "Player End">> <</if>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>><<if def setup.attacks[_attack].status_attack>> - <<= $Player_status_roll>>% status 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 def setup.attacks[_attack].status_attack>> - <<= $Player_status_roll>>% status 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">> <<if def setup.attacks[_attack].status_attack>> <<include "StatusChance">> <</if>> <<capture _attack, _attackRejection, $Player_status_roll>> <<if _attackValid is 1>> <<link setup.attacks[_attack].name>> <<set $attack to _attack>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<replace '#PlayerCombat'>> @@.shud;<<include setup.attacks[_attack].passage>>@@ <span id="PlayerTaunt"></span> <</replace>> <<if def setup.attacks[$attack].free_action>> <<set $Turn to "Player Start">> <<else>> <<set $Turn to "Player End">> <</if>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>><<if def setup.attacks[_attack].status_attack>> - <<= $Player_status_roll>>% status 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 def setup.attacks[_attack].status_attack>> - <<= $Player_status_roll>>% status 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">> <<if def setup.attacks[_attack].status_attack>> <<include "StatusChance">> <</if>> <<capture _attack, _attackRejection, $Player_status_roll>> <<if _attackValid is 1>> <<link setup.attacks[_attack].name>> <<set $attack to _attack>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<replace '#PlayerCombat'>> @@.shud;<<include setup.attacks[_attack].passage>>@@ <span id="PlayerTaunt"></span> <</replace>> <<if def setup.attacks[$attack].free_action>> <<set $Turn to "Player Start">> <<else>> <<set $Turn to "Player End">> <</if>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>><<if def setup.attacks[_attack].status_attack>> - <<= $Player_status_roll>>% status 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 def setup.attacks[_attack].status_attack>> - <<= $Player_status_roll>>% status 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">> <<if def setup.attacks[_attack].status_attack>> <<include "StatusChance">> <</if>> <<capture _attack, _attackRejection, $Player_status_roll>> <<if _attackValid is 1>> <<link setup.attacks[_attack].name>> <<set $attack to _attack>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<replace '#PlayerCombat'>> @@.shud;<<include setup.attacks[_attack].passage>>@@ <span id="PlayerTaunt"></span> <</replace>> <<if def setup.attacks[$attack].free_action>> <<set $Turn to "Player Start">> <<else>> <<set $Turn to "Player End">> <</if>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>><<if def setup.attacks[_attack].status_attack>> - <<= $Player_status_roll>>% status 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 def setup.attacks[_attack].status_attack>> - <<= $Player_status_roll>>% status 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> <<if $Player_ace_move is 1 and $Player_ace_moves_known gte 1>> <<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">> <<if def setup.attacks[_attack].status_attack>> <<include "StatusChance">> <</if>> <<capture _attack, _attackRejection, $Player_status_roll>> <<if _attackValid is 1>> <<link setup.attacks[_attack].name>> <<set $attack to _attack>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<replace '#PlayerCombat'>> @@.shud;<<include setup.attacks[_attack].passage>>@@ <span id="PlayerTaunt"></span> <</replace>> <<if def setup.attacks[$attack].free_action>> <<set $Turn to "Player Start">> <<else>> <<set $Turn to "Player End">> <</if>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>> - <<= setup.attacks[_attack].desc>><<if def setup.attacks[_attack].hurts>> - <<= $chancehit>>% hit chance.<</if>><<if def setup.attacks[_attack].status_attack>> - <<= $Player_status_roll>>% status 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 def setup.attacks[_attack].status_attack>> - <<= $Player_status_roll>>% status chance.<</if>> <</if>> <</capture>> <br> <</for>> <hrt><hr></hrt> <</if>> <<hover>><IS>USABLE ITEMS</IS><<tip>>$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> <<if $Player_glued is 0>> <<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>> - <<= $consumables[_key].stack>> remaining<</hover>> <</capture>> <</if>> <</if>> <</for>> <<else>> <b>$Player_alias has been glued!</b> Items can't be used until the condition clears! <</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 $Inventory["n" + _newID].position is 0>> <<set $pickup to 0>> <</if>> <</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>> /* THIS BIT IS NEW, TO DEAL WITH RESTORED KEY ITEMS POSITIONS. */ <<if $Inventory["n" + _newID].position isnot 0>> <<set $Inventory["n" + _newID].position to _number>> <<set $Inventory["n" + _newID].owned to $Player_name>> <</if>> <</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>><<set $Player_testingballs to -5>> <<set $Player_status_time to Math.clamp(0 + $Player_testingballs, 0, 99)>> $Player_status_time <<set $upper to 15>> <<set $lower to -15>> <<set $randomizedresult to random($upper, $lower)>> <<hover>>$randomizedresult<<tip>><<if $upper is 15>>this worked<<else>>this didn't<</if>><</hover>> <<= $randomizedresult + 10>> <<= $randomizedresult + 10 - 5>> <<link "Untitled Passage 3" "Untitled Passage 3">><<set $struggleProgress to $struggleProgress + 10>><</link>> <<set $onehundred to 100>> <<showmeter 'struggle_player'>> <<updatemeter 'struggle_player' `$struggleProgress / $onehundred`>> <<showmeter 'struggle_enemy'>> <<updatemeter 'struggle_enemy' `$struggleProgressEnemy / $onehundred`>> <<nobr>><<set _scene to "TentaclePitLoss">> <<for _scene2, _val2 range setup.Scenes[_scene].Tags>> _val2, <</for>> <</nobr>> <<set $SceneName to "TentaclePitLoss">> <<set $SceneWarn1 to []>> <<set $SceneWarn2 to $KinkWarn>> <<set $SceneWarn3 to $SceneWarn2.deleteAll(setup.Scenes[$SceneName].Tags)>> <<set $SceneWarn4 to $SceneWarn2.deleteAll(setup.Scenes[$SceneName].A)>> <<set $SceneWarn5 to $SceneWarn2.deleteAll(setup.Scenes[$SceneName].B)>> <<set $SceneWarn1 to $SceneWarn3 + $SceneWarn4 + $SceneWarn5>> <<set $SceneForbid1 to []>> <<set $SceneForbid2 to $KinkForbid>> <<set $SceneForbid3 to $SceneForbid2.deleteAll(setup.Scenes[$SceneName].Tags)>> <<set $SceneForbid4 to $SceneForbid2.deleteAll(setup.Scenes[$SceneName].A)>> <<set $SceneForbid5 to $SceneForbid2.deleteAll(setup.Scenes[$SceneName].B)>> <<set $SceneForbid1 to $SceneForbid3 + $SceneForbid4 + $SceneForbid5>> <<if $SceneForbid1.length gt 0>> The following scene will be skipped due to content filter settings. Forbidden tags: <<spoiler 5, 7>><<= $SceneForbid1>><</spoiler>>. <<if $SceneWarn1.length gt 0>>In addition, Warning tags: <<spoiler 5, 7>><<= $SceneWarn1>><</spoiler>>.<</if>> <</if>> <<set $Enemy_Debuffed to 9>> <<set $Enemy_Debuff_Limit to 9>> <<set $Enemy_Debuff_Wiggle to 3>> <<set $Enemy_Debuff_Wiggle_Negative to $Enemy_Debuff_Wiggle * -1>> <<set $Status_Paranoia to $Enemy_Debuff_Limit + random($Enemy_Debuff_Wiggle, $Enemy_Debuff_Wiggle_Negative)>> <<if $Status_Paranoia lte $Enemy_Debuffed>> Defend! <<else>> Attack! <</if>> @@#4;[[Attack->Untitled Passage 5]]@@ <<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>> /* haemorrhaging, bleeding, burning, static, drowning, poisoned, toxic, aphrodisiac, reverb, melting, softening, hypnotized, charmed, frozen, paralyzed, petrified, slimed, judgement, corruption, concussion, bogged down, choking, silenced, EMP, drained, disabled, clotted, hexed, cursed, glued, blinded, infuriated, charred, brittle, electrocuted, dusty, soaked, windchilled, primed */ <<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}, Acid_Spit:{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, 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, 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, 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, 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 $Enemy_article from behind! It's a critical hit!", flow: 40, cooldown: 2, normal_or_adv: "normal", auto_hit: 1 }, Both_Barrels:{name: "Both Barrels", internal: "Both_Barrels", type: "attack", passage: "Special Attack Base", hurts: 1, main_or_sub: "main", desc: "A 2-hit attack with no penalties<br>↪ Costs: <<= setup.attacks.Both_Barrels.flow>> Flow - Cooldown: <<= setup.attacks.Both_Barrels.cooldown>>", attack_pre: "$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: "<<= $Player_alias>>'s shot goes wide...", flow: 15, special_ability_damage: -2, special_ability_accuracy: 4, normal_or_adv: "normal" }, Groovy:{name: "Groovy", internal: "Groovy", type: "attack", passage: "Special Attack Base", hurts: 1, main_or_sub: "main", desc: "Charge for 1 turn to unleash a 4-hit attack with no penalties<br>↪ Costs: <<= setup.attacks.Groovy.flow>> Flow - Charge: <<= setup.attacks.Groovy.charge>>", attack_pre: "$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: 75, 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 $her shot misses...", flow: 35, special_damage_type: "piercing", special_damage_type_2: "fire", status_attack: "burning", status_bonus: 75, status_bonus_crit: 125, normal_or_adv: "normal" }, Lunge:{name: "Lunge", internal: "Lunge", type: "attack", passage: "Special Attack Base", hurts: 1, main_or_sub: "main", desc: "A sluggish lunge at -3 accuracy for +6 damage<br>↪ Costs: <<= setup.attacks.Lunge.flow>> Flow", attack_pre: "$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: "<<= $Player_alias>>'s mighty strike swings wide...", flow: 15, special_ability_damage: 6, special_ability_accuracy: -3, normal_or_adv: "normal" }, Magic_Bullet:{name: "Magic Bullet", internal: "Magic_Bullet", type: "attack", passage: "Special Attack Base", hurts: 1, main_or_sub: "main", desc: "A smart bullet with high accuracy that inflicts 50% damage on miss<br>↪ Costs: <<= setup.attacks.Magic_Bullet.flow>> Flow", attack_pre: "$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 $Enemy_article in a graze!", flow: 50, special_ability_accuracy: 4, half_miss: 1, normal_or_adv: "normal" }, Near:{name: "Near", internal: "Near", type: "attack", passage: "Special Attack Base", hurts: 1, main_or_sub: "main", desc: "A point-blank attack with +4 damage but -2 accuracy<br>↪ Costs: <<= setup.attacks.Near.flow>> Flow", attack_pre: "$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 - $she misses...", flow: 15, special_ability_damage: 4, special_ability_accuracy: -2, normal_or_adv: "normal" }, Smog_Shell:{name: "Smog Shell", internal: "Smog_Shell", type: "attack", passage: "Special Attack Base", hurts: 1, main_or_sub: "main", desc: "Shoot a shell that creates a cloud on impact. High chance of Choking.<br>↪ Costs: <<= setup.attacks.Smog_Shell.flow>> Flow", attack_pre: "$Player_alias levels the $Player_weapon_main up and slips a special shell into one of its awaiting barrels. Snapping it back shut, $she quickly takes aim and fires!", attack_hit: "$Player_alias strikes $Enemy_article, engulfing them in a choking cloud!", attack_crit: "$Player_alias critically strikes $Enemy_article dead on, engulfing them in a choking cloud!", attack_miss: "$Player_alias scowls as $her shell misses...", flow: 35, special_damage_type: "piercing", special_damage_type_2: "unaspected", status_attack: "choking", status_bonus: 75, status_bonus_crit: 125, normal_or_adv: "normal", }, Rip:{name: "Rip", internal: "Rip", type: "attack", passage: "Special Attack Base", hurts: 1, main_or_sub: "main", desc: "A 3-hit attack that deals -0/-4/-8 damage each hit<br>↪ Costs: <<= setup.attacks.Rip.flow>> Flow", attack_pre: "$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: 60, 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, $Player_alias lets the saw rip!", attack_hit: "Satiated for now, the saw sprays crimson", attack_crit: "Greedy are the teeth as they conjure one final spray of crimson", attack_miss: "The saw slips as it sputters out...", flow: 80, cooldown: 3, status_attack: "bleeding", status_bonus: 25, status_bonus_crit: 50, normal_or_adv: "normal", multiattacks: 3, multiattack_accuracy_penalty: 2, multiattack_damage_penalty: 0, multiattack_hit: "The saw seeks blood", multiattack_crit: "The saw is famished for blood", multiattack_miss: "The saw slips..." }, Toxic_Bullet:{name: "Toxic Bullet", internal: "Toxic_Bullet", type: "attack", passage: "Special Attack Base", hurts: 1, main_or_sub: "main", desc: "Shoot a Piercing and Poison bullet with a high chance to inflict Poisoning<br>↪ Costs: <<= setup.attacks.Toxic_Bullet.flow>> Flow", attack_pre: "$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 $Enemy_article in foul fog!", attack_miss: "The bullet sails wide, a splurt of its toxic contents painting the wall...", flow: 35, special_damage_type: "piercing", special_damage_type_2: "poisoned", status_attack: "poisoned", status_bonus: 75, status_bonus_crit: 125, normal_or_adv: "normal" }, Wide_Cleave:{name: "Wide Cleave", internal: "Wide_Cleave", type: "attack", passage: "Special Attack Base", hurts: 1, main_or_sub: "main", desc: "Charge 1 turn with 3 bonus def, then attack for 150% dam and acc<br>↪ Costs: <<= setup.attacks.Wide_Cleave.flow>> Flow - Charge: <<= setup.attacks.Wide_Cleave.charge>>", attack_pre: "$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 $her swing goes astray...", flow: 50, special_ability_damage_multiplier: 1.5, special_ability_accuracy_multiplier: 1.5, normal_or_adv: "normal", charge: 1, charge_def: 3, charge_desc_1: "$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 $Player_weapon_sub scowls in outrage at missing...", flow: 25, special_damage_type: "slashing", special_damage_type_2: "unaspected", status_attack: "bleeding", status_bonus: 75, status_bonus_crit: 125, normal_or_adv: "normal" }, Bloodseeker:{name: "Bloodseeker", internal: "Bloodseeker", type: "attack", passage: "Special Attack Base", hurts: 1, main_or_sub: "sub", desc: "A piercing attack that cannot miss<br>↪ Costs: <<= setup.attacks.Bloodseeker.flow>> Flow", attack_pre: "$Player_alias grimaces as she allows the $Player_weapon_sub to guide $her hand, a sickening yet liberating feeling. Just let go, and let the blade do its work.", attack_hit: "Sure enough, the blade strikes true.", attack_crit: "Bloody work. The blade critically strikes true.", flow: 35, special_damage_type: "piercing", special_damage_type_2: "unaspected", normal_or_adv: "normal", auto_hit: 0, }, Drill_Seek:{name: "Drill Seek", internal: "Drill_Seek", type: "attack", passage: "Special Attack Base", hurts: 1, main_or_sub: "sub", desc: "A piercing attack that ignores 2 points of armour<br>↪ Costs: <<= setup.attacks.Drill_Seek.flow>> Flow", attack_pre: "$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 <<= $Enemy_article>>!", flow: 25, special_ability_armour_penetration: 2, special_damage_type: "piercing", special_damage_type_2: "unaspected", normal_or_adv: "normal" }, Eye_For_An_Eye:{name: "Eye For An Eye", internal: "Eye_For_An_Eye", type: "attack", passage: "Special Attack Base", hurts: 1, main_or_sub: "sub", desc: "A double-edged piercing attack that costs HP but deals double damage<br>↪ Costs: <<= setup.attacks.Eye_For_An_Eye.flow>> Flow - <<= setup.attacks.Eye_For_An_Eye.hp>> HP", attack_pre: "$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: 15, 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: 30, 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 <<= $Enemy_article>>..." }, Sonic_Seek:{name: "Sonic Seek", internal: "Sonic_Seek", type: "attack", passage: "Special Attack Base", hurts: 1, main_or_sub: "sub", desc: "A sonic explosive attack that deals 50% damage on a miss<br>↪ Costs: <<= setup.attacks.Sonic_Seek.flow>> Flow", flow: 25, attack_pre: "$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: "burning", 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>> Glow - 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: 10, cooldown: 2, special_ability_damage: 2, special_ability_accuracy: 2, special_damage_type: "blunt", special_damage_type_2: "elec", attack_type: "Tricky", status_attack: "paralyzed", status_bonus: 50, status_bonus_crit: 75, }, 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 huge (4d6*1.5), accurate 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: 20, special_ability_damage: 2, special_ability_damage_multiplier: 1.5, special_ability_accuracy_multiplier: 1.5, 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: "vampireUber", special_damage_type: "piercing", special_damage_type_2: "unaspected", attack_type: "Forceful" }, Acid_Spit:{name: "Acid Spit", internal: "Acid_Spit", type: "attack", passage: "Special Attack Base", hurts: 1, override_damage_range: "1d4", desc: "A 1d4 damage Acid spit attack. High chance to Soften.<br>↪ Costs: <<= setup.attacks.Acid_Spit.glow>> Glow", attack_pre: "Jaycie reaches up for her mask and tilts it back on her head, revealing her bared fangs... she suddenly purses her lips and makes a tight channel with her tongue, launching a glob of green-tinged spit at $Enemy_article!", attack_hit: "Jaycie's acid spit strikes $Enemy_article! Sizzle sizzle.", attack_crit: "Jaycie's acid spit strikes $Enemy_article dead-on! Sizzle, sizzle, sizzle!", attack_miss: "Jaycie scowls as her acid spit sails clean past $Enemy_article...", glow: 10, cooldown: 3, special_ability_accuracy: 2, special_damage_type: "acid", special_damage_type_2: "unaspected", attack_type: "Forceful", status_attack: "softening", status_bonus: 75, status_bonus_crit: 125, }, 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. Purges all ongoing status effects.", 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", }, Mildly_Evil_Knife_Jaycie:{name: "Mildly Evil Knife", internal: "Mildly_Evil_Knife_Jaycie", 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", }, }>> <</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>> <<include "Stat Updater">> <<replace '#story-caption'>><<include StoryCaption>><</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" + $whichNo].type is "accessory">> <<include "Unequip Accessory">> <</if>> <<include "Icon Equip Changer">> <<replace "#item-screen">><<include "Item">><</replace>> <<include "Stat Updater">> <<replace '#story-caption'>><<include StoryCaption>><</replace>> <</link>> <</if>> <</nobr>><<nobr>> <<set State.variables['I_' + setup[$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 $Player_weapon_main_armour_penetration = 0>> <</nobr>><<codex>>Test Codex<</codex>> <<nobr>> <<link [img[$Save_Icon]]>> <<run Save.browser.continue().then( () => Engine.show() )>> <</link>> <</nobr>> <<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: 2, main_advanced_range: "N/A", main_attack_type: "Tricky", main_accuracy_bonus: 2, main_defence: 0, main_armour_penetration: 0, attacks: ["Near", "Far", "Smog_Shell", "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_haemorrhaging_armour: 0, resist_bleeding_armour: 0, resist_burning_armour: 0, resist_static_armour: 0, resist_drowning_armour: 0, resist_poisoned_armour: 0, resist_toxic_armour: 0, resist_aphrodisiac_armour: 0, resist_reverb_armour: 0, resist_melting_armour: 0, resist_softening_armour: 0, resist_hypnotized_armour: 0, resist_charmed_armour: 0, resist_frozen_armour: 0, resist_paralyzed_armour: 0, resist_petrified_armour: 0, resist_slimed_armour: 0, resist_judgement_armour: 0, resist_corruption_armour: 0, resist_concussion_armour: 0, resist_bogged_down_armour: 0, resist_choking_armour: 0, resist_silenced_armour: 0, resist_EMP_armour: 0, resist_drained_armour: 0, resist_disabled_armour: 0, resist_clotted_armour: 0, resist_hexed_armour: 0, resist_cursed_armour: 0, resist_glued_armour: 0, resist_blinded_armour: 0, resist_infuriated_armour: 0, resist_charred_armour: 0, resist_brittle_armour: 0, resist_electrocuted_armour: 0, resist_dusty_armour: 0, resist_soaked_armour: 0, resist_windchilled_armour: 0, resist_primed_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_haemorrhaging_accessory: 0, resist_bleeding_accessory: 0, resist_burning_accessory: 0, resist_static_accessory: 0, resist_drowning_accessory: 0, resist_poisoned_accessory: 0, resist_toxic_accessory: 0, resist_aphrodisiac_accessory: 0, resist_reverb_accessory: 0, resist_melting_accessory: 0, resist_softening_accessory: 0, resist_hypnotized_accessory: 0, resist_charmed_accessory: 0, resist_frozen_accessory: 0, resist_paralyzed_accessory: 0, resist_petrified_accessory: 0, resist_slimed_accessory: 0, resist_judgement_accessory: 0, resist_corruption_accessory: 0, resist_concussion_accessory: 0, resist_bogged_down_accessory: 0, resist_choking_accessory: 0, resist_silenced_accessory: 0, resist_EMP_accessory: 0, resist_drained_accessory: 0, resist_disabled_accessory: 0, resist_clotted_accessory: 0, resist_hexed_accessory: 0, resist_cursed_accessory: 0, resist_glued_accessory: 0, resist_blinded_accessory: 0, resist_infuriated_accessory: 0, resist_charred_accessory: 0, resist_brittle_accessory: 0, resist_electrocuted_accessory: 0, resist_dusty_accessory: 0, resist_soaked_accessory: 0, resist_windchilled_accessory: 0, resist_primed_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}, Mildly_Evil_Knife_Jaycie:{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", use1: "UseLinkInInventory", 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", use1: "UseLinkInInventory", 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 $Player_Heal HPorFocusorGloworBuff. (20% Max HPorFocusorGlowor, + 4% per Wits up to 20%)", heals: "HPorFocusorGloworBuff", combat: 0 }, Smart_Bandage:{name: "smart bandage", name_formal: "Smart Bandage", internal: "Smart_Bandage", plural: "bundle of smart bandage", plural_s: "s", type: "consumable", type_id: "C", type_usage: "<b>Type:</b> Healing - HP || <b>Usage:</b> Universal (in or out of combat)", usage: "Universal", passage: "Special Attack Heal", shop_type: "Medical", value: 8, icon: "https://i.imgur.com/RT1u1JB.png", icon_path: "assets/items/Example.png", desc: "A single-use, slate-toned flexible strip with a peelable backing on one side and a small, disposable CPU glowing a striking magenta upon the other side. The Smart Bandage is a universal first-aid solution, used universally! Simply remove the protective backing and apply it to the damaged area, and the onboard nanomachines will identify the surface and get to work. Flesh, cybernetics, it does it all - mimicking materials both organic and inorganic to seal wounds and repair damage like new!<i>By using a Smart Bandage, you agree to the terms of conditions as laid out by the Sera-Sera Corporation and absolve them of responsibility in the 1/100000000 likelihood of a 'Grey Goo' scenario.</i>", passage: "Special Attack Item Heal", use1: "Heal Up", consumption_type: "Consumed", consumption_text: "$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 $Player_Heal HP. (20% Max HP, + 4% per Wits up to 20%)", heals: "HP" }, AIU_MediKit:{name: "AIU MediKit", name_formal: "AIU MediKit", internal: "AIU_MediKit", plural: "stack of AIU MediKit", plural_s: "s", type: "consumable", type_id: "C", type_usage: "<b>Type:</b> Healing || <b>Usage:</b> Out Of Combat", usage: "Out Of Combat", shop_type: "Medical", value: 4, icon: "https://i.imgur.com/OuMqcDr.png", icon_path: "assets/items/AIUMediKit.png", desc: "For field operatives, AIU provides personalized medical kits designed to help each agent overcome injuries and difficulties specific to their being. Accordingly, the contents of these externally identical white boxes are rather different for Helen and Jaycie.<br><br>Helen's contains a number of tools with which she can perform field repairs on her arm or the rejuvenation system that keeps her partially-undead body from succumbing to her infection. Jaycie's, meanwhile, is primarily full of tinctures of supernatural origin that promote rapid regrowth of damaged tissue, along with several vials of (ethically sourced) mortal essence.<br><br>These kits can, under ideal circumstances, provide total healing. They cannot be used in combat, however.", use1: "Fix Up", consumption_type: "Reusable", consumption_text: "$Player_alias takes some time to address $her physical condition. Before long, <<= $she>>'s closing the case back up, feeling fit as a fiddle.", junk: 0, heal_multiplier: 1, heal_wits_multiplier: 1, use_desc: "Restores 100% HP and Glow. <b>Cannot be used in combat!</b> Is not consumed on use.", heals: "Physical", combat: 0 }, Memory_Mender:{name: "Memory Mender", name_formal: "Memory Mender", internal: "Memory_Mender", plural: "clutch of Memory Mender", plural_s: "s", type: "consumable", type_id: "C", type_usage: "<b>Type:</b> Healing || <b>Usage:</b> Universal (in or out of combat)", usage: "Universal", shop_type: "Medical", value: 4, icon: "https://i.imgur.com/m0vuQCG.png", icon_path: "assets/items/MemoryMender.png", desc: "A pen-sized telescoping rod with a flash-emitting diode on the end. Those exposed to the flash will experience disruption of their short term memories - more targetted memory manipulation will require a visit to a AIU medical site.<br><br>Given that the general public is more aware of the existence of the supernatural than ever before, these devices are used less out of need and more out of kindness, these days. Some people simply can't handle remembering their encounters with the supernatural, especially if they meet one of the darker entities out there.<br><br>A surprising use-case among field agents, however, is to use a Memory Mender on its lowest power setting to clear mental fog and manipulation. Turning the brain off and on again, so to speak.", passage: "Special Attack Heal", use1: "Flash", consumption_type: "Consumed", consumption_text: "$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", use1: "UseLinkInInventory", 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.", use1: "Pick", 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." }, Mildly_Evil_Knife_Jaycie:{name: "Mildly Evil Knife", name_formal: "Mildly Evil Knife", internal: "Mildly_Evil_Knife_Jaycie", 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." }, /* ^This^ exists to bypass an inventory bug with two characters having the same consumables. */ 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_haemorrhaging_resist_armour to 0>> <<set $Player_bleeding_resist_armour to 0>> <<set $Player_burning_resist_armour to 0>> <<set $Player_static_resist_armour to 0>> <<set $Player_drowning_resist_armour to 0>> <<set $Player_poisoned_resist_armour to 0>> <<set $Player_toxic_resist_armour to 0>> <<set $Player_aphrodisiac_resist_armour to 0>> <<set $Player_reverb_resist_armour to 0>> <<set $Player_melting_resist_armour to 0>> <<set $Player_softening_resist_armour to 0>> <<set $Player_hypnotized_resist_armour to 0>> <<set $Player_charmed_resist_armour to 0>> <<set $Player_frozen_resist_armour to 0>> <<set $Player_paralyzed_resist_armour to 0>> <<set $Player_petrified_resist_armour to 0>> <<set $Player_slimed_resist_armour to 0>> <<set $Player_judgement_resist_armour to 0>> <<set $Player_corruption_resist_armour to 0>> <<set $Player_concussion_resist_armour to 0>> <<set $Player_exposed_resist_armour to 0>> <<set $Player_bogged_down_resist_armour to 0>> <<set $Player_choking_resist_armour to 0>> <<set $Player_silenced_resist_armour to 0>> <<set $Player_EMP_resist_armour to 0>> <<set $Player_drained_resist_armour to 0>> <<set $Player_disabled_resist_armour to 0>> <<set $Player_clotted_resist_armour to 0>> <<set $Player_hexed_resist_armour to 0>> <<set $Player_cursed_resist_armour to 0>> <<set $Player_glued_resist_armour to 0>> <<set $Player_blinded_resist_armour to 0>> <<set $Player_infuriated_resist_armour to 0>> <<set $Player_charred_resist_armour to 0>> <<set $Player_brittle_resist_armour to 0>> <<set $Player_electrocuted_resist_armour to 0>> <<set $Player_dusty_resist_armour to 0>> <<set $Player_soaked_resist_armour to 0>> <<set $Player_windchilled_resist_armour to 0>> <<set $Player_primed_resist_armour to 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_haemorrhaging_resist_accessory to 0>> <<set $Player_bleeding_resist_accessory to 0>> <<set $Player_burning_resist_accessory to 0>> <<set $Player_static_resist_accessory to 0>> <<set $Player_drowning_resist_accessory to 0>> <<set $Player_poisoned_resist_accessory to 0>> <<set $Player_toxic_resist_accessory to 0>> <<set $Player_aphrodisiac_resist_accessory to 0>> <<set $Player_reverb_resist_accessory to 0>> <<set $Player_melting_resist_accessory to 0>> <<set $Player_softening_resist_accessory to 0>> <<set $Player_hypnotized_resist_accessory to 0>> <<set $Player_charmed_resist_accessory to 0>> <<set $Player_frozen_resist_accessory to 0>> <<set $Player_paralyzed_resist_accessory to 0>> <<set $Player_petrified_resist_accessory to 0>> <<set $Player_slimed_resist_accessory to 0>> <<set $Player_judgement_resist_accessory to 0>> <<set $Player_corruption_resist_accessory to 0>> <<set $Player_concussion_resist_accessory to 0>> <<set $Player_exposed_resist_accessory to 0>> <<set $Player_bogged_down_resist_accessory to 0>> <<set $Player_choking_resist_accessory to 0>> <<set $Player_silenced_resist_accessory to 0>> <<set $Player_EMP_resist_accessory to 0>> <<set $Player_drained_resist_accessory to 0>> <<set $Player_disabled_resist_accessory to 0>> <<set $Player_clotted_resist_accessory to 0>> <<set $Player_hexed_resist_accessory to 0>> <<set $Player_cursed_resist_accessory to 0>> <<set $Player_glued_resist_accessory to 0>> <<set $Player_blinded_resist_accessory to 0>> <<set $Player_infuriated_resist_accessory to 0>> <<set $Player_charred_resist_accessory to 0>> <<set $Player_brittle_resist_accessory to 0>> <<set $Player_electrocuted_resist_accessory to 0>> <<set $Player_dusty_resist_accessory to 0>> <<set $Player_soaked_resist_accessory to 0>> <<set $Player_windchilled_resist_accessory to 0>> <<set $Player_primed_resist_accessory to 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">> <<if $Player_combat is 1 and $Player_glued isnot 0>> <s><b>Use</b></s> Glued! <<else>> <<include "Use Medical">> <</if>> <<elseif setup[$type][$item].shop_type is "Combat Item">> <<if $Player_combat is 1 and $Player_glued isnot 0>> <s><b>Use</b></s> Glued! <<else>> <<include "Use Combat Item">> <</if>> <<elseif setup[$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][$item].usage is "Out Of Combat">> <<link setup[$type][$item].use1>> <<if setup[$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" + $whichNo]>> <</if>>*/ <</if>> <<replace '#story-caption'>><<include StoryCaption>><</replace>> <</link>> <<else>> <<= setup[$type][$item].use1>> (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 setup[$type][$item].use1>> <<set $attack to $item>> <<set $Player_used_item to 1>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<replace '#PlayerCombat'>> @@.shud;<<include setup.attacks[$item].passage>>@@ <span id="PlayerTaunt"></span> <</replace>> <<if def setup.attacks[$attack].free_action>> <<set $Turn to "Player Start">> <<else>> <<set $Turn to "Player End">> <</if>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <<if setup[$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>> <</link>> <<elseif $Player_turn is 0 and $Player_used_item is 1>> <s><<= setup[$type][$item].use1>></s> (It's not <<= $Player_alias>>'s turn!) <<elseif $consumables[$item].used is $consumables[$item].stack>> <s><<= setup[$type][$item].use1>></s> (All used up for this fight!) <<elseif setup[$type][$item].usage is "Out Of Combat">> <s><<= setup[$type][$item].use1>></s> (Can't use in combat!) <<else>> <s><<= setup[$type][$item].use1>></s> (Can't use now!) <</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>> <<set $attack to $item>> <<set $Player_used_item to 1>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<replace '#PlayerCombat'>> @@.shud;<<include setup.attacks[$item].passage>>@@ <span id="PlayerTaunt"></span> <</replace>> <<if def setup.attacks[$attack].free_action>> <<set $Turn to "Player Start">> <<else>> <<set $Turn to "Player End">> <</if>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <<if setup[$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>> <</link>> <<elseif $Player_combat is 1 and $Player_turn isnot 1>> <s><<= setup[$type][$item].use1>></s> (It's not <<= $Player_alias>>'s turn!) <<elseif $Player_combat is 0>> <s><<= setup[$type][$item].use1>></s> (There's no fight!) <<elseif $Player_used_item is 1>> <s><<= setup[$type][$item].use1>></s> -- (Already used an item!) <<elseif $consumables[$item].used is $consumables[$item].stack>> <s><<= setup[$type][$item].use1>></s> -- (All used up for this fight!) <<else>> <s><<= setup[$type][$item].use1>></s> (Can't use now!) <</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>> <<set $attack to $item + "2">> <<set $Player_used_item to 1>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<replace '#PlayerCombat'>> @@.shud;<<include setup.attacks[$item].passage>>@@ <span id="PlayerTaunt"></span> <</replace>> <<if def setup.attacks[$attack].free_action>> <<set $Turn to "Player Start">> <<else>> <<set $Turn to "Player End">> <</if>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <<if setup[$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>> <</link>> <<elseif $Player_combat is 1 and $Player_turn isnot 1>> <s><<= setup[$type][$item].use2>></s> (It's not <<= $Player_alias>>'s turn!) <<elseif $Player_combat is 0>> <s><<= setup[$type][$item].use1>></s> (There's no fight!) <<elseif $Player_used_item is 1>> <s><<= setup[$type][$item].use2>></s> -- (Already used an item!) <<elseif $consumables[$item].used is $consumables[$item].stack>> <s><<= setup[$type][$item].use2>></s> -- (All used up for this fight!) <<else>> <s><<= setup[$type][$item].use2>></s> (Can't use now!) <</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 $Player_charging to $Player_charging + 1>> <<set $Actual_damage_type to "unaspected">> <<set $Actual_damage_type_2 to "unaspected">> <<set $Player_element_effectiveness to 0>> <<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>> <<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! <<capture $Armour_report>><<if $Enemy_armour_total isnot 0>><<linkreplace "→">>→ $Armour_report<</linkreplace>><</if>><</capture>><br><br> <</if>> <</if>> <<if def setup.attacks[$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>> <<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! <<capture $Armour_report>><<if $Enemy_armour_total isnot 0>><<linkreplace "→">>→ $Armour_report<</linkreplace>><</if>><</capture>><br><br> <</if>> <</if>> <<if def setup.attacks[$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>> <<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>> <<set $Actual_damage_type to "unaspected">> <<set $Actual_damage_type_2 to "unaspected">> <<set $Player_element_effectiveness to 0>> <<if def setup.attacks[$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>> <<set $character[$Player_name].strength_decay to $Player_strength_decay_buff>> <</if>> <<if def setup.attacks[$attack].agility_decay_buff>> <<set $Player_agility_decay_buff to $Player_agility_decay_buff + setup.attacks[$attack].agility_decay_buff>> <<set $character[$Player_name].agility_decay to $Player_agility_decay_buff>> <</if>> <<if def setup.attacks[$attack].wits_decay_buff>> <<set $Player_wits_decay_buff to $Player_wits_decay_buff + setup.attacks[$attack].wits_decay_buff>> <<set $character[$Player_name].wits_decay to $Player_wits_decay_buff>> <</if>> <<if def setup.attacks[$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">> <<replace '#story-caption'>><<include StoryCaption>><</replace>> <</nobr>><<nobr>> <<set $Actual_damage_type to "unaspected">> <<set $Actual_damage_type_2 to "unaspected">> <<set $Player_element_effectiveness to 0>> <<if def setup.attacks[$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_clotted>> <</if>> <<if $Player_cursed > 0>> <<= setup.attacks[$attack].attack_cursed>> <<set $Player_hp = Math.clamp($Player_hp - $Player_Heal, 0, $Player_hp_max)>> <</if>> <<if $Player_cursed lte 0 and $Player_clotted lte 0>> <<= setup.attacks[$attack].attack_hit>> <<if setup.attacks[$attack].healing is "HP">> <<set $Player_hp to Math.clamp ($Player_hp + $Player_Heal, 0, $Player_hp_max)>> <<elseif setup.attacks[$attack].healing is "Glow">> <<set $Player_glow to Math.clamp ($Player_glow + $Player_Heal, 0, $Player_glow_max)>> <<elseif setup.attacks[$attack].healing is "Focus">> <<set $Player_focus to Math.clamp ($Player_focus + $Player_Heal, 0, $Player_focus_max)>> <<elseif setup.attacks[$attack].healing is "Flow">> <<set $Player_flow to Math.clamp ($Player_flow + $Player_Heal, 0, $Player_flow_max)>> <<elseif setup.attacks[$attack].healing is "Shield">> <<set $Player_shield to Math.clamp ($Player_shield + $Player_Heal, 0, $Player_shield_max)>> <</if>> <</if>> <<if def setup.attacks[$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", "Acid_Spit", "Blood_In_The_Water"], perk_1: ["The Supposedly Dead Killer"], }, }>> <</nobr>><<nobr>> /* This was moved to Combat Special Attack Menu, above items at the bottom. */ <</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].strength_decay to $Player_strength_decay_buff>> <<set $character[$k].agility_decay to $Player_agility_decay_buff>> <<set $character[$k].wits_decay to $Player_wits_decay_buff>> <<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].burning to $Player_burning>> <<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. CURRENTLY, only the status effects that Amy from MM can inflict are listed here. */ <<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_strength_decay_buff to $character[$k].strength_decay>> <<set $Player_agility_decay_buff to $character[$k].agility_decay>> <<set $Player_wits_decay_buff to $character[$k].wits_decay>> <<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_burning to $character[$k].burning>> <<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, burning: 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, strength_decay: 0, agility_decay: 0, wits_decay: 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, burning: 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, strength_decay: 0, agility_decay: 0, wits_decay: 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, burning: 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>> 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">> <<set $room_name to "Introduction">> /* 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>> <<set $room_name to setup[_room].room_name>> <</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>> <<set $autosave_desc to "After Tentacle Pit">> <<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 with the <<codex>>Tentacle Pit<</codex>>...</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>> <<if ndef $HW_Fight_1 or $HW_Fight_1 is 0>> <<set $HW_Cabinet_Key_Early to 1>> <</if>> <<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" and $Inventory[_Key].position isnot 0>> <br><br> <<capture _Key>> <<link "Fill the bottle with this wine" "Wine Cellar 2-1">> <<set $HW_Wine to "Sangiovese">> <<include "Delete This">> <<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" and $Inventory[_Key].position isnot 0>> <br><br> <<capture _Key>> <<link "Fill the bottle with this wine" "Wine Cellar 3-2">> <<set $HW_Wine to "Zin">> <<include "Delete This">> <<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" and $Inventory[_Key].position isnot 0>> <br><br> <<capture _Key>> <<link "Fill the bottle with this wine" "Wine Cellar 3-3">> <<set $HW_Wine to "Tempranillo">> <<include "Delete This">> <<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]] */ <<if $HW_Gas is 1>> <<set $Tile_Override to 1>> <</if>> <<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">> <<if $Inventory[_Key].position isnot 0>> <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 strangler'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 strangler'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>> <</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" and $Inventory[_Key].position isnot 0>> <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]] */ <<if $HW_Laundry_Door is 1>> <<set $Tile_Override to 1>> <</if>> <<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 and $Inventory[_Key].position isnot 0>> <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>> <<if $HW_Laundry_Door is 1>> <<set $Tile_Override to 1>> <</if>> <<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 lte 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" and $Inventory[_Key].position isnot 0>> <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 and $Inventory[_Key].position isnot 0>> <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>> <br> <<set $codex.Dumbwaiter.unlocked to 1>> <b>Codex entry "Dumbwaiter" unlocked! (Situational Relevance > Dumbwaiter)</b> <</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><span style="color:#27D3F5;"><b>There's a strange book here.</b></span> Red leather, with a cover featuring a black, burn-etched silhouette of a female face with an eyepatch. Jaycie pops it open, frowning at the words that form before her eyes, along with the image burning into the neighbouring page...<br><br>It details the capture of a Supernatural investigator of an agency different from Jaycie and Helen's! Allies... Rivals... it depends on the day. The woman within - Naomi - is a fighter, a problem solver. But it appears that she drew too close to this cursed tome and was pulled inside, doomed to!... <i>oh.</i> Well, the denizens she shares this pocket prison with are more than happy to make her acquaintance, but it appears they were ill prepared for a part-<<codex>>Demon<</codex>> of her calibre. The burn-sketched image to the right splits into a sequence of three, the first detailing the Huntress in her attire: navy-dark, cleavage-windowed vest, daringly short shorts and leggings, with sturdy looking oak-brown combat boots and a customized military green jacket, the look finished with spiked bracers, leg-strapped stakes, a belt and a cross necklace. A fit body honed by exercise and battle, with a few scars and nicks to show for it.<br><br>The second details her <i>losing</i> said attire to a flurry of eager tentacles, a timely dodge on her part seeing the fluffy-haired redhead narrowly avoid capture, a snarl on her face... and a cascade of symbol-censored curse words spilling out of her lips. Shorts and top severed, coat barely hanging on, her body is emitting flames! Even her eyepatch is lost, revealing that while a fire of determination burns in her right emerald eye, it burns even brighter in the lava-like glare of the left. In the third image, the woman is cloaked in flames that do little to conceal her athletic nudity, a defiant sneer on her face, her head now decorated with mighty horns - the one on the left cracked with streaks of magma as her claws cleave an errant tentacle into sashimi! Jaycie's eyes flit back to the words... she's been fighting since she got sucked into the book, able to go all-out thanks to there being no collateral. Sounds damn useful - but also potentially damn dangerous. Jaycie wishes her luck and sets the book down carefully somewhere safe... the sooner she takes care of the problem, the sooner this fellow fighter will be free. <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]] */ <<if $HW_Mirror is 1>> <<set $Tile_Override to 1>> <</if>> <<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">> <span style="color:#26CC9C;"><b>Of all the books in the library,</b></span> this one is by far the most 'potent'. Even without any potency in Magic herself, Jaycie can still detect the power thrumming off of the curiously plain book as she picks it up. It's new - remarkably new, in fact. A leather cover dyed a rich plum purple, not a speck of dust upon it. Frowning, the Revenant opens it, her eyes behind her mask met with cursive writing and finely sketched images. Skipping ahead, the pages are blank... but, as she 'rewinds' through the pages, she comes to the final one. Then, before her eyes, it ceases to be the final page. The book is writing itself! Now intrigued, Jaycie checks her surroundings before returning to the front page, noticing that the inlay of the cover reads - in much the same fanciful handwriting - 'Tiamat'. <br><br> While the first few pages are little more than notes - personal or project-centric - there are a couple of blank pages before a far more hastily-written section appears. It details a description of a large, plush living room of an unknown stately home, with some brief description of the rooms beyond it before the words abruptly cut off halfway through... 'Curt'? Curtains, perhaps? Tilting her head, Jaycie flips the page, that hasty writing back to fine cursive on the left, the right dominated by a detailed sketch of a woman hovering in the middle of the aforementioned written room, her features draconic, her wings spread, and magic swirling about her raised arms to the amazement of the assorted women around her. <br><br> <i>(This scene, in its entirety, is also available in the 'Ero' menu.)</i> <<set $scenes_characters to $scenes_characters + 1>> <<set $ScenesUnlocked.TiamatBonus to 1>> <br><br> <<link "Read the book">> <<dialog>> <<include "Tiamat Bonus Scene">> <</dialog>> <</link>> <</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 and $Inventory[_Key].position isnot 0>> <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 "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 "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" and $Inventory[_Key].position isnot 0>> <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 <<codex>>Tentacle Monster<</codex>> 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 <<codex>>Animan<</codex>> 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 <<codex>>Monster<</codex>>-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 <<codex>>Vampire<</codex>>. 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 <<codex>>Dragon<</codex>> - Wyvern?... Wyrm?... 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 is engulfed, obscuring her identity, and the right side of her torso is 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 Alien woman stuck in the meat to the east, buried up to her ribs in the stuff. With skin awash with purple shades, the <<codex>>Tentacle Monster<</codex>> 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, room_name: "Tentacle Pit" }>><<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, reaching 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.<hrt><hr></hrt><span style="color:#27D3F5;"><b>A splatter of purple slime from above</b></span> nearly strikes Jaycie, causing her to halt in her lumbering tracks. She slowly raises her head and tilts it, observing the source of the commotion on the ceiling. There, a Feline <<codex>>Animan<</codex>> - an orange-and-cream coloured Cat woman - is practically glued in place by a thick layer of nearly-opaque purple goop around her wrists and ankles, leaving her suspended by her limbs! She's far from alone, however. Her fur - cream along the front reaching down from her groin and up to her face, darker orange at the flanks and peppered with many a darker stripe - is streaked in stains of purple from the living liquid that has her captured... captured and 'attended to'. A number of semi-solid, prehensile tendrils emerge from that goop mass that has her limbs engulfed to toy with her body: a pair of them coil around her perky chest with massaging, alternating squeezes, while more wrap around her thighs to keep her legs spread further.<br><br>This is in aid of her hosts for the evening. It's a most peculiar sight: a womanly figure hewn from that living slime, emerging from it upside down from the hips upwards - downwards?... whatever. Her face is obscured by her slimy facsimile of hair, her entire body hewn in that singular purple tone. With her oversized hands wrapped firmly around the Animan woman's hips, she's thrusting away with eager pace as she prepares to pump yet another load into her squirming feline partner's pussy. She's joined by two more identical 'twins'! One emerges from the mass and bends daringly at the waist in order to present her face right-side-up to the feline, occupying her lips - and stifling her irregular moans - by kissing her with passion and hunger, hands planted on her muzzle line to keep her steady as her oversized tongue effortlessly coils and wrestles with the cat's own. The third triplet, meanwhile, is resting her head upon the woman's belly - as if gravity were somehow reversed for her - and kissing the subtle bulge that dances through the furry woman's stomach as the main goo girl's gel-formed prick slams inside of her again, and again, and again.<br><br>Jaycie catches a glimpse of her jade eyes fluttering in a hazy blink, but they soon cross and roll back up. She's too far up to reach... grumbling, Jaycie looks back down, noting a colourful purple outfit sunk deep into the goop that's flooded this room: a brilliant blue visor just barely visible beneath the murk.`, 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, room_name: "Wine Cellar" }>><<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.<hrt><hr></hrt><span style="color:#2fa6c8;"><b>Flanked by stoic suits of armour</b></span> is a bizarre sight: an immaculately sculpted statue! Or, given its height, a statuette; it only reaches up to Jaycie's hip. The subject cast in surprisingly polished metal is clearly a <<codex>>Fae<</codex>> Goblin, a prime example of her kind: stout limbs and a voluptuously pear-shaped physique. She has a smirking face with big, expressive eyes, a sharp fang poking over the corner of her lips, a lusciously messy cascade of hair and massive, up-swept ears. One of those eyes is screwed shut in a wink, and one arm is raised in a cocky peace sign while the other hand is planted on her cocked-out hip. Her outfit, Jaycie notes, is similar to the Revenant's own... but on closer inspection, it's less jumpsuit and more catsuit. A costume, it seems, but she's certainly gone the distance with all those pouches, tools and a whip slung on her hip. It's skintight, if not skin<i>strained</i>, tightly hugging the shortstack's curves, particularly her padded stomach, drumstick hips and freedom-craving bustline! It's zipped down almost past her navel. Jaycie isn't judging who would make something like this, but why is it here?...<br><br>After examining it for a moment, Jaycie shrugs and turns away - only to be struck with a vivid mental image of the woman in bronze in colour instead... nude, blindfolded by flesh and stuck in that very same pose. Jaycie spins on her heel with a frown, but the statue does not move. And yet, she can overlay the mental image of her quivering body encased in writhing, eager meat, mouth plugged, holes filled. Her throat bulging with each thrust of a tentacle past her taut lips, barely enough space for it to move. Her tits surrounded on all sides by vibrating 'petals' of flesh. Her belly writhing under the constant pistoning of the tendrils buried inside her holes, never stopping, not even to unleash their monstrous seed deep inside of her - not just hallucinated visually, but <i>audibly</i>, the Goblin whimpering up a storm. Clearing her throat, Jaycie decides to keep her distance from the 'statue', though the images and sounds remain for as long as she stays in proximity to it and fade out with the utmost lingering reluctance.`, 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, room_name: "Storage Setup" }>><<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, room_name: "Annex" }>><<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, room_name: "Laundry Room" }>><<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, room_name: "Secret Passage" }>><<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 <<codex>>Ghost<</codex>> 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, room_name: "Study" }>><<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 graying, 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...<hrt><hr></hrt><span style="color:#8826E0;"><b>It's a little tricky to keep one's footing here,</b></span> given the constant earth-shattering impacts of an Alien amazon onto a whimpering Dog boy's hips! The pale, short <<codex>>Animan<</codex>> fellow is clinging onto what remains of a plush armchair for dear life, his hardened nails dug deep into the armrests. Even with his <<codex>>Soulsapping<</codex>> condition, his body continues to run on instinct, with feeble thrusts up into the awaiting azure confines of his doting dominator each and every time her body comes crashing down upon him. The woman - a Moth-like <<codex>>Starzuru Pervaa<</codex>>, far from home! - has her three-fingered hands clutched tight around the headrest of the chair, smothering the Animan in her bountiful bosom such that only the red fabric of his cap and the fluffy triangles of his chestnut-toned ears can be seen through the blue sea of her bountiful chest. The far taller woman has one leg awkwardly planted over the arm of the chair and onto the splintered floor below. In contrast, the other is bent, slender foot planted between his body and the opposing arm as she ruts herself down upon him with breed-frenzied vigour.<br><br>While Aliens are hardly Helen's speciality, she does know that the Starzuru Collective - and their many different species - are predominantly female in demographics... and their women are almost always taller than their men. It's a good thing Earthlings are built tough these days! Especially judging by the slant of the chair, one of its legs having snapped clean off under the barrage of blows from above. Not to mention the absolute state of the upholstry: the Animan boy's seed, thick and viscous, clings in sticky strands to the flesh and darker chitin of the Pervaa's thighs, cascades down the front of the seat, and pools onto the ruined carpet below... even when a shuddering whine from the pale, athletic little man signals yet another load - in tandem with the rising clench of his heaving balls - the Pervaa does not stop her relentless riding, a distant, faraway giggle sounding through her throat as she cums in sync with her lover. Her colourful wings, cyan and pink in acid-wash hues, extend and flutter with her pleasure!... and Helen clutches her head with a gasp, a wave of <<codex>>Psionic<</codex>> energy blasting from the Alien, transmitting her mindless joy to the surrounding world. H-how horribly distracting!!`, 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.<hrt><hr></hrt><span style="color:#cb4054;"><b>It's like a warzone over here!</b></span> Just replace the concept of 'wounded' with 'blissed'... there's half a dozen women in varying states of undress splayed out here, some draped over one another, even more mindless than the rest of the room's inhabitants. Thick, oozing seed drools off their bodies and out of their holes, clinging to them in thick layers and across their gleeful, exhausted faces, limbs twitching occasionally in their trance-like need. But what could have caused this hurricane of lustful destruction? Well... probably the odd Rabbit-like <<codex>>Animan<</codex>> currently rutting away with a pale woman on her knees, her eyes crossed and her upper body slumped onto the carpeted floor as he lurches over her with his arms wrapped around her ribs. The strain on his vacant face is clear, yet his body shows no signs of collapsing! He's quite the contrast to her, beyond just the height. His skin is a delightful caramel, gleaming with perspiration where visible through his well-torn butler's outfit - a costume for the evening, it seems. Light tone is visible in his arms, though it vanishes in his thick thighs despite the obvious power coiled within them: even with his height disadvantage, he's fucking her hard enough to make their bodies clap with <i>apocalyptic</i> volume.<br><br>A messy crop of black hair sits upon his head, the tips of which - from fringe to bob - shift to a platinum white. The same is true of his tall, stiff Bunny ears, black with white tips... though the tail that sprouts from the small of his back above a generous backside? White. And long! Not Rabbit-like at all, far more akin to that of a lion with a soft brush tip. Curious. A Chimera of some kind, then. Halfbreed, or artificial?... Ah, there Helen goes being analytical again. Which might be dangerous, given that this girl seems like she's going to tap out soon, and then who will this Chimera set his attentions on!? Ahem. Helen takes a step back as he slams inside his partner for what must be a double-digit time to swell her with yet another load from his hugely burdened cumtanks, affording Helen a view of the thick, golden ring around the base of his shaft. Fancy! But a closer look seems ill-advisable at this time, even though he's right back to fucking his way through his tsunami of a climax... much to the girl's moaning, blissful surprise!`, 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 pounding 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 <<codex>>Hexslinger<</codex>> - 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, room_name: "Games Room" }>><<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 <<codex>>Pixie<</codex>>s, 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 Wolfgirl, 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...<hrt><hr></hrt><span style="color:#27D3F5;"><b>Looks like somebody was helping themselves</b></span> to a little snack! Here in the corner, a scantily clad partygoer is frozen in the midst of what appears to be an innocent makeout, the lips of her partner firmly clamped to her neck. Said partner is dressed rather more intricately, a full costume as opposed to the more generic party attire of the girl she's 'kissing'. Helen swears she recognizes the cosplay... fluffy animal ears on a headband, a sleeveless short dress with furred shoulders, long gloves with fur cuffs and a few inches of net-like ties at the upper hems. Her legs are clad in stockings to match her gloves, ending in neat shoes. She's busty, easily filling out the upper portion of her dress, tailored well: but more impressive still are her hips, the lower half of her dress riding up against them in a losing battle. The claws at the tips of her fingers - one groping her prize's chest, the other wrapped around her hip from behind - are most convincing... given that Helen can see they belong to the woman in question.<br><br>She stares into the shocked expression of the Vampire, her fangs embedded in the neck of the partygoer, clearly having realized what was happening a moment sooner than most of the others in the room - but just as powerless to prevent it. They're both petrified in marble-like stone, even the stray droplets of life essence reduced to that singular rock-white tone. And yet, somehow, the <<codex>>Fantastical<</codex>> woman's paleness shines through her condition, with subtle discolouration of the stone suggesting her long, flowing hair to be raven black, just like her gloves and leggings. Frowning, Helen traces down the frozen <<codex>>Vampire<</codex>>'s arms to find her wristband. It's partially buried against the fluff of her outfit's cuff, but she can make out the first name: Jan. Well! It's not as if she's going to get any answers out of the woman as she is now, so Helen decides to give her the benefit of the doubt... after all, it's a party promising the Supernatural. Presuming she isn't turned or drained dry, the supped-upon snack will probably be telling this story for the rest of her life! And this Vampire will have learned not to let her guard down mid-feast, perhaps.`, 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.<hrt><hr></hrt><span style="color:#89acb6;"><b>Here amidst the sea of statues stands something most strange.</b></span> As marble-hewn as any of the other victims here, but that's not all. This female figure - towering in height and commanding in athletic figure and standing with one foot lightly before the other, her hands outstretched by her sides - is covered in major cracks across her entire body. No need to fear for her imminent collapse, however: these fissures are patched with gleaming gold, twinkling like fresh magma, even linking across missing patches of stone, filled instead by black marble in her side and just below her right knee. It's abyssal black, just as in the sclera of her eyes, save for glowing orange centers like beads of lava. It's clear that she doesn't belong here... or, at the very least, that petrification has interacted with her body in strange ways. Is she <<codex>>Divine<</codex>>? Massive wings, their feathered design so faithfully rendered in stone... though no less replete with those golden fractures. And yet, there, upon her head, jutting through waves of subtly darkened marble hair that cascade down either side of her shoulders, are a pair of horns; perhaps half the length of her face in height, with blunted tips. An Angel? A <<codex>>Demon<</codex>>? An enigma.<br><br>She is, unlike most of those in attendance here in the dining hall, completely naked. A heavy chest stands out against the slim, taut tone of her stomach, though that isn't quite the star of the show: that would be the colossal slab of a cock between her legs, draped as it is over the faces of the two women kneeling beneath her - two curvy Partygoers, one dressed as a nun and one as a cheap, tacky devil. Frozen in stone, their faces are obscured by that literal pillar of a prick as it hangs heavily across their features, their lips parted in mid worship - tongues outstretched and entwined across the lower canal of that blunt-tipped, flared battering ram of a dick. Normal marble, in both women's cases... which only serves to further contrast with this strange, gold-cracked amazon.<br><br>Helen looks up with a frown... and then gasps, recoiling. She's sure of it. Certain! The woman was <i>looking</i> back at her, face unchanged but eyes turned and alight with malicious mischief... but now she's staring straight down once more. Fuck that!`, 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, room_name: "Dining Hall" }>><<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_1_override: `<span style="color:#fcde02;"><b>One of the mirror shards is alive with movement.</b></span> Jaycie kneels down to inspect it. The figures within are... strangely identical, considering how different Jaycie's doppelganger was. Not only that, but vaguely familiar. Of the pair and their passionate mating press, she focuses on the one on the bottom. She has rich, tanned skin like gleaming bronze thanks to the layer of perspiration upon her form, broken up by the presence of slender steel-toned scales separated by golden borders, which grace her sides: her cheeks, the base of her jawline, her neck, and dancing down her limbs and the sides of her torso, terminating in a long, slender tail that grows substantially thicker at the connecting base. A Serpentine <<codex>>Animan<</codex>>, judging by the vertical slit pupils of her golden eyes. The remnants of an S&M-styled getup adorn her body, a shiny black corset, long gloves and boots clinging tight to her. Continuing the apparent theme of precious metals, her eyes are lined in thick, golden eyeshadow while her lips, likewise, shine with golden paint. Her makeup seems oddly immaculate, unlike her golden hime-cut hair: dishevelled, clinging to her body in sticky strands. Her body reminds Jaycie of Helen's, albeit taken to an extreme: a rather flat, androgynous chest, yet such ample hips, her tail and backside quaking as her doppelganger ruts her into the ground. Jaycie blushes at the comparison.<br><br>Her <i>identical</i> doppelganger, as mentioned... save for the presence of a truly impressive prick between his legs rather than the tight snatch it's currently impaling. Long, forked tongues escape from the pair's golden lips to tangle and wrestle with one another, but then Jaycie nudges the shard and recoils in surprise when the image changes entirely. Suddenly, the woman has the male doppelganger in her lap, the tip of her silver tail up his impressive backside, both hands twisting and jerking his cock as they passionately make out despite the challenges of the angle. Amazed, Jaycie notes that holding the shard at any specific angle results in a new scene... and in each one, it's difficult to tell which is the real Snake and which is the fake. In fact, she just assumed the woman was the original, but is she? As she watches them engage in a frantic full nelson before lowering the shard, she ponders where she's seen them before... was it in the Unofficial Villain Rankings?.. `, 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, room_name: "Library" }>><<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 Supernaturals 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 <<codex>>The Void<</codex>>, the rapacious abyss 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, room_name: "Kitchen" }>><<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, room_name: "Secret Passage" }>><<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.<hrt><hr></hrt><span style="color:#af141c;"><b>Beneath a writhing sea of giggling verdant hues,</b></span> a furred <<codex>>Beast Of Bedlam<</codex>> woman finds herself in a most precarious position: she's been planted! Stuck on her back, the Bat girl is a fully furred type, awash with rich brown tones. The front of her torso, neck and lower face are a light tan in tone, whereas her limbs are a rich chestnut that darkens towards her extremities... or, so Jaycie reckons. It's hard to know for sure, given that her arms and legs are engulfed in the soil of this raised bed to her elbows and knees! Extending from the writhing woman's back, her wings - dark brown across their skeletal structure and a rich, crimson wash across their membranes - twitch and shiver madly beneath her, splaying and furling at random. No guesses as to why, given her attendants... It seems the Mandrakes aren't the only <<codex>>Plantoid<</codex>>s in this garden. With flesh like leafy greens, the shapely Plant women that crowd her shoot sharp-fanged snarls at Jaycie if she comes too close, but otherwise keep their attention locked onto their prize with adoration heavy in their amber-hewn eyes. Five of them in all, they emerge from the soil in various states of undress from their purple-and-pink leaf-crafted dresses, varying in body shape... and in activity.<br><br>The largest of the lot - curvy to a fault, with a heaving chest and a doting look on her sharp-jawed face - is riding the Bat's hips with slow, languid gyrations, the Bat woman's cock throbbing like mad as she's milked with such determination, her hips jutting up from the soil below to meet that of the Plantoid, making her chest quake and tremble as she coo's with delight. Another - more slender, but almost as wide of hip! - rides the Bat's face, affording Jaycie only temporary glances of her tongue diving in and out of that sweet, nectar-drooling green snatch, as though her very life depended on it. Other than that, her face is obscured... save for her massive, triangular ears above! The rest of the Plantoids - only half-emerged from the soil - drape themselves across the girl, with their long, clawed hands resting gently upon her breasts in massaging squeezes, across her hips, stroking her wings and mussing with the fluffier fur of her shoulders. Noises of adoration spill forth from the Plant women - and so, too, are they squealed in muffled glee from the girl beneath their bodies and within their clutches.`, 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.<hrt><hr></hrt><span style="color:#fcde02;"><b>A muffled, amorous whine from above</b></span> catches Jaycie's attention, stopping her in her tracks. She slowly cranes her neck up to gaze at the large pitcher planet strung up high in the rafters of the greenhouse... jostling and wobbling in a rough rhythm. She adjusts her footing slightly, moving to get a better angle until she can make sense of the writhing vines and tangled cloth; baggy green pants tugged down and hanging from a single ankle, a pair of shapely, pale legs spread wide and acting as anchors to keep the rest of their owner from falling into the predatory plant! Hands that loosely grip the slippery rim of the plant's cup join her face as the only parts of her that Jaycie can glimpse outside of the yellow-bodied, oversized flora; hazy crystal blue eyes unevenly shut, long, blonde hair - where not protected by a beanie strapped with shiny yellow goggles - a sodden mess against her face and shoulders, lips plugged wide and taut around a girthy vine that plunges into her bulging throat with slow, languid, <b>deep</b> thrusts. Not that she seems to mind... Jaycie can <i>hear</i> her sucking and slurping in reciprocation, and witness her cheeks hollowing.<br><br>The girl suddenly whines loudly, eyes screwing shut as her body jerks within the confines of the pitcher. That, in turn, dislodges the plant, putting it between Jaycie and the eerie light source of the void beyond the greenhouse glass, casting the scene within into that of shadow puppetry. It reveals the woman's body is mostly stuck within the pitcher, her hoodie half hanging off of her bared shoulders as her holes down below are stretched wide around thick and frantic intruders. The bottom of the pitcher is littered with squarish plates and what looks to be a plumbing pipe... improvised armour and weaponry? Most pressing, however, is the size of her stomach, and the size of the bulges travelling up both vines as they plunge inside of her again and again. The pitcher lurches once more as the girl cums, her eyes crossing hard, her body trembling as her belly swells just that little bit more before the shadows are lost. She's as stuck as can be, yet in such a way that she's protected from slipping any deeper inside her floral prison. How lucky? Unlucky?... Jaycie grumbles and scratches her head.`, n1_5: "One of the <<codex>>Mandrakes<</codex>> 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...<hrt><hr></hrt><span style="color:#2fa6c8;"><b>A shadow flits across Jaycie's face</b></span> from above, causing her to stop and look up to the overgrown canopy. There, entangled in writhing vines, is a woman with unmistakably Caprine features; a Satyr! Or Faun. Jaycie doesn't know the difference offhand. To be fair, the full picture is hard to make out, given how much of her body is mummified by living plant-life!... not to mention filled with! Ahem. The woman is a brunette, and it isn't limited just to the high-tied ponytail that's flanked by her swept and curled horns - themselves an ash gray in colour, and currently held firmly by coiling vines around each. Her legs - from which the torn remnants of a pair of fine-tailored slacks hang in ribbons - are clad in soft brown fur, ending in cloven hooves with fitted metal shoes gleaming faintly in the light of the Void beyond the windows. She seems tall for her kind, with an athletic build - though it's somewhat hard to verify this with her digitigrade legs wrapped tight bent to her body and her arms strung up above her, her white buttoned shirt hanging open and stained with streaks of verdant green.<br><br>Suspended in this pose, the <<codex>>Fae<</codex>> woman groans and luridly gags around a large vine stuffing her lips, the lower portion of its length wrapped tightly around her face to blindfold her. It matches the pace of the vine likely causing her groans; a thick, spiral-textured tentacle plunges into her backside, spreading her pert rear cheeks wide with each deep, slow dive deep into her body. It's a slow and confident fucking, for the plants know their prize isn't going anywhere. She shudders as a glowing amber bulge travels up the vine around her face, past her lips and disappears down her throat... but not right away, instead fading slowly as it travels deeper down her gullet. Her chest wobbles and sways with this slow fucking, quaking more from her own reactions to it than the vines themselves; whenever the one working her behind goes particularly deep or turns unexpectedly, she can't help but twist in their grasp, pivoting from side to side and groaning through her gag. Well, she's out of reach for Jaycie...`, 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, room_name: "Conservatory" }>><<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 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.<hrt><hr></hrt><span style="color:#27D3F5;"><b>A discarded polaroid catches Helen's attention,</b></span> by virtue of its colourful subject... along with her actions, and the assorted graffiti notes scattered around the image's margin. She picks it up and inspects it. Center of frame and lit beneath a cascade of colourful party lights - and obscured slightly in the foreground by a dancing partygoer - is a snazzily dressed Feline <<codex>>Animan<</codex>> of the furry variety. The athletic-figured feline is awash with rich orange tones: the bulk of her soft-looking fur is a cream orange, while her hair is a darker orange: a thick looking mane that frames her face with a number of twisted braids hanging before and behind her shoulders. The lower half of her face is a far paler orange, carrying on down to her neck until it is obscured from view, whereas a number of sharp-tipped stripes decorate her face in a colour somewhere between the tones of her fur and hair. A pair of impressive triangular ears erupt from her hair, tipped with fuzz-tufts. Dazzling eyes like jade pierce the viewer, though they're unlikely to be one's focus...<br><br>She appears to be dressed as - and, indeed, resembles - the infamous gunslinger Hero, the (Unstoppable) Guncat! Complementing her orange tones is a purple waistcoat worn over a pink shirt, which is tucked into high-waisted dusk-purple pants. Around her neck lies a respirator in a dark purple metal with a brilliant blue visor affixed to it, currently pulled down to expose her cheeky, winking smile. Little wonder why she's smiling for the camera: her hands are currently holding her buttoned shirt and waistcoat open, flashing her perky tits to the cameraman! Just as with the lower half of her face, they're a soft cream, this tone just barely bordered - from this visible window, at least - by her darker fur to the sides. A cybernetic arm is holding her right elbow and tugging, which explains the slight tilt at which she stands, counterbalanced by her fluffy tail... someone trying to save her from herself, it seems.<br><br>Her appearance was not lost on the peanut gallery as this image has been passed around. <span style="color:#83C232;">'bro'</span>, reads one insightful message. <span style="color:#F5FFBF;">'is that unstoppable guncat???</span> reads another in sharp scrawl, partially overlaid by <span style="color:#F29495;">'NOT EVERY ORANGE CAT LADY IS UNSTOPPABLE GUNCAT DIPSHIT'</span> in harsh capitals. Helen shrugs and drops the picture, letting it flutter back to the floor.`, 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.<hrt><hr></hrt><span style="color:#8826E0;"><b>Helen stoops low to scoop a Polaroid off the ground,</b></span> straightening back up to inspect it. Shot through a foreground crowd of blurred revellers, the subjects in focus are remarkable in their contrast to one another. With his back to the wall is an <<codex>>Animan<</codex>>, a Wolf boy; judging by the stiff, fluffy ears that peek out through holes in his red cap, the same rich brown as his shoulder-length hair. They match the fluffy tail that juts from the small of his back, squashed between his body and the wall. His cap features a white front with the words 'FATAL CUTIE' written across it in scratchy red. His skin is light in tone, but hardly pale: hearty. He's short, but he has a fit, athletic figure, visible through his tight club wear - despite the obfuscation of the bright glowing neon bands down his arms. A fishnet vest, snug black shorts... <i>packed</i> shorts, at that. Not that Helen would focus on such a thing! It's just... extremely difficult not to notice. His partner in the picture certainly did.<br><br>The woman who towers above him couldn't be more his opposite. The Insectoid woman is an Alien, in fact: a <<codex>>Starzuru Pervaa<</codex>>! The blue-skinned Moth woman stands at around seven feet in height, resting on one arm above his head, the other hand lightly pinning him against the wall by resting on his chest. There's an amorous smile on her face - one that borders on lecherous. Mighty wings extend from the Alien amazon's back, a wash of cyan and pink shades in an acid-wash pattern. Complementing her light blue skin, her lengthy, fluffy hair is a pastel pink, as are the feathered antennae that rise out of her face-framing fringe. She appears busty, but she's actually slender of body: a pinched waist adds a comparative flare to her chest and hips, though her limbs - clad in shiny, dark blue natural chitin - are unnaturally thin, with her legs in particular transitioning from wide thighs to narrow, dainty feet that effortlessly support her weight.<br><br>Given how she towers over him, and given where her deep, pitch-black eyes are nonetheless obviously gazing, it's clear what she has in mind for him... and the nervous smile on his lips and the twinkle in his bright purple eyes make it clear he knows his fate is sealed.`, 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, room_name: "Entry Hall" }>><<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 <<codex>>Demon<</codex>>ic 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.<hrt><hr></hrt><span style="color:#C8E6C9;"><b>What's black, white, and purple all over?</b></span> This Panda <<codex>>Animan<</codex>>, apparently! He - he? Yes, he - sits casually on his side, nestled into an armchair with his head cradled in a clawed hand as he regards Helen with smug satisfaction and heavy-lidded eyes. Purple eyes, burningly so. His face and the front of his body are clad in stark white fine fur, intruding onto his lower shoulders and thighs before giving way to pitch black colouration down his limbs and in broad circles around his eyes, across his fingers, and in the center of his rounded ears that sprout from his short hime-cut hair. White, save for the streaks of purple - one original and dyed, and more setting in thanks to his ongoing corruption. A black patch of fur on his chest is shaped precisely like a playing card club. Despite his lithe and effeminate appearance - a body without a trace of tone beneath his short fur - the cock between his legs is anything but feminine. It's a weighty, unruly slab of black flesh sat atop a pair of overburdened balls that twitches against his thigh with hunger.<br><br><span style="color:#897bd2;">"See something you like, Agent?"</span> he remarks with a scoff, catching Helen off guard. His voice matches his body... <i>cute,</i> disarmingly so. <span style="color:#897bd2;">"I hardly mind, but don't you have a case to solve? Perhaps we can help one another out..."</span> he adds with a wink, purple-leathered bat wings unfurling from his back as he yawns, his tongue black, long and forked. Heel spikes are growing from his feet, and purple energies dance between his short but sharp obsidian horns. He might be too far gone for an easy fix... this is a rehab case, alright.<br><br><helen>"Please. You're not my first Demon: no deals."</helen> the Agent huffs, and the Panda giggles, eyes shut for a moment. <span style="color:#897bd2;">"Shaaaame. Would've <i>loved</i> a collab. Can't blame me for trying, hmm? But just between you and me, I'm rooting for you."</span> he smirks, tapping his free hand's fingers against the swell of his hip. <span style="color:#897bd2;">"Digging the makeover. The voice in my head telling me what I can and can't do? Not so much. Can you <i>believe</i> that loser is stopping me from putting that pretty mouth of yours to proper use? The nerve..."</span> he sighs. Helen scowls and turns around to disengage, only to gasp sharply when his previously hidden spade-tipped tail suddenly whips her backside on the retreat! <span style="color:#897bd2;">"Bye-byyyeeee!~"</span>`, 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 Demons-in-progress behind her found their experimental attire from somewhere...<hrt><hr></hrt><span style="color:#F686AD;"><b>Reclining on a seat with arms and legs spread</b></span> is a woman of cream-toned fur, a lack of height, an abundance of ear and a heavy-lidded stare of wry amusement. She appears Vulpine, judging by the massively fluffy tail that rivals her short body for size. It would be winning... were it not for her ample curves. Her breasts outsize her head each individually, the micro-bikini that she wears practically screaming for its life, strings sinking deep into the pillow-like heft and weight, tiny cups utterly failing to cloak her darkened, dinner plate-sized areola. Along with the matching thong that rides her hips before the strings disappear into the fluff amassed there and the heavy gold earrings that weigh down her fluffy ears, this seems to be all that's survived of her party-going outfit; the rest lies in tattered shreds around her clawed feet. The Fennec woman is, like everyone else in this room, undergoing a corruptive transformation. Beginning down at those feet, her fur is darkening at the extremities, the same with her hands, which are twisting into longer claws.<br><br>Peering further up, Helen is met once again with that confident smirk which widens with eye contact, the Fox's blue eyes marred with growing specs of burning gold and purple. A pair of small horns rest between her ears, as if an afterthought; though who knows how far they'll grow if her corruption is allowed to fester. <span style="color:#F686AD;">"Aww, look at her. Still got hope in her eyes. Stupid bitch."</span> she remarks casually, to which Helen bristles. <helen>"I'm not so easily cowed by a little Demonic infestation. Oh, sorry, 'cow' might be insensitive."</helen> the half-Zombie fires back, scoffing and flipping her the middle finger of her brass arm. The Fennec just snorts a one-note laugh at her expense, then hooks her thumbs under the top strings of her bikini to heft her tits up in a single lingering bounce. <span style="color:#F686AD;">"I'll be rooting your bad end."</span> she chuckles with a dark bite to her words, then goes back to relaxing under the weight of her own curves. Helen narrows her eyes and opens her mouth, then shuts it with a glare. No. She has better things to do right now. And also can't really think of a comeback... bitch.`, n2_2: `A 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>do</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 <<codex>>Zombie<</codex>> 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...<hrt><hr></hrt><span style="color:#27D3F5;"><b>Someone is looking awfully out of place here...</b></span> that is, when she isn't being blocked from view by her adoring entourage of fledgling Demonspawn - six of them in total. Whereas those around her are in varying stages of transformation with uneven claws, lopsided horns or small, seemingly vestigial wings, this woman is clearly a fully-bloomed Succubus. Already? How? And yet... in her sapphire blue eyes, the Agent sees no malice, no hunger, and no confusion. She's not 'new'. Kindness dominates her expression as her head tilts to one side to allow an impish brunette to kiss her neck. The Succubus' blonde locks are tied back in a voluminous ponytail, her red horns resting in curves around the top of her head like a crown. Spike-tipped red wings extend from her back, the right bearing a gold plate upon one of its scales. The membranes, meanwhile, are delicately transparent yet hold their shape sturdily. Her tail is of the same red hue, tipped with a sharp crescent.<br><br>She's light skinned, with a healthy, lightly-peachy tone that stands in sharp contrast to the coral-red markings that decorate her body, appearing upon her face and body - such as one that dives down into her impressive cleavage, a heart-shaped mark above her slit and, finally, coating her limbs entirely, the markings 'worn' akin to long gloves and boots. The only clothing the bespectacled woman has left are gold bangles around her forearms and wrists, pink, heart-shaped earrings, and long white boots. The rest of that outfit - a daringly provocative pink nurses uniform - lies spaced and crumpled across the floor. Her gaggle of transformees are all over her: one has his head buried between her legs as though it were his final meal. A punky, blue-haired woman is eagerly suckling upon her right breast, one hand devoted to each - and lifting with strain! Two men flanking her, meanwhile - one hunkish and pale, one twinkish and dark, both impressively hung - are graced with her red hands and expert touch in slow, skilful strokes.<br><br>The Succubus finally takes note of Helen with a soft <span style="color:#04eaf6;">'oh!'</span>, her remarkable lashes fluttering as she blinks out of her haze. <span style="color:#04eaf6;">"Oh!... Hello, Miss Agent. I'm, uh, not with them. Just trying to help out!"</span> she insists with a nervous giggle. Well... the girl seems nice enough, and Helen has bigger things to worry about.`, 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, room_name: "Bedroom, West" }>><<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. Unfortunately, they aren't immune to <<codex>>Soulsapping<</codex>>...<br><br>Ignoring the gleefully fucking Supernaturals, 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.<hrt><hr></hrt><span style="color:#F686AD;"><b>It's definitely Dog-adjacent.</b></span> Ever the analyst, that's Helen's first thought at the sight of the pair in this corner; a tanned human woman with a vacant, drooling stare moaning up a storm, and the Canine Animan pounding her into the ground like his life depends on it. He has platinum-white fur, though his hair, long and tied loosely with a band, joins a fluffy tail and big, stiff triangular ears in being a stark black. The sole splashes of colour are the red of his eyes and the soft pink of his panting tongue, though he makes a remarkable lack of noise despite the ferocity with which he's fucking - any such noise is drowned out by the creak and protest of the floorboards he's practically cratering the tanned lady into. This is but one of the many odd features about him; that fluffy tail? Canine in design, but far too long, curling with far too much prehensile control. Teeth visible through his slack jaw just a tad too numerous... and is that a trick of the light, or is there a <i>second row of them?</i><br><br>It's not as if little mutations or crossbred genetic influences are uncommon amongst Animen, but... well, for Helen, it's intuition. Yes, he looks like a Dog boy, but it's as if a perfect picture was just ever so slightly <i>blurred,</i> smeared, interpreted by something that only has the vaguest understanding of 'Dog' and a single reference, albeit high quality. Regardless, a loud yelp from the tanned woman beneath him as she climaxes brainlessly is enough to snap Helen out of her stupor, blinking rapidly and blushing as she realizes she's been staring at two people having rough, slamfucking sex for about a minute. Surprise number two, however, is when she makes eye contact with the Not-Quite-Dog: he's been staring at her vacantly for at least half of that time, grinning unreadably as he pounds away, tail wagging and swishing with random leaps and twitches. Thus has absent-minted voyeurism become an intentional show, the pitch of his hips set into overdrive. Realizing he's not as Soulsapped as he should be, Helen slowly backs away, hands raised - whatever he is, he's not her problem right now... and she'd rather not be introduced to those floorboards herself!`, 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 those on her toes...<hrt><hr></hrt><span style="color:#C8E6C9;"><b>Someone's let loose a Bull in a china shop, here!...</b></span> or, at the very least, permitted him some rough handling of porcelain. Cracks in the walls and floor spin a tale of savage slamfucking, provided by a massive Bull man and delivered to a Supernaturally pale woman with crimson in her eyes. The Bull - an absolute goliath of a man, his body fully clad in fur - currently finds himself lounging on his back, one arm folded behind his head for support. While mistakable for an Animan, the burning amber glow of his half-shut eyes and the tips of his mighty horns and brush-tipped tail betray his nature as a <<codex>>Demon<</codex>> - a <<codex>>Fae Demon<</codex>>, in particular! His coat is akin to shades of ash, light gray across the front of his torso and cheeks of his satisfied face, darker and warmer in tone across his limbs and tail, and darker yet still in patches of thicker fluff on his arms, legs, tail and, of course, across his mightily impressive mane of hair that meshes with that growing from his chest. A snort escapes his nose, puffs of light smoke drifting up into the ceiling as he inspects his prize.<br><br>As for the woman? Human in appearance... until you notice the signs. The dark, smoky makeup and bags shrouding her eyes, matching the onyx of her oddly immaculate hime-cut hair. Flawless, pearl-like teeth... dagger-like canine fangs. A monochrome body, save for those piercing red eyes, fearsome even beneath half-shut lids. Her perched bonnet and dress look antique, black and frilled and refined and proper, maroon down the front in dancing floral patterns and around the hems of her sleeves and corset. Her <i>straining</i> corset. The otherwise slender <<codex>>Vampire<</codex>>'s utterly heaving bosom would scarcely be contained by the garment under normal circumstances, but with the Bull's gigantic pillar of a cock stuck snug between them? Laces strain with an audible groan and <i>creak</i> as they struggle against the added heft of that dark, maroon pillar of a blunt-tipped prick. He's nestled into a tear in her dress, it seems, the Vampire utterly anchored in place as her dark tongue swirls and slathers across every inch before her face, her red gaze transfixed upon her feast.<br><br>A choker hangs broken around her neck. Copious tainted seed leaks from between her legs, her ripped dress stained with the stuff. And there, upon her wobbly moon of a backside... a black sigil, featuring curved, bovine horns. The Vampire, the winner? Total Bull!`, 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, room_name: "Bedroom, East" }>><<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...<hrt><hr></hrt><span style='color:#89acb6;'><b>A painting catches Helen's eye</b></span> as she passes it by, causing her to stop and step back with a frown. It's a remarkably dark piece, as if light is being absorbed by its edges, the focal point gleaming through the gloom. It's a humanoid figure lounging back on a throne, his dark skin clad loosely in powder-blue silks and slim but striking golden jewellery; his chest is covered by a skintight top while his legs are kissed by harem pants with delicate gold chains. The man's eyes are covered by a veil of darker blue fabric, and only one of his Elven ears is visible, for the other is hidden behind the waterfall of his coral-peach hair. It reaches down to his hips, scattered about his throne just as those gold chains wrapped around his fingers are... his many, many fingers. The man has four arms, which, like his hooved feet, begin to darken to a pitch black from his elbows and knees downwards in a gradient. His onyx fingers end in sharp, obsidian claws, only visible by virtue of subtle light reflecting off their surface. Splotches of this darker complexion are visible on his exposed hips, for his outfit leaves little to the imagination... but more so than his 'companions' in the piece.<br><br>Surrounding him, draped across his body and his throne, are half a dozen women, all vastly different save for their shared uniform: a belly dancer's bikini attire in peach, with blindfolding veils just like his. Their expressions range from adoration to frustration, with at least one woman - yanked close by the tug of his lower right arm's index finger - clutching at her heavy golden collar. The veiled, Monstrous man's hidden gaze seems to be staring right at Helen, who grimaces uneasily and turns away from the painting. Something about his smile - and the razor-sharp teeth and slathering tongue behind it - worries her more than a painting should. Even worse, the image seems to linger in her mind in such vivid detail, almost photographic... save for the aberrant detail of she herself in that slinky attire, her neck connected to his by one of those gossamer golden leashes, face serene in slavery. Helen shakes her head with a scowl, and the image finally fades from her mind.`, 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 theory.<hrt><hr></hrt><span style="color:#26CC9C;"><b>A curiously colourful painting commands Helen's attention.</b></span> It depicts a glade by a rushing river, some sort of natural shrine built around a weather-smoothed stone elevation. The colours of the piece are highly exaggerated - the trees are resplendent in emerald leaves and rich brown barks, the river is crystal blue with platinum bursts of foam... and the entities contained within the image are no less colourful in competition! Taking center stage upon that bright gray stone is a tan-skinned woman in the nude, her appearance subtly off-Human. The slender lady is marked as a <<codex>>Fae<</codex>> by a few things: the tapered, darkened stripes across her shoulders and hips in sets of three above and two below, her fingers and toes counting only four instead of five, both tipped with sharp claws of a soft clay-brown colour. Her dazzling seafoam eyes behind the sole garment she's permitted: a pair of crescent-framed spectacles that clip upon her dainty nose. Short eyebrows, the same pastel lavender as her soft-looking swirl of neck-length hair, all bobbed and swept with two framing bangs. And, of course... the long, sharp ears on either side of her head, tipped with 'spikes' of lavender fur, complete with the grand set of Moth-like wings upon her back; a dark purple fur across their top edge, shifting to a dazzling cyan into a galaxy purple, replete with stars.<br><br>She isn't alone, however. Nor is she the only Fae. The picture is downright full of them: <<codex>>Pixie<</codex>>s flit and sit here and there, on branches and flowers or upon imaginary seats, hollering and cheering. A pair of Water Nymphs - their bodies a crystal-blue liquid - have collapsed from the waist down, restraining her in place with the tentacle-like wisps of their lower bodies whilst gazing into her eyes with mimicries of her own face, etched with lustful expressions in contrast to her eagerly nervous own. Her body language does not suggest any real struggle, however... perhaps just a squirm. Finally, standing before her with her back to the viewer is a towering pale Fae woman with an athletic figure and a flowing black dress, the visible half of her face painted in abyssal black makeup, her ebony lips cracked into a smile as enticing as it is menacing. Her obsidian claw-like thumbnail rests on the striped Fae's chin to pull her in for an imminent kiss: no wonder she has that look of anxious anticipation!`, 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, room_name: "Landing" }>><<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 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 sink 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, room_name: "Bathroom" }>><<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, room_name: "Master Bedroom" }>>/* 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>> -- <b>Newgrounds players</b>: Fullscreen is strongly advised! Always accessible in the top right. <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> [[Newgrounds|https://www.newgrounds.com/portal/view/1004426]] <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>H-ERO</b></span> game; <span style="color:#f779ff"><b>The Maverick Manor</b></span>, a game created by Pyksies and the first of the H-ERO narrative adult games. I hope you enjoy it! <<linkreplace "What is H-ERO?">> -- H-ERO is an alternate setting to the 'Glowing World' first explored in MERCANOID. In a world where The Ends never took place thanks to the mysterious 'Rewrite', Earth is home to all manner of Supernatural and Metapowered entities... along with the expected 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> H-ERO - The Maverick Manor (Originally 'Hazard Heroines - The Maverick Manor') was originally created in 30 days flat throughout early October to late November 2024, the final days performed on a busted laptop. While a valuable learning experience, I saw room for improvements before moving on: 1.1 is the result of those improvements, new ideas, and lewd extras. ♥ <br><br> This game contains a broad range of 18+ sexual content, but some kinks are harder than others. Filters exist for all content found in the game! 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 and adapt to available loot. 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> <span style="color:#E799FF"><b>If you enjoy my games, please consider showing the love via my [[Ko-fi!|https://ko-fi.com/pyksies#]]</b> - at the time of writing, itch.io does not currently accept payment for adult content, which has made developing my games harder. It all helps! ♥</span> <br><br>To keep up to date with new content and games of mine- and to hang out! - 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, with the exception of Supporter Cameos - (These encounters are marked with a few opening words of coloured text) - and the original Cameos in the 'Tentacle Pit' room. <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. <<codex>>Anomalous Investigations Unit<</codex>>, 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 <<codex>>The Rewrite<</codex>> in the mid-60s sent shockwaves through past, present and future, 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, <<codex>>Helen<</codex>> was a wild-eyed trainee mortician with idealistic delusions of grandeur - a belief 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> 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, <<codex>>Jaycie<</codex>> 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 <<codex>>Zombie<</codex>> 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 <<codex>>The Rewrite<</codex>> call it by that name, but the truth is that understanding The Rewrite is largely impossible. This is 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 on this strange little planet. <</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 <<codex>>Magic<</codex>> 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-<<codex>>Zombie<</codex>> 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>"... A Mage awakening, may-be."</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; } icon { font-size: 1.8vh; } icon img { width: 6vh; height: 6vh; object-fit: contain; line-height 6vh; } icon #macro-hover-tip { translate: 0 -4.3vh; } icon img:hover { filter: hue-rotate(330deg); } iconscrolls ::-webkit-scrollbar { width: 1px; } combatmenu img { max-width: 28.64vh; max-height: 28.64vh; object-fit: cover; }<<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">> <<elseif $type is "weapon" or $type is "subweapon" or $type is "accessory" or $type is "armour" or $type is "clothing">> <<if State.variables.Inventory["n" + $whichNo].equipped is 1>> <<set State.variables.Inventory["n" + $whichNo].equipped to 0>> <</if>> <</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 of component shielding 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_bleeding_armour>><<set $Player_bleeding_resist_armour = setup[$type][$item].resist_bleeding_armour>><<set $Player_bleeding_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_burning_armour>><<set $Player_burning_resist_armour = setup[$type][$item].resist_burning_armour>><<set $Player_burning_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_static_armour>><<set $Player_static_resist_armour = setup[$type][$item].resist_static_armour>><<set $Player_static_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_drowning_armour>><<set $Player_drowning_resist_armour = setup[$type][$item].resist_drowning_armour>><<set $Player_drowning_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_poisoned_armour>><<set $Player_poisoned_resist_armour = setup[$type][$item].resist_poisoned_armour>><<set $Player_poisoned_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_toxic_armour>><<set $Player_toxic_resist_armour = setup[$type][$item].resist_toxic_armour>><<set $Player_toxic_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_aphrodisiac_armour>><<set $Player_aphrodisiac_resist_armour = setup[$type][$item].resist_aphrodisiac_armour>><<set $Player_aphrodisiac_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_reverb_armour>><<set $Player_reverb_resist_armour = setup[$type][$item].resist_aphrodisiac_armour>><<set $Player_reverb_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_melting_armour>><<set $Player_melting_resist_armour = setup[$type][$item].resist_melting_armour>><<set $Player_melting_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_softening_armour>><<set $Player_softening_resist_armour = setup[$type][$item].resist_softening_armour>><<set $Player_softening_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_hypnotized_armour>><<set $Player_hypnotized_resist_armour = setup[$type][$item].resist_hypnotized_armour>><<set $Player_hypnotized_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_charmed_armour>><<set $Player_charmed_resist_armour = setup[$type][$item].resist_charmed_armour>><<set $Player_charmed_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_frozen_armour>><<set $Player_frozen_resist_armour = setup[$type][$item].resist_frozen_armour>><<set $Player_frozen_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_paralyzed_armour>><<set $Player_paralyzed_resist_armour = setup[$type][$item].resist_paralyzed_armour>><<set $Player_paralyzed_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_petrified_armour>><<set $Player_petrified_resist_armour = setup[$type][$item].resist_petrified_armour>><<set $Player_petrified_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_slimed_armour>><<set $Player_slimed_resist_armour = setup[$type][$item].resist_slimed_armour>><<set $Player_slimed_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_judgement_armour>><<set $Player_judgement_resist_armour = setup[$type][$item].resist_judgement_armour>><<set $Player_judgement_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_corruption_armour>><<set $Player_corruption_resist_armour = setup[$type][$item].resist_corruption_armour>><<set $Player_corruption_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_concussion_armour>><<set $Player_concussion_resist_armour = setup[$type][$item].resist_concussion_armour>><<set $Player_concussion_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_bogged_down_armour>><<set $Player_bogged_down_resist_armour = setup[$type][$item].resist_bogged_down_armour>><<set $Player_bogged_down_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_choking_armour>><<set $Player_choking_resist_armour = setup[$type][$item].resist_choking_armour>><<set $Player_choking_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_silenced_armour>><<set $Player_silenced_resist_armour = setup[$type][$item].resist_silenced_armour>><<set $Player_silenced_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_EMP_armour>><<set $Player_EMP_resist_armour = setup[$type][$item].resist_EMP_armour>><<set $Player_EMP_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_drained_armour>><<set $Player_drained_resist_armour = setup[$type][$item].resist_drained_armour>><<set $Player_drained_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_disabled_armour>><<set $Player_disabled_resist_armour = setup[$type][$item].resist_disabled_armour>><<set $Player_disabled_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_clotted_armour>><<set $Player_clotted_resist_armour = setup[$type][$item].resist_clotted_armour>><<set $Player_clotted_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_hexed_armour>><<set $Player_hexed_resist_armour = setup[$type][$item]resist_hexed_armour.>><<set $Player_hexed_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_cursed_armour>><<set $Player_cursed_resist_armour = setup[$type][$item].resist_cursed_armour>><<set $Player_cursed_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_glued_armour>><<set $Player_glued_resist_armour = setup[$type][$item].resist_glued_armour>><<set $Player_glued_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_blinded_armour>><<set $Player_blinded_resist_armour = setup[$type][$item].resist_blinded_armour>><<set $Player_blinded_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_infuriated_armour>><<set $Player_infuriated_resist_armour = setup[$type][$item].resist_infuriated_armour>><<set $Player_infuriated_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_charred_armour>><<set $Player_charred_resist_armour = setup[$type][$item].resist_charred_armour>><<set $Player_charred_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_brittle_armour>><<set $Player_brittle_resist_armour = setup[$type][$item].resist_brittle_armour>><<set $Player_brittle_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_electrocuted_armour>><<set $Player_electrocuted_resist_armour = setup[$type][$item].resist_electrocuted_armour>><<set $Player_electrocuted_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_dusty_armour>><<set $Player_dusty_resist_armour = setup[$type][$item].resist_dusty_armour>><<set $Player_dusty_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_soaked_armour>><<set $Player_soaked_resist_armour = setup[$type][$item].resist_soaked_armour>><<set $Player_soaked_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_windchilled_armour>><<set $Player_windchilled_resist_armour = setup[$type][$item].resist_windchilled_armour>><<set $Player_windchilled_resist_armour = 0>><</if>> <<if def setup[$type][$item].resist_primed_armour>><<set $Player_primed_resist_armour = setup[$type][$item].resist_primed_armour>><<set $Player_primed_resist_armour = 0>><</if>> <<if def setup[$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 <i>clang</i> 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 abyss beyond it, a wash of purple streaks across an onyx backdrop. <<codex>>The Void<</codex>>. <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, down 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 and parted either side of her sharpened ears. 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' <<codex>>Demon<</codex>> - 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 <i>crack,</i> 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 $autosave_desc to "Before Tentacle Pit">> <<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. It's a <<codex>>Tentacle Monster<</codex>>, alright! <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>> <<set $autosave_desc to "Before Ghost Girl">> 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 <<codex>>Ghost<</codex>> 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>> <<set $autosave_desc to "After Daria">> The <<codex>>Ghost<</codex>> 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> <<set $codex.Daria.unlocked to 1>> <<set $codex.Amy.unlocked to 1>> <<set $codex.Spatial_Displacement.unlocked to 1>> <<set $codex.The_Party.unlocked to 1>> <<set $codex.The_Manor.unlocked to 1>> <b>Codex entry "<<codex>>Daria<</codex>>" unlocked! (Situational Relevance > Daria)</b><br> <b>Codex entry "<<codex>>Amy<</codex>>" unlocked! (Situational Relevance > Amy)</b><br> <b>Codex entry "<<codex>>Spatial Displacement<</codex>>" unlocked! (Situational Relevance > Spatial Displacement)</b><br> <b>Codex entry "<<codex>>The Manor<</codex>>" unlocked! (Situational Relevance > The Manor)</b><br> <b>Codex entry "<<codex>>The Party<</codex>>" unlocked! (Situational Relevance > The Party)</b> <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">> <<if $HW_Cabinet_Key_Early is 1>> <<if $HW_Cabinet is 1>> <<set $type to "key">> <<set $item to "Cabinet_Key">> <<include Pickup>> <</if>> <<else>> <<unset $HW_Cabinet_Key>> <<for _Key, _property range $Inventory>> <<if $Inventory[_Key].internal is "Cabinet_Key">> <<if $Inventory[_Key].position isnot 0>> <<capture _Key>> <<include "Delete This">> <</capture>> <</if>> <</if>> <</for>> <</if>> <<unset $HW_Cabinet>> <<set $HW_Bottle to 0>> <<for _Key, _property range $Inventory>> <<if $Inventory[_Key].internal is "Wine_Bottle" or $Inventory[_Key].internal is "Wine_Bottle_Tempranillo" or $Inventory[_Key].internal is "Wine_Bottle_Zin" or $Inventory[_Key].internal is "Wine_Bottle_Sangiovese">> <<if $Inventory[_Key].position isnot 0>> /* Don't mix Ors and Ands in Ifs. Not worth the hassle.*/ <<capture _Key>> <<include "Delete This">> <</capture>> <</if>> <</if>> <</for>> <</link>> <</if>> <</if>> <</if>> /* For future reference; a 'puzzle' bad end possibility like this needs to clear the inventory of the key items picked up during it for the Continue option if players use it. Hence <<unset $HW_Cabinet_Key>>, etc.*/ <</nobr>><<nobr>> <<set $autosave_desc to "Before Maiden Armour">> <<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 $autosave_desc to "After Maiden Armour">> <<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 '<<codex>>Maiden Armour<</codex>>' 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> <<set $codex.Games_Room.unlocked to 1>> <b>Codex entry "<<codex>>Games Room<</codex>>" unlocked! (Situational Relevance > Games Room)</b> <br> <<set $codex.Partygoers.unlocked to 1>> <b>Codex entry "<<codex>>Partygoers<</codex>>" unlocked! (Situational Relevance > Partygoers)</b> <br> <<set $codex.Soulsapping.unlocked to 1>> <b>Codex entry "<<codex>>Soulsapping<</codex>>" unlocked! (Situational Relevance > Soulsapping)</b> <br><br> <<link "Back to it!" "Games Room 2-2">><</link>> <</nobr>><<nobr>> /* HEY GUESS WHAT WE SHOULD ABSOLUTELY NEVER EVER USE? THE AMOUNT OF STATE SPACE SAVED BY DELETING A KEY ENTRY IS PATHETIC, AND THIS CAUSES SO MANY PROBLEMS!!!! ok I'm calm. We dummy out the bit that deletes things. To any key item checks, we add 'and position isnot 0'. we move position to 0, as we do with consumables when they hit 0 stack, and it should all be fine.*/ /* 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" and $Inventory[_Key].position isnot 0>> <<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">> <<set $Inventory["n" + $whichNo].position to 0>> /*WE ARE GOING TO TRY DUMMYING OUT 'THE ACTUAL BIT THAT DELETES THINGS. <<run delete State.variables.Inventory["n" + $whichNo]>> */ <<include "Slots Update">> /* ... and then it finishes like... <</link>> <</if>> <</for>> */ <</nobr>><<nobr>> <<set $autosave_desc to "Before Pixie">> <<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>> <<set $autosave_desc to "After Pixie">> The <<codex>>Corrupted Pixie<</codex>> 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 $autosave_desc to "Before Mandrakes">> <<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 <<codex>>Plantoid<</codex>> perverts 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>> <<set $autosave_desc to "After Mandrakes">> Jaycie pants softly as the last of the <<codex>>Mandrakes<</codex>> 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 $tile_up to "no">> <<set $tile_left to "no">> <<set $tile_down to "no">> <<set $tile_right to "no">> <<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 $autosave_desc to "Before Haunted Portrait">> <<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>> <<set $autosave_desc to "After Haunted Portrait">> With a warbling shriek and a strong smell of paint fumes, the <<codex>>Monster<</codex>> of the <<codex>>Haunted Portrait<</codex>> 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 $autosave_desc to "Before Possessed Mirror">> <<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>> <<set $autosave_desc to "After Possessed Mirror">> The warped reflection of Jaycie holds on for a moment more, but the suction is too strong. It's pulled back into the <<codex>>Possessed Mirror<</codex>> 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 $autosave_desc to "Before Amy">> <<set $room_name to "The Chapel">> <<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>> <<set $autosave_desc to "The End">> 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 9>> <<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>> /*Changes so far: now that Jaycie's weapon inflicts Bleed reliably, increased HP.*/ <<include "Combat Activate Combat Mode">> <<set $Player_alive = 1>> <<set $Player_escapebonus = 0>> <<set $Player_captured = "Tentacle Pit">> <<set $Fleeable to 0>> <<set $Enemy_level = 4>> <<set $Enemy_alive = 1>> <<set $Enemy_hp_max = 110>> <<set $Enemy_hp = 110>> <<set $Enemy_strength = 5>> <<set $Enemy_agility = 1>> <<set $Enemy_wits = 2>> <<set $Enemy_toughness = 2>> <<set $Enemy_strength_total = 3>> <<set $Enemy_agility_total = 1>> <<set $Enemy_wits_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_Debuff_Limit to 10>> <<set $Enemy_Debuff_Wiggle to 3>> <<set $Enemy_Debuff_Wiggle_Negative to $Enemy_Debuff_Wiggle * -1>> <<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 HW Tentacle Pit Attacks">> <<set $Enemy_Loss_Check_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_energy = "neutral">> <<set $Enemy_radiation = "neutral">> <<set $Enemy_sonic = "neutral">> <<set $Enemy_acid = "resist">> <<set $Enemy_haemorrhaging_resist_natural to 75>> <<set $Enemy_bleeding_resist_natural to 25>> <<set $Enemy_burning_resist_natural to 75>> <<set $Enemy_static_resist_natural to 75>> <<set $Enemy_drowning_resist_natural to 75>> <<set $Enemy_poisoned_resist_natural to 75>> <<set $Enemy_toxic_resist_natural to 75>> <<set $Enemy_aphrodisiac_resist_natural to 75>> <<set $Enemy_reverb_resist_natural to 75>> <<set $Enemy_melting_resist_natural to 75>> <<set $Enemy_softening_resist_natural to 75>> <<set $Enemy_hypnotized_resist_natural to 75>> <<set $Enemy_charmed_resist_natural to 75>> <<set $Enemy_frozen_resist_natural to 75>> <<set $Enemy_paralyzed_resist_natural to 75>> <<set $Enemy_petrified_resist_natural to 75>> <<set $Enemy_slimed_resist_natural to 75>> <<set $Enemy_judgement_resist_natural to 75>> <<set $Enemy_corruption_resist_natural to 75>> <<set $Enemy_concussion_resist_natural to 75>> <<set $Enemy_bogged_down_resist_natural to 75>> <<set $Enemy_choking_resist_natural to 75>> <<set $Enemy_silenced_resist_natural to 75>> <<set $Enemy_EMP_resist_natural to 75>> <<set $Enemy_drained_resist_natural to 75>> <<set $Enemy_disabled_resist_natural to 75>> <<set $Enemy_clotted_resist_natural to 75>> <<set $Enemy_hexed_resist_natural to 75>> <<set $Enemy_cursed_resist_natural to 75>> <<set $Enemy_glued_resist_natural to 75>> <<set $Enemy_blinded_resist_natural to 75>> <<set $Enemy_infuriated_resist_natural to 75>> <<set $Enemy_charred_resist_natural to 75>> <<set $Enemy_brittle_resist_natural to 75>> <<set $Enemy_electrocuted_resist_natural to 75>> <<set $Enemy_dusty_resist_natural to 75>> <<set $Enemy_soaked_resist_natural to 75>> <<set $Enemy_windchilled_resist_natural to 75>> <<set $Enemy_primed_resist_natural to 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 + 30>> <<set $Enemy_hp = $Enemy_hp + 30>> <<set $Enemy_slashing = "neutral">> <<set $Enemy_bleeding_resist_natural to 75>> <</if>> <<include "Enemy Threat Assessment">> <<include "Adjust All Bars">> <<set $Player_context_move to $Player_context_move + 1>> <<set $contextAttacks to [ "Breakout" ]>> <<set $Player_choking to 1>> <<set $Player_bogged_down to 1>> <<set $Player_silenced to 1>> <<set $Player_disabled to 1>> <<set $Player_infuriated to 1>> <<set $Player_Debuffed to 0>> <</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Screen Base]]@@</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_resource_target to "HP">> <<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>>! <<elseif $Enemy_success is 1>> $Enemy_Article whips Jaycie, making her seethe! <<elseif $Enemy_success is 2>> $Enemy_Article whips Jaycie across the chest, making her snarl! <</if>><<include "Enemy Attack Result">> /* ExtraAttacksBeforeTheElseGoHere */ <<elseif $Enemy_dice is 3>> <<set $Enemy_resource_target to "HP">> <<set $Enemy_damage_type to "poison">> <<set $Enemy_status_attack to 'poisoned'>> <<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>>! <<elseif $Enemy_success is 1>> Jaycie chokes as <<= $Enemy_Article>>'s smog fills the air! <<elseif $Enemy_success is 2>> Jaycie chokes violently as <<= $Enemy_Article>>'s smog strikes her in the face! <</if>><<include "Enemy Attack Result">> <<else>> <<set $Enemy_resource_target to "HP">> <<set $Enemy_damage_type to "blunt">> <<set $Enemy_status_attack to "choking">> <<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('1d8')>> <<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>>! <<elseif $Enemy_success is 1>> Jaycie chokes and clenches her teeth as the tentacle wraps snug around her neck! <<elseif $Enemy_success is 2>> Jaycie chokes and clenches her teeth as the tentacle wraps snug around her neck, staggering as it squeezes tight! <</if>><<include "Enemy Attack Result">> <</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 $ScenesUnlocked.TentaclePitLoss to 1>> <b>(Scene 'Tentacle Pit' unlocked in the Fantasize gallery!)</b> <br> <<set $codex.Tentacle_Pit.unlocked to 1>> <b>Codex entry "<<codex>>Tentacle Pit<</codex>>" unlocked! (Situational Relevance > Tentacle Pit)</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>> <<set $SceneName to "TentaclePitLoss">> <<include "Scene Content Check">> <<elseif $Player_alive is 1 and $Enemy_alive is 1>> <<if $Player_turn is 0>> <<include $Enemy_Attack_Passage>> <<elseif $Player_turn is 1>> <<include "Combat Player Status Effects Start Turn">> <</if>> <</if>> <</nobr>><<nobr>> <div align='center' style='font-size: 130%;'><b>Tentacle Pit - a Pit full of Tentacles. Go figure.</b></div> <br> 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>><<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_resource_target to "HP">> <<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>>! <<elseif $Enemy_success is 1>> $Enemy_Article snickers in triumph as Helen is wrapped in freezing chains, feeling her spirit sapped! <<elseif $Enemy_success is 2>> $Enemy_Article giggles gleefully as Helen is completely pinned down by freezing chains, icing over her spirit! <</if>><<include "Enemy Attack Result">> /* ExtraAttacksBeforeTheElseGoHere */ <<elseif $Enemy_dice is 3 or $Enemy_dice is 4>> <<set $Enemy_resource_target to "HP">> <<set $Enemy_damage_type to "ice">> <<set $Enemy_status_attack to "frozen">> <<set $Enemy_status_bonus to 50>> <<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>>! <<elseif $Enemy_success is 1>> Helen seethes as the chain crashes down through her body, freezing her body and spirit alike! <<elseif $Enemy_success is 2>> Helen cries out in shock as the chain crashes down through her body, an icy grasp clutching her heart! <</if>><<include "Enemy Attack Result">> <<elseif $Enemy_dice is 5>> <<set $Enemy_resource_target to "HP">> <<set $Enemy_damage_type to "wind">> <<set $Enemy_status_attack to "windchilled">> <<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>>! <<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. <<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. Twisting on the spot in midair, the Ghost Girl giggles demurely and clutches the Agent's cheek, stroking it until she's swatted off. She grins and swiftly rises back into the air. <</if>><<include "Enemy Attack Result">> <<else>> <<set $Enemy_resource_target to "HP">> <<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>> <<set $Enemy_damageroll to dice('1d8')>> <<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... <<elseif $Enemy_success is 1>> The first chain strikes Helen! <<elseif $Enemy_success is 2>> The first chain strikes Helen dead-on! <</if>><<include "Enemy Attack Result Multi">> <<set $Enemy_attack_accuracy to -2>> <<set $Enemy_damageroll to dice('1d8')>> <<include "Combat Enemy Base Attack">> <<if $Enemy_success is 0>> The second chain misses Helen! <<elseif $Enemy_success is 1>> The second chain strikes Helen! <<elseif $Enemy_success is 2>> The second chain strikes Helen dead-on! <</if>><<include "Enemy Attack Result">> <</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 $ScenesUnlocked.GhostGirlLoss 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>> <<set $SceneName to "GhostGirlLoss">> <<include "Scene Content Check">> <<elseif $Player_alive is 1 and $Enemy_alive is 1>> <<if $Player_turn is 0>> <<include $Enemy_Attack_Passage>> <<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>> <<include "Combat Activate Combat Mode">> <<set $Player_alive = 1>> <<set $Player_escapebonus = 0>> <<set $Player_captured = "Ghost Girl">> <<set $Fleeable to 0>> <<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_wits = 3>> <<set $Enemy_toughness = 3>> <<set $Enemy_strength_total = 2>> <<set $Enemy_agility_total = 3>> <<set $Enemy_wits_total = 3>> <<set $Enemy_toughness_total = 3>> <<set $Enemy_attack = 1>> <<set $Enemy_accuracy_base = 3>> <<set $Enemy_dodge = 5>> <<set $Enemy_morale_bonus to -1>> <<set $Enemy_Debuff_Limit to 8>> <<set $Enemy_Debuff_Wiggle to 2>> <<set $Enemy_Debuff_Wiggle_Negative to $Enemy_Debuff_Wiggle * -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 HW Ghost Girl Attacks">> <<set $Enemy_Loss_Check_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_energy = "neutral">> <<set $Enemy_radiation = "neutral">> <<set $Enemy_sonic = "neutral">> <<set $Enemy_acid = "neutral">> <<set $Enemy_haemorrhaging_resist_natural to 75>> <<set $Enemy_bleeding_resist_natural to 75>> <<set $Enemy_burning_resist_natural to 75>> <<set $Enemy_static_resist_natural to 75>> <<set $Enemy_drowning_resist_natural to 75>> <<set $Enemy_poisoned_resist_natural to 75>> <<set $Enemy_toxic_resist_natural to 75>> <<set $Enemy_aphrodisiac_resist_natural to 75>> <<set $Enemy_reverb_resist_natural to 75>> <<set $Enemy_melting_resist_natural to 75>> <<set $Enemy_softening_resist_natural to 75>> <<set $Enemy_hypnotized_resist_natural to 75>> <<set $Enemy_charmed_resist_natural to 75>> <<set $Enemy_frozen_resist_natural to 75>> <<set $Enemy_paralyzed_resist_natural to 75>> <<set $Enemy_petrified_resist_natural to 75>> <<set $Enemy_slimed_resist_natural to 75>> <<set $Enemy_judgement_resist_natural to 75>> <<set $Enemy_corruption_resist_natural to 75>> <<set $Enemy_concussion_resist_natural to 75>> <<set $Enemy_bogged_down_resist_natural to 75>> <<set $Enemy_choking_resist_natural to 75>> <<set $Enemy_silenced_resist_natural to 75>> <<set $Enemy_EMP_resist_natural to 75>> <<set $Enemy_drained_resist_natural to 75>> <<set $Enemy_disabled_resist_natural to 75>> <<set $Enemy_clotted_resist_natural to 75>> <<set $Enemy_hexed_resist_natural to 75>> <<set $Enemy_cursed_resist_natural to 75>> <<set $Enemy_glued_resist_natural to 75>> <<set $Enemy_blinded_resist_natural to 75>> <<set $Enemy_infuriated_resist_natural to 75>> <<set $Enemy_charred_resist_natural to 75>> <<set $Enemy_brittle_resist_natural to 75>> <<set $Enemy_electrocuted_resist_natural to 75>> <<set $Enemy_dusty_resist_natural to 75>> <<set $Enemy_soaked_resist_natural to 75>> <<set $Enemy_windchilled_resist_natural to 75>> <<set $Enemy_primed_resist_natural to 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>> <<set $Enemy_toughness = 4>> <<set $Enemy_toughness_total = 4>> <</if>> <<include "Enemy Threat Assessment">> <<include "Adjust All Bars">> <</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Screen Base]]@@</div><<nobr>> <div align='center' style='font-size: 130%;'><b>Ghost Girl - drop dead gorgeous.</b></div> <br> 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. <br><br> 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> <</nobr>><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>> /*Changes thus far: Toughness from 3 to 7. HP from 80 to 90.*/ <<include "Combat Activate Combat Mode">> <<set $Player_alive = 1>> <<set $Player_escapebonus = 0>> <<set $Player_captured = "Maiden Armour">> <<set $Fleeable to 0>> <<set $Enemy_level = 5>> <<set $Enemy_alive = 1>> <<set $Enemy_hp_max = 90>> <<set $Enemy_hp = 90>> <<set $Enemy_strength = 3>> <<set $Enemy_agility = 1>> <<set $Enemy_wits = 1>> <<set $Enemy_toughness = 7>> <<set $Enemy_strength_total = 3>> <<set $Enemy_agility_total = 1>> <<set $Enemy_wits_total = 1>> <<set $Enemy_toughness_total = 7>> <<set $Enemy_attack = 2>> <<set $Enemy_accuracy_base = 2>> <<set $Enemy_dodge = 1>> <<set $Enemy_morale_bonus to 50>> <<set $Enemy_Debuff_Limit to 7>> <<set $Enemy_Debuff_Wiggle to 3>> <<set $Enemy_Debuff_Wiggle_Negative to $Enemy_Debuff_Wiggle * -1>> <<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 HW Maiden Armour Attacks">> <<set $Enemy_Loss_Check_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_energy = "neutral">> <<set $Enemy_radiation = "neutral">> <<set $Enemy_sonic = "neutral">> <<set $Enemy_acid = "neutral">> <<set $Enemy_haemorrhaging_resist_natural to 75>> <<set $Enemy_bleeding_resist_natural to 125>> <<set $Enemy_burning_resist_natural to 75>> <<set $Enemy_static_resist_natural to 75>> <<set $Enemy_drowning_resist_natural to 75>> <<set $Enemy_poisoned_resist_natural to 75>> <<set $Enemy_toxic_resist_natural to 75>> <<set $Enemy_aphrodisiac_resist_natural to 75>> <<set $Enemy_reverb_resist_natural to 75>> <<set $Enemy_melting_resist_natural to 75>> <<set $Enemy_softening_resist_natural to 75>> <<set $Enemy_hypnotized_resist_natural to 75>> <<set $Enemy_charmed_resist_natural to 75>> <<set $Enemy_frozen_resist_natural to 75>> <<set $Enemy_paralyzed_resist_natural to 75>> <<set $Enemy_petrified_resist_natural to 75>> <<set $Enemy_slimed_resist_natural to 75>> <<set $Enemy_judgement_resist_natural to 75>> <<set $Enemy_corruption_resist_natural to 75>> <<set $Enemy_concussion_resist_natural to 75>> <<set $Enemy_bogged_down_resist_natural to 75>> <<set $Enemy_choking_resist_natural to 75>> <<set $Enemy_silenced_resist_natural to 75>> <<set $Enemy_EMP_resist_natural to 75>> <<set $Enemy_drained_resist_natural to 75>> <<set $Enemy_disabled_resist_natural to 75>> <<set $Enemy_clotted_resist_natural to 75>> <<set $Enemy_hexed_resist_natural to 75>> <<set $Enemy_cursed_resist_natural to 75>> <<set $Enemy_glued_resist_natural to 75>> <<set $Enemy_blinded_resist_natural to 75>> <<set $Enemy_infuriated_resist_natural to 75>> <<set $Enemy_charred_resist_natural to 75>> <<set $Enemy_brittle_resist_natural to 75>> <<set $Enemy_electrocuted_resist_natural to 75>> <<set $Enemy_dusty_resist_natural to 75>> <<set $Enemy_soaked_resist_natural to 75>> <<set $Enemy_windchilled_resist_natural to 75>> <<set $Enemy_primed_resist_natural to 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 + 60>> <<set $Enemy_hp = $Enemy_hp + 60>> <</if>> <<include "Enemy Threat Assessment">> <<include "Adjust All Bars">> <</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Screen Base]]@@</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_softening to -1>> <br><br> <<include "Combat Enemy Status Effects End Turn">> <<else>> <<set $Enemy_dice to dice('1d4')>> <<if $Enemy_dice is 1>> <<set $Enemy_resource_target to "Focus">> <<set $Enemy_damage_type to "poison">> <<set $Enemy_status_attack to 'poisoned'>> <<set $Enemy_status_bonus to 45>> <<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">> 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>>! <<elseif $Enemy_success is 1>> Jaycie seethes as the poison dart strikes her in the chest. <<elseif $Enemy_success is 2>> Jaycie hisses as the poison dart strikes her in the neck! <</if>><<include "Enemy Attack Result">> /* ExtraAttacksBeforeTheElseGoHere */ <<elseif $Enemy_dice is 2>> <<set $Enemy_resource_target to "Focus and HP">> <<set $Enemy_damage_type to "acid">> <<set $Enemy_status_attack to 'drowning'>> <<set $Enemy_status_bonus to 50>> <<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">> 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>>! <<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! <<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! <</if>><<include "Enemy Attack Result">> <<elseif $Enemy_dice is 3>> <<set $Enemy_resource_target to "HP">> <<set $Enemy_damage_type to "elec">> <<set $Enemy_status_attack to 'static'>> <<set $Enemy_status_bonus to 50>> <<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 coiling, sparking whip!<br><br> <<if $Enemy_success is 0>> $Enemy_Article misses <<= $Player_alias>>! <<elseif $Enemy_success is 1>> Jaycie grunts as she's struck with the whip, a painful electric shock accompanying the blow! <<elseif $Enemy_success is 2>> Jaycie grunts as she's struck with the whip dead-on, a painful electric shock accompanying the blow and making her her black heart tremble! <</if>><<include "Enemy Attack Result">> <<else>> <<set $Enemy_resource_target to "HP">> <<set $Enemy_damage_type to "blunt">> <<set $Enemy_status_attack to 'concussion'>> <<set $Enemy_status_bonus to 50>> <<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">> 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>>! <<elseif $Enemy_success is 1>> Jaycie brings her arms up to defend herself from the crushing blow, seeing STARS... erm- stars... <<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. <</if>><<include "Enemy Attack Result">> <</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 $ScenesUnlocked.MaidenArmourLoss to 1>> <b>(Scene 'Maiden Armour' unlocked in the Fantasize gallery!)</b> <br> <<set $codex.Maiden_Armour.unlocked to 1>> <b>Codex entry "<<codex>>Maiden Armour<</codex>>" unlocked! (Situational Relevance > Maiden Armour)</b> <br> <<set $codex.Storage.unlocked to 1>> <b>Codex entry "<<codex>>Storage<</codex>>" unlocked! (Situational Relevance > Storage)</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>> <<set $SceneName to "MaidenArmourLoss">> <<include "Scene Content Check">> <<elseif $Player_alive is 1 and $Enemy_alive is 1>> <<if $Player_turn is 0>> <<include $Enemy_Attack_Passage>> <<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>><<nobr>> <div align='center' style='font-size: 130%;'><b>Maiden Armour - maid locally, with pride.</b></div> <br> 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. <br><br> 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> <</nobr>><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 useful 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>> <<include "Combat Activate Combat Mode">> <<set $Player_alive = 1>> <<set $Player_escapebonus = 0>> <<set $Player_captured = "Corrupted Pixie">> <<set $Fleeable to 0>> <<set $Enemy_level = 5>> <<set $Enemy_alive = 1>> <<set $Enemy_hp_max = 50>> <<set $Enemy_hp = 50>> <<set $Enemy_strength = 2>> <<set $Enemy_agility = 5>> <<set $Enemy_wits = 5>> <<set $Enemy_toughness = 4>> <<set $Enemy_strength_total = 2>> <<set $Enemy_agility_total = 5>> <<set $Enemy_wits_total = 5>> <<set $Enemy_toughness_total = 4>> <<set $Enemy_attack = 2>> <<set $Enemy_accuracy_base = 3>> <<set $Enemy_dodge = 6>> <<set $Enemy_morale_bonus to 30>> <<set $Enemy_Debuff_Limit to 5>> <<set $Enemy_Debuff_Wiggle to 2>> <<set $Enemy_Debuff_Wiggle_Negative to $Enemy_Debuff_Wiggle * -1>> <<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 HW Corrupted Pixie Attacks">> <<set $Enemy_Loss_Check_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_energy = "neutral">> <<set $Enemy_radiation = "neutral">> <<set $Enemy_sonic = "weak">> <<set $Enemy_acid = "resist">> <<set $Enemy_haemorrhaging_resist_natural to 75>> <<set $Enemy_bleeding_resist_natural to 75>> <<set $Enemy_burning_resist_natural to 75>> <<set $Enemy_static_resist_natural to 75>> <<set $Enemy_drowning_resist_natural to 75>> <<set $Enemy_poisoned_resist_natural to 75>> <<set $Enemy_toxic_resist_natural to 75>> <<set $Enemy_aphrodisiac_resist_natural to 75>> <<set $Enemy_reverb_resist_natural to 75>> <<set $Enemy_melting_resist_natural to 75>> <<set $Enemy_softening_resist_natural to 75>> <<set $Enemy_hypnotized_resist_natural to 75>> <<set $Enemy_charmed_resist_natural to 75>> <<set $Enemy_frozen_resist_natural to 75>> <<set $Enemy_paralyzed_resist_natural to 75>> <<set $Enemy_petrified_resist_natural to 75>> <<set $Enemy_slimed_resist_natural to 75>> <<set $Enemy_judgement_resist_natural to 75>> <<set $Enemy_corruption_resist_natural to 75>> <<set $Enemy_concussion_resist_natural to 75>> <<set $Enemy_bogged_down_resist_natural to 75>> <<set $Enemy_choking_resist_natural to 75>> <<set $Enemy_silenced_resist_natural to 75>> <<set $Enemy_EMP_resist_natural to 75>> <<set $Enemy_drained_resist_natural to 75>> <<set $Enemy_disabled_resist_natural to 75>> <<set $Enemy_clotted_resist_natural to 75>> <<set $Enemy_hexed_resist_natural to 75>> <<set $Enemy_cursed_resist_natural to 75>> <<set $Enemy_glued_resist_natural to 75>> <<set $Enemy_blinded_resist_natural to 75>> <<set $Enemy_infuriated_resist_natural to 75>> <<set $Enemy_charred_resist_natural to 75>> <<set $Enemy_brittle_resist_natural to 75>> <<set $Enemy_electrocuted_resist_natural to 75>> <<set $Enemy_dusty_resist_natural to 75>> <<set $Enemy_soaked_resist_natural to 75>> <<set $Enemy_windchilled_resist_natural to 75>> <<set $Enemy_primed_resist_natural to 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 - 15>> <<set $Enemy_hp = $Enemy_hp - 15>> <<elseif $difficulty is "Hard">> <<set $Enemy_hp_max = $Enemy_hp_max + 10>> <<set $Enemy_hp = $Enemy_hp + 10>> <<set $Enemy_sonic = "neutral">> <</if>> <<include "Enemy Threat Assessment">> <<include "Adjust All Bars">> <</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Screen Base]]@@</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 -1>> <br><br> <<include "Combat Enemy Status Effects End Turn">> <<else>> <<set $Enemy_dice to dice('1d6')>> <<if $Enemy_dice is 1 or $Enemy_dice is 2>> <<set $Enemy_resource_target to "HP">> <<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>>! <<elseif $Enemy_success is 1>> Helen grunts as she brings her brass arm up to defend herself! <<elseif $Enemy_success is 2>> Helen seethes as she's stuck with the rock, giving a spiteful glare up at her foe! <</if>><<include "Enemy Attack Result">> <<elseif $Enemy_dice is 3>> <<set $Enemy_resource_target to "HP">> <<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>>! <<elseif $Enemy_success is 1>> Helen is clocked in the shoulder, the stone fist sending her reeling! <<elseif $Enemy_success is 2>> Helen is clocked in the head, sending her reeling and gasping in shock! <</if>><<include "Enemy Attack Result">> <<elseif $Enemy_dice is 4 or $Enemy_dice is 5>> <<set $Enemy_resource_target to "HP">> <<set $Enemy_damage_type to "earth">> <<set $Enemy_status_attack to 'bogged down'>> <<set $Enemy_status_bonus to 75>> <<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! <<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'! <<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! <</if>><<include "Enemy Attack Result">> /* BlahBlahBlah */ <<else>> <<set $Enemy_resource_target to "HP">> <<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('1d8')>> <<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... <<elseif $Enemy_success is 1>> A pellet strikes Helen! <<elseif $Enemy_success is 2>> A pellet strikes Helen dead-on! <</if>><<include "Enemy Attack Result Multi">> <<set $Enemy_attack_accuracy to -3>> <<set $Enemy_damageroll to dice('1d6')>> <<include "Combat Enemy Base Attack">> <<if $Enemy_success is 0>> $Enemy_Article misses <<= $Player_alias>> with one pellet... <<elseif $Enemy_success is 1>> A pellet strikes Helen! <<elseif $Enemy_success is 2>> A pellet strikes Helen dead-on! <</if>><<include "Enemy Attack Result Multi">> <<set $Enemy_attack_accuracy to -5>> <<set $Enemy_damageroll to dice('1d6')>> <<include "Combat Enemy Base Attack">> <<if $Enemy_success is 0>> $Enemy_Article misses <<= $Player_alias>> with one pellet... <<elseif $Enemy_success is 1>> A pellet strikes Helen! <<elseif $Enemy_success is 2>> A pellet strikes Helen dead-on! <</if>><<include "Enemy Attack Result Multi">> <<set $Enemy_attack_accuracy to -7>> <<set $Enemy_damageroll to dice('1d4')>> <<include "Combat Enemy Base Attack">> <<if $Enemy_success is 0>> The last pellet misses Helen! <<elseif $Enemy_success is 1>> The last pellet strikes Helen! <<elseif $Enemy_success is 2>> The last pellet strikes Helen dead-on! <</if>><<include "Enemy Attack Result">> <</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 $ScenesUnlocked.CorruptedPixieLoss to 1>> <b>(Scene 'Corrupted Pixie' unlocked in the Fantasize gallery!)</b> <br> <<set $codex.Corrupted_Pixie.unlocked to 1>> <b>Codex entry "<<codex>>Corrupted Pixie<</codex>>" unlocked! (Situational Relevance > Corrupted Pixie)</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>> <<set $SceneName to "CorruptedPixieLoss">> <<include "Scene Content Check">> <<elseif $Player_alive is 1 and $Enemy_alive is 1>> <<if $Player_turn is 0>> <<include $Enemy_Attack_Passage>> <<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>><<nobr>> <div align='center' style='font-size: 130%;'><b>Corrupted Pixie - or maybe she's always like this?</b></div> <br> 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. <br><br> 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> <</nobr>><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>> <<include "Combat Activate Combat Mode">> /*Changes thus far: Dodge increases every 25% HP lost.*/ <<set $Player_alive = 1>> <<set $Player_escapebonus = 0>> <<set $Player_captured = "FILLTHIS">> <<set $Fleeable to 0>> <<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_wits = 3>> <<set $Enemy_toughness = 4>> <<set $Enemy_strength_total = 3>> <<set $Enemy_agility_total = 3>> <<set $Enemy_wits_total = 3>> <<set $Enemy_toughness_total = 4>> <<set $Enemy_attack = 1>> <<set $Enemy_accuracy_base = 4>> <<set $Enemy_dodge = 6>> <<set $Enemy_morale_bonus to 30>> <<set $Enemy_Debuff_Limit to 7>> <<set $Enemy_Debuff_Wiggle to 2>> <<set $Enemy_Debuff_Wiggle_Negative to $Enemy_Debuff_Wiggle * -1>> <<set $Enemy_alias = "Mandrakes">> <<set $Enemy_Article = "The Mandrake gang">> <<set $Enemy_article = "the Mandrake gang">> <<set $Enemy_class = "Ratatouille-to-be">> <<set $Enemy_Attack_Passage to "Combat HW Mandrakes Attacks">> <<set $Enemy_Loss_Check_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_energy = "neutral">> <<set $Enemy_radiation = "neutral">> <<set $Enemy_sonic = "neutral">> <<set $Enemy_acid = "resist">> <<set $Enemy_haemorrhaging_resist_natural to 75>> <<set $Enemy_bleeding_resist_natural to 75>> <<set $Enemy_burning_resist_natural to 75>> <<set $Enemy_static_resist_natural to 75>> <<set $Enemy_drowning_resist_natural to 75>> <<set $Enemy_poisoned_resist_natural to 75>> <<set $Enemy_toxic_resist_natural to 75>> <<set $Enemy_aphrodisiac_resist_natural to 75>> <<set $Enemy_reverb_resist_natural to 75>> <<set $Enemy_melting_resist_natural to 75>> <<set $Enemy_softening_resist_natural to 75>> <<set $Enemy_hypnotized_resist_natural to 75>> <<set $Enemy_charmed_resist_natural to 75>> <<set $Enemy_frozen_resist_natural to 75>> <<set $Enemy_paralyzed_resist_natural to 75>> <<set $Enemy_petrified_resist_natural to 75>> <<set $Enemy_slimed_resist_natural to 75>> <<set $Enemy_judgement_resist_natural to 75>> <<set $Enemy_corruption_resist_natural to 75>> <<set $Enemy_concussion_resist_natural to 75>> <<set $Enemy_bogged_down_resist_natural to 75>> <<set $Enemy_choking_resist_natural to 75>> <<set $Enemy_silenced_resist_natural to 75>> <<set $Enemy_EMP_resist_natural to 75>> <<set $Enemy_drained_resist_natural to 75>> <<set $Enemy_disabled_resist_natural to 75>> <<set $Enemy_clotted_resist_natural to 75>> <<set $Enemy_hexed_resist_natural to 75>> <<set $Enemy_cursed_resist_natural to 75>> <<set $Enemy_glued_resist_natural to 75>> <<set $Enemy_blinded_resist_natural to 75>> <<set $Enemy_infuriated_resist_natural to 75>> <<set $Enemy_charred_resist_natural to 75>> <<set $Enemy_brittle_resist_natural to 75>> <<set $Enemy_electrocuted_resist_natural to 75>> <<set $Enemy_dusty_resist_natural to 75>> <<set $Enemy_soaked_resist_natural to 75>> <<set $Enemy_windchilled_resist_natural to 75>> <<set $Enemy_primed_resist_natural to 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 + 80>> <<set $Enemy_hp = $Enemy_hp + 80>> <</if>> <<include "Enemy Threat Assessment">> <<include "Adjust All Bars">> <</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Screen Base]]@@</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 $ScenesUnlocked.MandrakesLoss to 1>> <b>(Scene 'Mandrakes' unlocked in the Fantasize gallery!)</b><br> <br> <<set $codex.Mandrakes.unlocked to 1>> <b>Codex entry "<<codex>>Mandrakes<</codex>>" unlocked! (Situational Relevance > Mandrakes)</b> <br> <<set $codex.Conservatory.unlocked to 1>> <b>Codex entry "<<codex>>Conservatory<</codex>>" unlocked! (Situational Relevance > Conservatory)</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>> <<set $SceneName to "MandrakesLoss">> <<include "Scene Content Check">> <<elseif $Player_alive is 1 and $Enemy_alive is 1>> <<if $Player_turn is 0>> <<include $Enemy_Attack_Passage>> <<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>> <<set $Enemy_dodge to $Enemy_dodge + 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>> <<set $Enemy_dodge to $Enemy_dodge + 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>> <<set $Enemy_dodge to $Enemy_dodge + 1>> <br><br> <</if>> <<set $Enemy_dice to dice('1d7')>> <<if $Enemy_dice is 1 or $Enemy_dice is 2>> <<set $Enemy_resource_target to "HP">> <<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>>! <<elseif $Enemy_success is 1>> Jaycie staggers as she's pelted with veg! <<elseif $Enemy_success is 2>> Jaycie growls as she's bonked on the head with veg! <</if>><<include "Enemy Attack Result">> <<elseif $Enemy_dice is 3 or $Enemy_dice is 4>> <<set $Enemy_resource_target to "HP">> <<set $Enemy_damage_type to "acid">> <<set $Enemy_status_attack to 'silenced'>> <<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('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>>! <<elseif $Enemy_success is 1>> Jaycie coughs and staggers backward as she's sprayed, her coughing fit becoming eeriely silent! <<elseif $Enemy_success is 2>> Jaycie seethes, eyes watering as she's sprayed across the mask. Can Undead still have allergies!? Even worse, her coughing fit turns eeriely silent! <</if>><<include "Enemy Attack Result">> <<elseif $Enemy_dice is 5>> <<set $Enemy_resource_target to "HP">> <<set $Enemy_damage_type to "piercing">> <<set $Enemy_status_attack to 'paralyzed'>> <<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>>! <<elseif $Enemy_success is 1>> The cactus bursts! Jaycie is peppered with stinging needles! <<elseif $Enemy_success is 2>> The cactus bursts! Jaycie is riddled with stinging needles all over! <</if>><<include "Enemy Attack Result">> <<elseif $Enemy_dice is 6>> <<set $Enemy_resource_target to "HP">> <<set $Enemy_damage_type to "fire">> <<set $Enemy_status_attack to 'burning'>> <<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>>! <<elseif $Enemy_success is 1>> Jaycie is bathed in flames, snarling all the while! <<elseif $Enemy_success is 2>> Jaycie is caught in an inferno, staggering under the heat! <</if>><<include "Enemy Attack Result">> <<else>> <<set $Enemy_resource_target to "HP">> <<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>> <<set $Enemy_damageroll to dice('1d8')>> <<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... <<elseif $Enemy_success is 1>> A veggie strikes Jaycie! <<elseif $Enemy_success is 2>> A veggie strikes Jaycie dead-on! <</if>><<include "Enemy Attack Result Multi">> <<set $Enemy_attack_accuracy to -1>> <<set $Enemy_damageroll to dice('1d8')>> <<include "Combat Enemy Base Attack">> <<if $Enemy_success is 0>> $Enemy_Article miss <<= $Player_alias>> with the second throw... <<elseif $Enemy_success is 1>> A veggie strikes Jaycie! <<elseif $Enemy_success is 2>> A veggie strikes Jaycie dead-on! <</if>><<include "Enemy Attack Result Multi">> <<set $Enemy_attack_accuracy to -3>> <<set $Enemy_damageroll to dice('1d8')>> <<include "Combat Enemy Base Attack">> <<if $Enemy_success is 0>> The last veggie misses Jaycie! <<elseif $Enemy_success is 1>> The last veggie strikes Jaycie! <<elseif $Enemy_success is 2>> The last veggie strikes Jaycie dead-on! <</if>><<include "Enemy Attack Result">> <</if>> <</nobr>><<nobr>> <div align='center' style='font-size: 130%;'><b>Mandrakes - they won't help you see in the dark.</b></div> <br> 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. <br><br> 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> <</nobr>><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>> <<include "Combat Activate Combat Mode">> <<set $Player_alive = 1>> <<set $Player_escapebonus = 0>> <<set $Player_captured = "FILLTHIS">> <<set $Fleeable to 0>> <<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_wits = 2>> <<set $Enemy_toughness = 5>> <<set $Enemy_strength_total = 4>> <<set $Enemy_agility_total = 1>> <<set $Enemy_wits_total = 2>> <<set $Enemy_toughness_total = 5>> <<set $Enemy_attack = 2>> <<set $Enemy_accuracy_base = 3>> <<set $Enemy_dodge = 0>> <<set $Enemy_morale_bonus to 40>> <<set $Enemy_Debuff_Limit to 12>> <<set $Enemy_Debuff_Wiggle to 3>> <<set $Enemy_Debuff_Wiggle_Negative to $Enemy_Debuff_Wiggle * -1>> <<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 HW Haunted Portrait Attacks">> <<set $Enemy_Loss_Check_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_energy = "neutral">> <<set $Enemy_radiation = "neutral">> <<set $Enemy_sonic = "neutral">> <<set $Enemy_acid = "resist">> <<set $Enemy_haemorrhaging_resist_natural to 75>> <<set $Enemy_bleeding_resist_natural to 75>> <<set $Enemy_burning_resist_natural to 75>> <<set $Enemy_static_resist_natural to 75>> <<set $Enemy_drowning_resist_natural to 75>> <<set $Enemy_poisoned_resist_natural to 75>> <<set $Enemy_toxic_resist_natural to 75>> <<set $Enemy_aphrodisiac_resist_natural to 75>> <<set $Enemy_reverb_resist_natural to 75>> <<set $Enemy_melting_resist_natural to 75>> <<set $Enemy_softening_resist_natural to 75>> <<set $Enemy_hypnotized_resist_natural to 75>> <<set $Enemy_charmed_resist_natural to 75>> <<set $Enemy_frozen_resist_natural to 75>> <<set $Enemy_paralyzed_resist_natural to 75>> <<set $Enemy_petrified_resist_natural to 75>> <<set $Enemy_slimed_resist_natural to 75>> <<set $Enemy_judgement_resist_natural to 75>> <<set $Enemy_corruption_resist_natural to 75>> <<set $Enemy_concussion_resist_natural to 75>> <<set $Enemy_bogged_down_resist_natural to 75>> <<set $Enemy_choking_resist_natural to 75>> <<set $Enemy_silenced_resist_natural to 75>> <<set $Enemy_EMP_resist_natural to 75>> <<set $Enemy_drained_resist_natural to 75>> <<set $Enemy_disabled_resist_natural to 75>> <<set $Enemy_clotted_resist_natural to 75>> <<set $Enemy_hexed_resist_natural to 75>> <<set $Enemy_cursed_resist_natural to 75>> <<set $Enemy_glued_resist_natural to 75>> <<set $Enemy_blinded_resist_natural to 75>> <<set $Enemy_infuriated_resist_natural to 75>> <<set $Enemy_charred_resist_natural to 75>> <<set $Enemy_brittle_resist_natural to 75>> <<set $Enemy_electrocuted_resist_natural to 75>> <<set $Enemy_dusty_resist_natural to 75>> <<set $Enemy_soaked_resist_natural to 75>> <<set $Enemy_windchilled_resist_natural to 75>> <<set $Enemy_primed_resist_natural to 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 + 30>> <<set $Enemy_hp = $Enemy_hp + 30>> <<set $Enemy_piercing = "resist">> <</if>> <<include "Enemy Threat Assessment">> <<include "Adjust All Bars">> <</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Screen Base]]@@</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_resource_target to "HP">> <<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>>! <<elseif $Enemy_success is 1>> Helen gasps as the heat prickles at her skin, the room briefly engulfed in painted flames! <<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! <</if>><<include "Enemy Attack Result">> <<elseif $Enemy_dice is 2>> <<set $Enemy_fire to "weak">> <<set $Enemy_ice to "resist">> <<set $Enemy_resource_target to "HP">> <<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>>! <<elseif $Enemy_success is 1>> Helen shudders as a blizzard overcomes her! <<elseif $Enemy_success is 2>> Helen shivers, teeth clenched hard as a blizzard buffets her! <</if>><<include "Enemy Attack Result">> <<elseif $Enemy_dice is 2>> <<set $Enemy_elec to "weak">> <<set $Enemy_wind to "resist">> <<set $Enemy_resource_target to "HP">> <<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>>! <<elseif $Enemy_success is 1>> Helen crosses her arms before her face and braces as a gale rips through the room! <<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! <</if>><<include "Enemy Attack Result">> /* BlahBlahBlah */ <<else>> <<set $Enemy_elec to "resist">> <<set $Enemy_wind to "weak">> <<set $Enemy_resource_target to "HP">> <<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>>! <<elseif $Enemy_success is 1>> Helen growls as a bolt of lightning strikes her! <<elseif $Enemy_success is 2>> Helen growls as a bolt of lightning strikes at her, hitting her in the chest! <</if>><<include "Enemy Attack Result">> <</if>> <br><br> The Haunted Portrait's elemental resistances have shifted! <</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 $ScenesUnlocked.HauntedPortraitLoss to 1>> <b>(Scene 'Haunted Portrait' unlocked in the Fantasize gallery!)</b> <br> <<set $codex.Haunted_Painting.unlocked to 1>> <b>Codex entry "<<codex>>Haunted Painting<</codex>>" unlocked! (Situational Relevance > Haunted Painting)</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>> <<set $SceneName to "HauntedPortraitLoss">> <<include "Scene Content Check">> <<elseif $Player_alive is 1 and $Enemy_alive is 1>> <<if $Player_turn is 0>> <<include $Enemy_Attack_Passage>> <<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>><<nobr>> <div align='center' style='font-size: 130%;'><b>Haunted Portrait - it really captures your eyes... and everything else.</b></div> <br> 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. <br><br> 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> <</nobr>><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>> <<include "Combat Activate Combat Mode">> <<set $Player_alive = 1>> <<set $Player_escapebonus = 0>> <<set $Player_captured = "Possessed Mirror">> <<set $Fleeable to 0>> <<set $Enemy_level = 6>> <<set $Enemy_alive = 1>> <<set $Enemy_hp_max = 155>> <<set $Enemy_hp = 155>> <<set $Enemy_strength = 5>> <<set $Enemy_agility = 2>> <<set $Enemy_wits = 3>> <<set $Enemy_toughness = 3>> <<set $Enemy_strength_total = 5>> <<set $Enemy_agility_total = 2>> <<set $Enemy_wits_total = 3>> <<set $Enemy_toughness_total = 3>> <<set $Enemy_attack = 3>> <<set $Enemy_accuracy_base = 3>> <<set $Enemy_dodge = 3>> <<set $Enemy_morale_bonus to 50>> <<set $Enemy_Debuff_Limit to 6>> <<set $Enemy_Debuff_Wiggle to 3>> <<set $Enemy_Debuff_Wiggle_Negative to $Enemy_Debuff_Wiggle * -1>> <<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 HW Possessed Mirror Attacks">> <<set $Enemy_Loss_Check_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_energy = "neutral">> <<set $Enemy_radiation = "neutral">> <<set $Enemy_sonic = "weak">> <<set $Enemy_acid = "neutral">> <<set $Enemy_haemorrhaging_resist_natural to 75>> <<set $Enemy_bleeding_resist_natural to 100>> <<set $Enemy_burning_resist_natural to 75>> <<set $Enemy_static_resist_natural to 75>> <<set $Enemy_drowning_resist_natural to 75>> <<set $Enemy_poisoned_resist_natural to 75>> <<set $Enemy_toxic_resist_natural to 75>> <<set $Enemy_aphrodisiac_resist_natural to 75>> <<set $Enemy_reverb_resist_natural to 75>> <<set $Enemy_melting_resist_natural to 75>> <<set $Enemy_softening_resist_natural to 75>> <<set $Enemy_hypnotized_resist_natural to 75>> <<set $Enemy_charmed_resist_natural to 75>> <<set $Enemy_frozen_resist_natural to 75>> <<set $Enemy_paralyzed_resist_natural to 75>> <<set $Enemy_petrified_resist_natural to 75>> <<set $Enemy_slimed_resist_natural to 75>> <<set $Enemy_judgement_resist_natural to 75>> <<set $Enemy_corruption_resist_natural to 75>> <<set $Enemy_concussion_resist_natural to 75>> <<set $Enemy_bogged_down_resist_natural to 75>> <<set $Enemy_choking_resist_natural to 75>> <<set $Enemy_silenced_resist_natural to 75>> <<set $Enemy_EMP_resist_natural to 75>> <<set $Enemy_drained_resist_natural to 75>> <<set $Enemy_disabled_resist_natural to 75>> <<set $Enemy_clotted_resist_natural to 75>> <<set $Enemy_hexed_resist_natural to 75>> <<set $Enemy_cursed_resist_natural to 75>> <<set $Enemy_glued_resist_natural to 75>> <<set $Enemy_blinded_resist_natural to 75>> <<set $Enemy_infuriated_resist_natural to 75>> <<set $Enemy_charred_resist_natural to 75>> <<set $Enemy_brittle_resist_natural to 75>> <<set $Enemy_electrocuted_resist_natural to 75>> <<set $Enemy_dusty_resist_natural to 75>> <<set $Enemy_soaked_resist_natural to 75>> <<set $Enemy_windchilled_resist_natural to 75>> <<set $Enemy_primed_resist_natural to 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 - 25>> <<set $Enemy_hp = $Enemy_hp - 25>> <<elseif $difficulty is "Hard">> <<set $Enemy_hp_max = $Enemy_hp_max + 55>> <<set $Enemy_hp = $Enemy_hp + 55>> <</if>> <<include "Enemy Threat Assessment">> <<include "Adjust All Bars">> <</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Screen Base]]@@</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. It has significalty increased 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> <<include "Combat Enemy Status Effects End Turn">> <<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_resource_target to "HP">> <<set $Enemy_damage_type to "slashing">> <<set $Enemy_attack_dice to 0>> <<set $Enemy_attack_accuracy to 6>> <<set $Enemy_attack_damage to 8>> <<set $Enemy_attack_dodge to 0>> <<set $Enemy_attack_def to 0>> <<set $Enemy_damageroll to dice('3d8')>> <<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>>! <<elseif $Enemy_success is 1>> Jaycie grunts as she's slammed into, knocked straight into a bookcase with the dizzying strike. <<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. <</if>><<include "Enemy Attack Result">> <<else>> <<set $Enemy_dice to dice('1d5')>> <<if $Enemy_dice is 1 or $Enemy_dice is 2>> <<set $Enemy_resource_target to "HP">> <<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>>! <<elseif $Enemy_success is 1>> Jaycie seethes as she's struck by the wild swing. <<elseif $Enemy_success is 2>> Jaycie snarls as the wild swing catches her somewhere sensitive. <</if>><<include "Enemy Attack Result">> <<elseif $Enemy_dice is 3>> <<set $Enemy_resource_target to "HP">> <<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">> <<set $Enemy_success to 1>> 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! <<include "Enemy Attack Result">> <<elseif $Enemy_dice is 4>> <<set $Enemy_resource_target to "HP">> <<set $Enemy_damage_type to "acid">> <<set $Enemy_status_attack to 'softening'>> <<set $Enemy_status_bonus to 100>> <<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('1d4')>> <<include "Combat Enemy Base Attack">> Jaycie's reflection suddenly tilts its mask back, exposing its fangs and chipped, pursing lips... It suddenly spits a glob of greenish goop at Jaycie! <br><br> <<if $Enemy_success is 0>> $Enemy_Article misses <<= $Player_alias>>! <<elseif $Enemy_success is 1>> Jaycie grimaces as she's struck by the spit, hissing and sizzling against her outfit. Hey, that's only ok when she does it! <<elseif $Enemy_success is 2>> Jaycie grimaces as she's struck by the spit... right in the face. Hey, that's only ok when she does it! U-ugh... <</if>><<include "Enemy Attack Result">> <<else>> <<set $Enemy_resource_target to "HP">> <<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('1d12')>> <<include "Combat Enemy Base Attack">> <<set _temp1 to $Enemy_damage / 2>> <<set _temp1 to _temp1 + 0.00001>> <<set _temp1 to Math.round(_temp1)>> 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>>! <<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. <<include "Enemy Attack Result">> $Enemy_Article healed for <<= _temp1>> <<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`>> <<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 regeneration on that spot; an exhausting ordeal... <<include "Enemy Attack Result">> $Enemy_Article healed for <<= _temp1>> <<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`>> <</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_Jaycie">> <<include "Pickup">> <<set $type to "consumable">> <<set $item to "Mildly_Evil_Knife_Jaycie">> <<include "Pickup">> <<set $Enemy_alive to 0>> <br><br> <<set $ScenesUnlocked.PossessedMirrorLoss to 1>> <b>(Scene 'Possessed Mirror' unlocked in the Fantasize gallery!) </b> <br> <<set $codex.Possessed_Mirror.unlocked to 1>> <b>Codex entry "<<codex>>Possessed Mirror<</codex>>" unlocked! (Situational Relevance > Possessed Mirror)</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>> <<set $SceneName to "PossessedMirrorLoss">> <<include "Scene Content Check">> <<elseif $Player_alive is 1 and $Enemy_alive is 1>> <<if $Player_turn is 0>> <<include $Enemy_Attack_Passage>> <<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>><<nobr>> <div align='center' style='font-size: 130%;'><b>Possessed Mirror - not-so Funhouse.</b></div> <br> 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- <br><br> 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> <</nobr>><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>> <<include "Combat Activate Combat Mode">> <<set $Player_alive = 1>> <<set $Player_escapebonus = 0>> <<set $Player_captured = "FILLTHIS">> <<set $Fleeable to 0>> <<set $Enemy_level = 9>> <<set $Enemy_alive = 1>> <<set $Enemy_hp_max = 225>> <<set $Enemy_hp = 225>> <<set $Enemy_strength = 4>> <<set $Enemy_agility = 4>> <<set $Enemy_wits = 6>> <<set $Enemy_toughness = 2>> <<set $Enemy_strength_total = 4>> <<set $Enemy_agility_total = 4>> <<set $Enemy_wits_total = 6>> <<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_Debuff_Limit to 6>> <<set $Enemy_Debuff_Wiggle to 2>> <<set $Enemy_Debuff_Wiggle_Negative to $Enemy_Debuff_Wiggle * -1>> <<set $Enemy_alias = "Amy">> <<set $Enemy_Article = "Amy">> <<set $Enemy_article = "Amy">> <<set $Enemy_class = "Succubus At Last">> <<set $Enemy_Attack_Passage to "Combat HW Amy Attacks">> <<set $Enemy_Loss_Check_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_energy = "neutral">> <<set $Enemy_radiation = "neutral">> <<set $Enemy_sonic = "neutral">> <<set $Enemy_acid = "neutral">> <<set $Enemy_haemorrhaging_resist_natural to 75>> <<set $Enemy_bleeding_resist_natural to 75>> <<set $Enemy_burning_resist_natural to 75>> <<set $Enemy_static_resist_natural to 75>> <<set $Enemy_drowning_resist_natural to 75>> <<set $Enemy_poisoned_resist_natural to 75>> <<set $Enemy_toxic_resist_natural to 75>> <<set $Enemy_aphrodisiac_resist_natural to 75>> <<set $Enemy_reverb_resist_natural to 75>> <<set $Enemy_melting_resist_natural to 75>> <<set $Enemy_softening_resist_natural to 75>> <<set $Enemy_hypnotized_resist_natural to 75>> <<set $Enemy_charmed_resist_natural to 75>> <<set $Enemy_frozen_resist_natural to 75>> <<set $Enemy_paralyzed_resist_natural to 100>> <<set $Enemy_petrified_resist_natural to 75>> <<set $Enemy_slimed_resist_natural to 75>> <<set $Enemy_judgement_resist_natural to 75>> <<set $Enemy_corruption_resist_natural to 75>> <<set $Enemy_concussion_resist_natural to 75>> <<set $Enemy_bogged_down_resist_natural to 75>> <<set $Enemy_choking_resist_natural to 75>> <<set $Enemy_silenced_resist_natural to 75>> <<set $Enemy_EMP_resist_natural to 75>> <<set $Enemy_drained_resist_natural to 75>> <<set $Enemy_disabled_resist_natural to 75>> <<set $Enemy_clotted_resist_natural to 75>> <<set $Enemy_hexed_resist_natural to 75>> <<set $Enemy_cursed_resist_natural to 75>> <<set $Enemy_glued_resist_natural to 75>> <<set $Enemy_blinded_resist_natural to 75>> <<set $Enemy_infuriated_resist_natural to 75>> <<set $Enemy_charred_resist_natural to 75>> <<set $Enemy_brittle_resist_natural to 75>> <<set $Enemy_electrocuted_resist_natural to 75>> <<set $Enemy_dusty_resist_natural to 75>> <<set $Enemy_soaked_resist_natural to 75>> <<set $Enemy_windchilled_resist_natural to 75>> <<set $Enemy_primed_resist_natural to 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">> <<set $ContextCurse to 4>> <<if $difficulty is "Easy">> <<set $Enemy_hp_max = $Enemy_hp_max - 35>> <<set $Enemy_hp = $Enemy_hp - 35>> <<set $ContextCurse to 5>> <<elseif $difficulty is "Hard">> <<set $Enemy_hp_max = $Enemy_hp_max + 55>> <<set $Enemy_hp = $Enemy_hp + 55>> <<set $ContextCurse to 3>> <</if>> <<include "Enemy Threat Assessment">> <<include "Adjust All Bars">> <<unset $Amy_Curse_Spirit>> <<unset $Amy_Curse_Flesh>> <<set $Daria_State to "Spirit">> <<set $FightContextAmy to "<amy>Amy is charging a Curse Against The Spirit!</amy> ">> <<set $FightContextDaria to "<fail>The Agents are Ethereal!</fail>">> <<set $Player_context_move to 1>> <<set $contextAttacks to [ "Daria_Flesh" ]>> <<set $ContextCountdown to $ContextCurse + $Enemy_Script_1>> <<set $FightContext to "The fight rages on!">> <<set $Amy_Jaycie_Turn_1 to 0>> <<set $Enemy_Script_1 to 2>> <<set $Enemy_Script_3 to 1>> <</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Screen Base]]@@</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 $Enemy_Script_3 is 0>> <<set $ContextCountdown to $Enemy_Script_1>> <<set $FightContext to $FightContextAmy + $FightContextDaria + " " + $ContextCountdown + " turns!">> <<replace '#ContextBar'>>$FightContext<</replace>> <</if>> <<if $Amy_Curse_Spirit is 0>> <amy>Amy's curse against the spirit activates, the room filling with a harsh blue light!</amy> <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>> <<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>> <fail>Amy's curse against the flesh activates, the room filling with a harsh red light!</fail> <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>> <<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_resource_target to "HP and Focus">> <<set $Enemy_damage_type to "unspected">> <<set $Enemy_status_attack to 'charmed'>> <<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 4>> <<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>>! <<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! <<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>staa~aare...</amy> <</if>> <<include "Enemy Attack Result">> <<elseif $Enemy_dice is 3 or $Enemy_dice is 4>> <<set $Enemy_resource_target to "HP">> <<set $Enemy_damage_type to "fire">> <<set $Enemy_status_attack to 'burning'>> <<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>>! <<elseif $Enemy_success is 1>> $Player_alias cries out as she's engulfed in flame! <<elseif $Enemy_success is 2>> $Player_alias cries out as she's trapped in the center of a raging inferno! <</if>> <<include "Enemy Attack Result">> <<elseif $Enemy_dice is 5 or $Enemy_dice is 6>> <<set $Enemy_resource_target to "HP and Focus">> <<set $Enemy_damage_type to "poison">> <<set $Enemy_status_attack to 'poisoned'>> <<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>>! <<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'! <<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! <</if>> <<include "Enemy Attack Result">> <<elseif $Enemy_dice is 7>> <<set $Enemy_resource_target to "Focus">> <<set $Enemy_damage_type to "void">> <<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>>! <<elseif $Enemy_success is 1>> $Player_alias doubles over as a surge of pleasure shoots through her body and mind, almost blanking her out! <<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!... <</if>> <<include "Enemy Attack Result">> <<else>> <<set $Enemy_resource_target to "Focus">> <<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>> <<set $Enemy_damageroll to dice('3d6')>> <<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>>! <<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>> <</if>> <<include "Enemy Attack Result">> <</if>> <</if>> <<if $Enemy_Script_1 is 0>> <<set $Enemy_Script_1 to $ContextCurse>> <<set $Enemy_Script_3 to 0>> <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 snaking across their essence!... <<set $Amy_Curse_Spirit to $ContextCurse>> <<set $ContextCountdown to $Enemy_Script_1>> <<set $FightContextAmy to "<amy>Amy channels a Curse Against Spirits!</amy> ">> <<set $FightContext to $FightContextAmy + $FightContextDaria + " " + $ContextCountdown + " turns!">> <<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 $ContextCurse>> <<set $ContextCountdown to $Enemy_Script_1>> <<set $FightContextAmy to "<fail>Amy channels a Curse Against Flesh!</fail> ">> <<set $FightContext to $FightContextAmy + $FightContextDaria + " " + $ContextCountdown + " turns!">> <</if>> <hrt><hr></hrt> <</if>> /*<<if $Enemy_Script_3 is 0>> <<if $Enemy_Script_3 is 1>> <<set $Enemy_Script_3 to 0>> <<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 snaking across their essence!... <<set $Amy_Curse_Spirit to $ContextCurse>> <<set $ContextCountdown to $Enemy_Script_1>> <<set $FightContextAmy to "<amy>Amy channels a Curse Against Spirits!</amy> ">> <<set $FightContext to $FightContextAmy + $FightContextDaria + " " + $ContextCountdown + " turns!">> <hrt><hr></hrt> <<else>> <<set $Enemy_Script_3 to $Enemy_Script_3 - 1>> <</if>> <</if>>*/ <<replace '#ContextBar'>>$FightContext<</replace>> <</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 $ScenesUnlocked.AmyLoss 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>> <<set $SceneName to "AmyLoss">> <<include "Scene Content Check">> <<elseif $Player_alive is 1 and $Enemy_alive is 1>> <<if $Player_turn is 0>> <<include $Enemy_Attack_Passage>> <<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. After some musing about how she could corrupt them instantly, Amy 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>><<nobr>> <div align='center' style='font-size: 130%;'><b>'Amy' - it's her special night, PEASANTS.</b></div> <br> 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. <br><br> 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>><<nobr>> <<set $Player_choking to 0>> <<set $Player_bogged_down to 0>> <<set $Player_silenced to 0>> <<set $Player_disabled to 0>> <<set $Player_infuriated to 0>> <<= setup.attacks[$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 []>> <<set $Player_context_move to $Player_context_move - 1>> <</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>> <<if $scene_censor isnot 2>> 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 $BadEndSoftener is "off">> <<elseif $BadEndSoftener is "she'll be fine">> <<include "She'll Be Fine Generic">> <br><br> <<elseif $BadEndSoftener is "it's a living">> <<linkreplace "And... cut!">> <span style="color:#CD7DFF;">"And... cut! Smashing, smashing!"</span> calls the Director, and Helen immediately relaxes, slumping back in her seat. Her hand is withdrawn, and her feet find themselves placed upon the dashboard of the van, one ankle over the other. She tunes out the hustle and bustle of the crew around her - the Director consulting with the Director of Photography (she herself being the Director of Pornography), the Sparks adjusting the set lighting for the next scene. She opens one eye when there's a knock at the open van door, met by the smiling face of the production's Runner, a menu clutched in her hand. Ah! Lunch. She already knows what she wants, though. <br><br> <daria>"The 'Ultimate Fried Chicken Burger'!"</daria> / <helen>"Cobb salad-- ack! Daria!!"</helen> Helen scowls, face scrunched up as her voice is simultaneously overlaid with that of the Ghost's. When she opens her eyes once more - and shoots the confused Runner an apologetic 'give me a moment' look - one of her eyes is green, the other iced blue. <daria>"Whaaat? We're stuck together for another couple of hours..."</daria> <helen>"And!? I'm looking after my figure!"</helen> <daria>"Girl, your figure's great! It can survive a delicious chicken burger!"</daria> <helen>"Indulgences have a habit of snowballing, you know."</helen> <daria>"Pleeeease? I don't get to taste stuff much!..."</daria> <helen>"Ugh... <i>fine.</i>"</helen> <br><br> <helen>"The much-vaunted 'Ultimate Fried Chicken Burger', please..."</helen> Helen requests with a sigh, to which the Runner smirks and nods, scampering off with her thumbs blurring across her phone's notes app. <helen>"Happy?"</helen> Helen mutters, to which the Spirit just gives an affirmative giggle in her mind. <</linkreplace>> <br><br> <</if>> <<else>> <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> <</if>> <<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>> <<set $fantasize to 0>> <</nobr>><<nobr>> <<if $fantasize is 0>><<set $Player_class to "Prize of the Pit">><</if>> <<if $scene_censor isnot 2>> 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 $BadEndSoftener is "off">> <<elseif $BadEndSoftener is "she'll be fine">> <<include "She'll Be Fine Generic">> <br><br> <<elseif $BadEndSoftener is "it's a living">> <<linkreplace "And... cut!">> <span style="color:#CD7DFF;">"And... cut!"</span> proclaims the Director with a clap of her metal hands. The lights dim briefly before brightening up significantly, and the Tentacle Pit writhes beneath the light, some of its 'victims' visibly relaxing in their slimy bondage. Two trained professionals, built like barns, wade into the room with strain-proof overalls - but the Monster knows to release its partner when playtime is over. It begins to part its petals of flesh, starting from the top, the Revenant coughing and heaving greedy lungfuls of air as her lips are vacated, left slumped in the embrace of the abomination... and grumbling as it 'encouragingly' gives her a pat-pat-pat on the head with the tentacle that was just down her gullet. <br><br> <span style="color:#CD7DFF;">"Oh, by the way, darling, the runners want to know your lunch order for today."</span> the Director adds, to which Jaycie rolls her eyes. <br><br> <jaycie>"I already ate..."</jaycie> she huffs, before slumping back in her half-hewn meat prison, an exhausted smile on her face. <</linkreplace>> <br><br> <</if>> <<else>> <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> <</if>> <<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>> <<set $fantasize to 0>> <</nobr>><<nobr>> <<if $fantasize is 0>><<set $Player_class to "Undead Decor">><</if>> <<if $scene_censor isnot 2>> 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 $BadEndSoftener is "off">> <<elseif $BadEndSoftener is "she'll be fine">> <<include "She'll Be Fine Generic">> <br><br> <<elseif $BadEndSoftener is "it's a living">> <<linkreplace "And... cut!">> <span style="color:#CD7DFF;">"And... cut! Excellent stuff, people. Get the dissolvent team in-- ah, there you are."</span> the Director says, nodding in satisfaction as a pair of work-clothed women with a sizable lotion-style bottle emerge onto the set and approach the titillating Jaycie-statue. <span style="color:#CD7DFF;">"We'll have you out of there in a jiff, darling. No more than an hour! How are you feeling?"</span> she asks, to which Jaycie can offer nothing more a muffled <jaycie>'mmrrph'</jaycie> in response. <span style="color:#CD7DFF;">"Good, good!"</span> exclaims the Director, as the pair squirt a clear-orange substance into their gloves hands to get to work rubbing the statue down with it, as though polishing it. <br><br> Hands glide across the statue's chest, working the substance right down into her absurd cleavage. They glance across her face and cheek, making sure to rub it into every feature of her frozen expression, to curl around her ears, to shampoo it deeply into her hair. <br><br> Are they aware, Jaycie wonders, that she can <i>feel</i> it all, as keenly as though it were her very skin? It's not much of a wonder, however: her co-star apparently doesn't quite understand that 'cut' means 'cut', and her molestation has continued unabated... <br><br> ... An hour, hmm? Maybe she can get off again in that time... e-especially if those ladies are attentive with that oil. <</linkreplace>> <br><br> <</if>> <<else>> <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> <</if>> <<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>> <<set $fantasize to 0>> <</nobr>><<nobr>> <<if $fantasize is 0>><<set $Player_class to "Pixie Playmate">><</if>> <<if $scene_censor isnot 2>> <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? <br><br> <<if $BadEndSoftener is "off">> <<elseif $BadEndSoftener is "she'll be fine">> <<include "She'll Be Fine Generic">> <br><br> <<elseif $BadEndSoftener is "it's a living">> <<linkreplace "And... cut!">> <span style="color:#CD7DFF;">"And... cut! Outstanding work, girls. Uh... you can go ahead and pull out, now."</span> the Director curtly reminds the Pixie, who grimaces as she plants both feet firmly upon a stone-solid breast each and strains to free her 'sword' from the stone. Alas, to no avail! The Pixie's wings flutter like mad as she jerks to the left and right with each huff and heave, only to awkwardly collapse to her knees, hands grasping the frozen edges of Helen's outfit to keep herself steady as she looks up with a pleading expression. <br><br> <pixie>"I'm STUCK."</pixie> she petulantly whines, to which the Director just boggles - and a fair few of the crew behind her stifle their laughter. Never a good idea to annoy a Fae, after all. <br><br> <span style="color:#CD7DFF;">"How!? I thought your Magic left your victims-- ahem, partners, malleable to your touch!"</span> she remarks with a raised brow, flinching when the Pixie whines and starts impotently hammering the stone before her with her fists - thankfully not damaging anything! Insurance on this production only covers so much... <br><br> While utterly frozen on the outside, inwardly, Helen can't help but cackle. She was wondering: does a victim of her petrification only remain malleable so long as they desire to be free? What would happen if they accepted their fate, in defiance of their survival drive? It seems she has her answer... that'll teach the little pest to take the last pretzel. She'll let her go in... hmm, five minutes? <</linkreplace>> <br><br> <</if>> <<else>> <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> <</if>> <<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>> <<set $fantasize to 0>> <</nobr>><<nobr>> <<if $fantasize is 0>><<set $Player_class to "Prettiest Flower">><</if>> <<if $scene_censor isnot 2>> 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! <br><br> <<if $BadEndSoftener is "off">> <<elseif $BadEndSoftener is "she'll be fine">> <<include "She'll Be Fine Generic">> <br><br> <<elseif $BadEndSoftener is "it's a living">> <<linkreplace "And... cut!">> <span style="color:#CD7DFF;">"And... cut! Take five, people and vegetables."</span> the Director calls out, cupping her metal hands around her mouth to amplify and direct her voice up to the rafters; a handy feature of her cybernetics. The Mandrakes keep rutting away for a few moments, only to suddenly shudder to a halt, their eyes spinning as they pull out in unison at the command of a green-skinned, bark-armoured Dryad below, her command heard above all others. The Director rolls her eyes at being ignored, but it is what it is. Up above, Jaycie stretches out, twisting on the spot as the Mandrakes cling to her one-handed and one-footed, panting breathlessly - cocks hanging pendulously - as she works out all those post-transformation muscle aches. <br><br> <jaycie>"Feels like I haven't stretched... in years..."</jaycie> Jaycie sighs, her floral body creaking subtly as she tilts her neck to the side, holds it, and then does the opposite side. She blinks, then fixes her gaze down on the Director, already conversing with the Runner about something or other. <jaycie>"Hey, so... when does this wear off?"</jaycie> the Revenant-turned-Dryad asks, causing the Director to freeze and slowly look up. <br><br> <span style="color:#CD7DFF;">"Oh!... you know, about... five..."</span> she gets quieter and quieter, that last word - the all-important one - lost beneath the background hum of the crew as they work. Jaycie narrows her eyes, then the Director - smiling with practiced sleaze - finds herself yelping in surprise as she's suddenly entangled in vines and hoisted aloft and upside down, eye-to-eye with Jaycie, those plant-hewn tendrils tightly curled around her chest in particular. <br><br> <jaycie>"I did not... catch that. Repeat?"</jaycie> Jaycie 'inquires', to which the Director gulps. <br><br> <span style="color:#CD7DFF;">"Five hours."</span> she admits. Jaycie tilts her head, then parts her lips in a shark-like smile, eyes lidded heavily. <br><br> <jaycie>"Show of hands... bonus scene with Madam Director, here?"</jaycie> she inquires to the crew below, the Director's eyes boggling as she looks down with a gasp. Hah! Well, Jaycie certainly has no trouble hearing <i>this</i> response! <</linkreplace>> <br><br> <</if>> <<else>> <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> <</if>> <<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>> <<set $fantasize to 0>> <</nobr>><<nobr>> <<if $fantasize is 0>><<set $Player_class to "Picture Perfect">><</if>> <<if $scene_censor isnot 2>> 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. <br><br> <<if $BadEndSoftener is "off">> <<elseif $BadEndSoftener is "she'll be fine">> <<include "She'll Be Fine Generic">> <br><br> <<elseif $BadEndSoftener is "it's a living">> <<linkreplace "And... cut!">> <span style="color:#CD7DFF;">"And... cut!"</span> the Director calls. At once, the Portrait shimmers and distorts, finally updating to an amusing sight: Helen, lying back in the lap of the entity within the painting - a gaunt, charred and twisted body cut-off from the shoulders up by the frame's limits. A cigarette is clutched between the fingers of her brass hand, the Agent caught mid-blow of a hearty lungful of smoke, itself mirroring another puffing in from the top of the frame, no doubt belonging to the entity. <br><br> As the crew set about resetting the set and the Director reviews the shoot on a portable monitor, the image continues to update occasionally, the Agent and the entity conversing casually without a care in the world. <</linkreplace>> <br><br> <</if>> <<else>> <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> <</if>> <<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>> <<set $fantasize to 0>> <</nobr>><<nobr>> <<if $fantasize is 0>><<set $Player_class to "Ravaged Reflection">><</if>> <<if $scene_censor isnot 2>> 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. <br><br> <<if $BadEndSoftener is "off">> <<elseif $BadEndSoftener is "she'll be fine">> <<include "She'll Be Fine Generic">> <br><br> <<elseif $BadEndSoftener is "it's a living">> <<linkreplace "And... cut!">> <span style="color:#CD7DFF;">"And... cut!"</span> the Director calls, clapping her metal hands together before clearing her throat. The mirror's many shards shudder, and then begin to levitate off the ground, slowly piecing themselves back into the frame and rebuilding itself back to pristine condition. Fancy! <span style="color:#CD7DFF;">"Break for dinner, and then we're going to reset and pick up some alternate angles for the fight scene, for the edit. Be back here at 7, people!"</span> the Director orders with a cluck of her tongue, met with a chorus of murmurs from the crew. Jaycie's hand grasps the edge of the mirror from within, the Revenant hauling herself out with a mighty yawn, standing nude as the day she was born before the cursed object. <br><br> Time passes. Dinner is consumed. The set is reset and set for action. <br><br> <span style="color:#CD7DFF;">"Right! Hush on set, and... act-- oh, for <i>fucks</i> sake."</span> the Director scowls, pinching the bridge of her nose. Initial confusion from the crew becomes a gallery of laughter at the sight of Jaycie's reflection... not standing in his assigned place in the mirror, but rather on her mark, in her ill-fitting outfit. He turns to the Director and silently shrugs mock-helplessly, with none laughing harder than the true Revenant herself, stepping out from behind the mirror and relishing in the gritted teeth of her beleaguered boss with a doofy smile. <</linkreplace>> <br><br> <</if>> <<else>> <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> <</if>> <<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>> <<set $fantasize to 0>> <</nobr>><<nobr>> <<if $fantasize is 0>><<set $Player_class to "Succuslut">><</if>> <<if $scene_censor isnot 2>> 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> <br><br> <<if $SceneAB is "Any" or $SceneAB is "A">> <<linkreplace "Hours turn into days, which turn into weeks, which turn into...">> <<include "Amy Loss Extension">> <</linkreplace>> <br><br> <</if>> <<if $BadEndSoftener is "off">> <<elseif $BadEndSoftener is "she'll be fine">> <<linkreplace "They'll be fine.">> <hrt><hr></hrt> They'll be fine. Helen, Jaycie, Daria... but it was some time before they could be caught. Indeed, not rescued, but caught: each twisted into a lesser Succubi by their Mistress, all the better to serve her. Even Daria was warped into Amy's idealized image; her Spiritual status was not enough to prevent the twisting of her soul. But the power of Magic is theoretically infinite: what it can transform, so, too, can it undo... with time. Helen was caught leading a band of Amy's minions in a bank robbery, Jaycie was apprehended in a sting on one of the Succubus' suspected hideouts, and Daria was nicked during a raid on an adult toy shop that was smuggling Succubi pheromones. <br><br> Despite fierce initial resistance - indeed, Jaycie alone put two Agents in the hospital during her capture - the two transformed Agents and their ally were rehabilitated over the course of six months. They join the total of twenty-two of Amy's transformed minions to have been captured by the AIU, with over two-hundred of varying degrees of transformation and power left outstanding, along with, of course, Amy herself. If she's missing the loss of her toys, she hasn't shown in: leading one of the world's fastest-rising Villain Organizations is no doubt keeping her busy. As for the girls... well, their minds have been healed. <br><br> But removing their Succubi taint is another matter entirely. It will take far more time to achieve such a thing, if it's possible to begin with - but Helen and Jaycie don't seem to mind. Sure, they have... new needs, now, but there are silver linings. Helen's Zombification is permanently held at bay now, and Jaycie feels far more confident. Even Daria's gotten used to the new way of things, joining the pair as a Support associate. They're determined to get back to work, and to help stop Amy's rising star. <br><br> ... But in the meantime, their rehab continues. And they've all become <i>very</i> popular around the office. <</linkreplace>> <br><br> <<elseif $BadEndSoftener is "it's a living">> <<linkreplace "And... cut!">> <span style="color:#CD7DFF;">"And... cut!"</span> the Director calls, as Amy exhales with a wheeze and slumps back with a whining noise, panting with exhaustion as her cock continues to twitch and lurch violently against her groin. <span style="color:#CD7DFF;">"Good work girls! Just going to review the footage now."</span> the Director adds with a metal thumbs up, the Succubus' co-stars taking the opportunity to stand up - carefully, given they're still in their bondage - and stretch out with satisfied sighs. <br><br> <daria>"I'm amazed this junk works on me."</daria> Daria admits, twirling on the spot, the straps of her harness partially visible through her body as she tests and strains against them. <daria>"It feels super weird! Heh. I wonder if I can get some proper clothing made like this?... Uh-- as in solid, not... l-like this."</daria> she corrects herself with a little cough and a blush, mostly due to Helen's knowing giggle and Jaycie's smirk. Amy, too busy panting for breath, does not comment... which does not go unnoticed by Helen. <br><br> <helen>"Oh dear, girls. I think we overwhelmed our poor little Succubus."</helen> the Agent sighs, tilting her head in place of a more traditional hand on her hip, hands occupied as they are. Amy scowls and rolls her eyes, which flit from Helen to Jaycie and Daria, with even the nervous Spirit having a slight smirk on her face. <br><br> <amy>"Don't-- let it go to your head."</amy> she huffs. Well, as least she knows how to turn the profanity off along with the cameras... but then the Director clears her throat, and the four turn to face her - Amy only doing so with her eyes, a gulp caught in her neck when she sees the shot-caller's expression. <br><br> <span style="color:#CD7DFF;">"Afraid we're going to need a retake, from, ah... let's see... 'You cock-hungry bitches'. Let's reset positions, people!"</span> the Director demands, and the bound women turn to Amy with hungry grins. <br><br> <helen>"Ah, these damned retakes."</helen> Helen sighs. <jaycie>"It is what it is... I guess."</jaycie> Jaycie tuts. <daria>"Don't worry, Amy! You can do it!"</daria> Daria encourages. <amy>"I wanna go back to Hell!!"</amy> Amy whines, mauling her lower lip, the sheer amount of aphrodisiac required to keep her slab of a cock going this angrily wrecking havoc on her system. Oh well! It's a living! <</linkreplace>> <br><br> <</if>> <<else>> <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> <</if>> <<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>> <<set $fantasize to 0>> <</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 H-ERO world. I truly hope you enjoyed playing it as much as I enjoyed making it - Pyksies <br><br> If you would like to donate to support to creation of more games like this, check out the [[Ko-fi!|https://ko-fi.com/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> <<set $scene_censor to 0>> <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>> <<include "Codex Base">> <</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">> <<set $FightContextDaria to "<fail>Agents are Ethereal!</fail>">> <<set $FightContext to $FightContextAmy + $FightContextDaria + " " + $ContextCountdown + " turns remain!">> <<replace '#ContextBar'>>$FightContext<</replace>> <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">> <<set $FightContextDaria to "<amy>Agents are corporeal!</amy>">> <<set $FightContext to $FightContextAmy + $FightContextDaria + " " + $ContextCountdown + " turns remain!">> <<replace '#ContextBar'>>$FightContext<</replace>> <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>> <<set $currentCodex to "Codex Entry">> <<set $codexCategory to setup.codex[$Codex_Name].category>> <div align="center" style="font-size: 150%;"> /* <<if $Codex_Loop is "no">> <<link setup.codex[$Codex_Name].category_return>> <<set $codexCategory to setup.codex[$Codex_Name].category>> <<dialog>> <<include "Codex Category">> <</dialog>> <</link>> <br> <</if>> */ Codex Entry: <<= setup.codex[$Codex_Name].full_title>> </div> <hrt><hr></hrt> <<if def setup.codex[$Codex_Name].OHR>> <b>Official Hero Ranking:</b> <<= setup.codex[$Codex_Name].OHR>><br><br> <</if>> <<if def setup.codex[$Codex_Name].UHR>> <b>Unofficial Hero Ranking:</b> <<= setup.codex[$Codex_Name].UHR>><br><br> <</if>> <<if def setup.codex[$Codex_Name].OVR>> <b>Villain Threat Index:</b> <<= setup.codex[$Codex_Name].OVR>><br><br> <</if>> <<if def setup.codex[$Codex_Name].UVR>> <b>Unofficial Villain Ranking:</b> <<= setup.codex[$Codex_Name].UVR>> <br><br> <</if>> <<= setup.codex[$Codex_Name].entry>> <<if def setup.codex[$Codex_Name][$Player_alias]>> <hrt><hr></hrt> <<= setup.codex[$Codex_Name][$Player_alias]>> <</if>> <<if def setup.codex[$Codex_Name].see_also>> <hrt><hr></hrt> <b>See also:</b> <<for _i, _codexAlso range setup.codex[$Codex_Name].see_also>> <<if _i isnot 0>> - <</if>> <<codex>>_codexAlso<</codex>> <</for>> <</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 $codex = { Example_Codex:{unlocked: 1}, Daria:{unlocked: 0}, Amy:{unlocked: 0}, Tentacle_Pit:{unlocked: 0}, Maiden_Armour:{unlocked: 0}, Corrupted_Pixie:{unlocked: 0}, Mandrakes:{unlocked: 0}, Haunted_Painting:{unlocked: 0}, Possessed_Mirror:{unlocked: 0}, Games_Room:{unlocked: 0}, Storage:{unlocked: 0}, Conservatory:{unlocked: 0}, Dumbwaiter:{unlocked: 0}, Partygoers:{unlocked: 0}, Soulsapping:{unlocked: 0}, Spatial_Displacement:{unlocked: 0}, The_Party:{unlocked: 0}, The_Manor:{unlocked: 0}, }>> <<set setup.codex = { Example_Codex:{name: "NameToTheLeftWithoutUnderscoring", full_title: "TitleToBeDisplayedInTemplate", category: "Codex - TheCategoryThisBelongsToDeleteAllButOne Foundational Concepts, Concepts, History, Magic, Monsters, Organizations and Corporations, People - Naturals, People - Superheroes, People - Superneutrals, People - Supervillains, Places - Earth, Places - Other, Species - Earthling, Species - Extra-terrestrial and Extra-dimensional, Technology", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "TheActualContentOfTheCodexEntry", hover: "TooltipHoverSummaryBrokenUpWithBrs", see_also: "RelatedCodexEntriesGoHereDeleteOtherwiseSavedAsAnArray", see_also_number: 1, }, Test_Codex:{name: "Test Codex", full_title: "A Test of the Codex System", category: "Codex - Test", 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?", hover: "A test is... man, you know what a test is, right? Please?", see_also: [ "Test Codex 2", "Test Codex" ], see_also_number: 2, }, Test_Codex_2:{name: "Test Codex 2", full_title: "A Test of the Codex System Again", category: "Codex - Test", Helen: "<helen>Yup! This still works!</helen>", entry: "This is testing if the 'See Also' system works.", hover: "We're not doing this again.", see_also: [ "Test Codex", "Test Codex 2" ], see_also_number: 2, }, /* Game-specific codex entries. Subheadings can be used here. */ Helen:{name: "Helen", full_title: "Helen East", category: "Codex - Maverick Manor", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Helen East - codename De-Animator - is a veteran Agent serving the Anomalous Investigations Unit, a global organization that specializes in identifying Anomalous entities, neutralizing the dangerous ones, and naturalizing those with potential to integrate into society. She has unnaturally pale skin, dazzling emerald eyes, and a youthful face with little evidence of her age of over seventy years. She is a touch below average height for a Caucasian woman, and she possesses an artificial arm hewn from a brass-like metal alloy that she often conceals beneath sleeved tops or jackets. Helen is a long-lived woman thanks to her partial Zombification; the incident that led to her condition is the very reason she came into contact with the AIU in the first place.<br><br>Fifty years ago, Helen was young, blonde and highly-strung. She struggled to find funding or respect for her theories as a biochemist seeking an answer to the ultimate mortal question: a cure for death itself. Driven to extremes in her quest to create an anti-death serum, Helen experimented on dead bodies without board approval and very nearly succeeded. Alas, what she created was not a revived person, but a Zombie; an undead creature capable of transferring its condition to others. Helen was bitten on the arm, but managed to subdue her creation with surgical tools before theorizing - correctly - that the condition was infectious. She took her own arm, but was unable to fully prevent her infection in time.<br><br>Soon thereafter, she was picked up by the AIU and held for study and questioning. Luckily for her, they had the means to manage her condition, to a degree. Unluckily for her and given the nature of her crimes, she would be held at the AIU facility indefinitely. However, Helen's experience had taught her a valuable lesson, and she wished to right the wrongs she'd committed. Over time, she was able to convince the AIU to allow her to continue her work as a Researcher, joining the team at her facility in an unofficial capacity at first, and eventually as an official member. With the AIU's help, she was able to make great strides in improving the medication they use for halting Zombie infections - in some individuals, it's even capable of partially reversing the condition back to a level where sapient intelligence is possible. A cure has yet to be found, however, and thus Helen remains in a half-infected state, one that keeps her perpetually in her late twenties.<br><br>As her time with the AIU went on, she broadened her research into other fields as well. She took an interest in studying entities from the Realms Realized in particular, though a bad incident with a trickster Kitsune put her off of Faekind for a while. Nevertheless, her broadened scope led to her volunteering to be a field agent once her effective 'facility arrest' drew to an end, being started off on light assignments before she was trusted enough to handle more dangerous or unknown situations.<br><br>In time, Helen would apply some of her wider research - particularly in the Gloriabella Particle - into improving and upgrading both her weapon and her standard-issue AIU prosthetic arm, customizing it to her liking and equipping it with a number of electrical-based weapons and protective systems.<br><br>It was during one of her assigned investigations that Helen met Jaycie, when the freshly-awakened Revenant had been reported rampaging at the campsite next to the lake where she had drowned as a Human. Helen's orders were to neutralize, and that's how the encounter began - but as their first went on, Helen recognized a spark of despair in the hulking woman's eyes and gradually brought the fight to a halt, showing the Revenant - terrified and furious in equal measure - exactly the empathy she needed to be pulled back from the edge. Helen would vouch for Jaycie as a candidate for integration rather than neutralization or detention, and, over time, she proved herself to be worthy of this trust.<br><br>Years on, Helen and Jaycie have been partners on many successful operations, and have developed a unique rapport and cooperative effectiveness. Their home facility - unbeknownst to either woman - has an ongoing betting pool with regards to when they'll finally wise up and kiss.", hover: "An Agent of the Anomalous Investigations Unit.<br>A partially-Zombified scientist, Helen is a veteran Agent and researcher.<br>Partnered with Jaycie, a hulking Revenant woman.<br>If Jaycie is the brawn, then Helen's the brains.", see_also: ["Jaycie", "Anomalous Investigations Unit", "Zombie", "Realms Realized", "Kitsune", "Fae", "Gloriabella Particle",], see_also_number: 7, subheading: "Agent" }, Jaycie:{name: "Jaycie", full_title: "Jaycie", category: "Codex - Maverick Manor", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Jaycie - codename Unlucky 13 - is an experienced Agent serving with the Anomalous Investigations Unit, though she began her stay with them as a contained subject. A Revenant by nature, Jaycie stands at an imposing height with a powerful build to match, her grey-blue hued body femininely trimmed but well-toned through persistent exercise. She possesses sharp teeth, pale, doleful eyes, and favours an old hockey mask to both protect her face while on the job and as a sort of security comfort item to help her socialize. Due to her size, she finds it difficult to find clothing she likes, thus her tendency to wear jumpsuits, often unzipped. She is partnered with Helen East, the woman who was tasked with neutralizing her when she first awoke.<br><br>Jaycie is a Zombie, but a specific subtype; a Revenant. Revenants are born of negative emotions, causing a manifestation of new life in a suitably preserved corpse, often one brimming with resentment of its own. As a Revenant rises, what remains of the original person is consumed and twisted into an entity born of hate and destined to embody it; in theory. It is believed by the AIU historians assigned to her case that Jaycie was originally a young woman who perished in a summer camp prank gone wrong, which led to her drowning. The young man responsible was never brought to justice due to his wealthy family connections, who, in turn, used their influence to all but erase the girl's existence from official records. Regrettably, not even Jaycie herself knows who she once was; again, the process of becoming a Revenant is destructive to the original personality, leaving behind mere phantom traces of fleeting memory, overridden by rage.<br><br>So it was that Jaycie emerged from the lake many years later, seemingly little more than a mindless beast in oversized Human form. While she did not directly attack the campers present, she did set about ripping the campgrounds apart with her bare hands, destroying cabins and anything manmade in her outrage and grief. Noises more befitting a Monster than a person are all that passed her lips, for even the memories of her former language were lost in her rebirth; so it was that Agent De-Animator was dispatched to neutralize the threat. But Helen found not a Monster but a terrified woman, confused by her new form and compulsions. She showed Jaycie mercy, a moment of empathy that allowed the fresh Revenant to pull herself back from the brink.<br><br>Jaycie was one of the first Revenants to be successfully naturalized, and taught the AIU invaluable information on how such a thing could be achieved. Twenty-seven years have passed since she and Helen met, and in that time she has relearned how to speak, read and write. Her rehabilitation is still ongoing, and she has difficulty fitting into civilized society due to her imposing presence and obvious Supernatural nature, but she has displayed tremendous courage and determination in her efforts to acclimatize, aided every step of the way by Helen, who officially took her on as a field partner six years ago. Her rage is ever-present, but managed and wielded as a force for good, making her a powerful asset to the AIU when they face problems that diplomacy alone cannot fix. Together, she and Helen have risen high in the AIU's internal Agent rankings system and are subject to a number of benefits by virtue of their service. Despite initial apprehension, she has become a most-welcome sight at her home facility, for which her fashion sense is only <i>part</i> of why.", hover: "An Agent of the Anomalous Investigations Unit.<br>A Revenant of vast physical strength, Jaycie is an experienced Agent.<br>Partnered with Helen, a half-Zombified scientist and her senior.<br>If Helen is the brains, then Jaycie's the brawn.", see_also: ["Helen", "Anomalous Investigations Unit", "Zombie",], see_also_number: 3, subheading: "Agent", }, Daria:{name: "Daria", full_title: "Daria", category: "Codex - Maverick Manor", Helen: `Helen says... <helen>"Poor girl seems a pleasant sort, but it's clear she wasn't prepared for what happened here. Still, she could be a great help in sorting this mess out..."</helen>`, entry: "Daria is a Ghost woman who appears to be a resident of the displaced Manor. Despite initial aggression, Agent De-Animator recognized that the Spirit was not of sound mind; subduing her seems to have returned her to her good senses.<br><br>Daria has an appearance in line with punk or raver fashion styles. Her body is of a blue hue, and while she maintains a humanoid figure, her lower body will occasionally merge and morph into a spectral trail, her clothing transforming as needed from shorts to a sort of skirt. She has a friendly face, but tired eyes. Her age - both time of death and time spent as a Ghost - is unknown, though she says she's lived at the Manor for around fifty years. What is known is that she acts as a sort of community leader for the Supernaturals who take up residence here in the Manor, though whether she took this role on herself or simply fell into it by virtue of compassion is also unknown. She appears to be heavily aspected towards Ice; her body is a cool-blue hue, and she 'breaths' chilled vapours.<br><br>Daria has furnished Agent De-Animator with information on the perpetrator of the incident, a Demon named 'Amy' - presumed a nickname. It appears Amy was a former resident of the Manor before leaving due to differences of opinion, only to return with an offer of assistance when the Manor faced the encroachment of a Halloween party. Her offer of assistance was a smokescreen for her true intentions, and Daria was unable to convince her flock to not heed it.<br><br>As a result, Daria seems to be harbouring a conflicting guilt complex; she both believes she should have stopped this incident, but also that she couldn't have done so.", hover: "A Ghost woman with a 'party girl' tomboy appearance, Daria is a resident of the Manor.<br>She appears to be the community leader of the Supernaturals who shelter here.<br>Easily startled and meek, when she isn't being possessed.", see_also: ["Ghost", "The Manor", "Amy", "Demon", "The Party"], see_also_number: 5, subheading: "Person Of Interest", }, Amy:{name: "Amy", full_title: "Amy", category: "Codex - Maverick Manor", Helen: `Helen says... <helen>"I'm no expert, but her power feels unstable. I suspect, given that I still have my sanity, that she's a 'newly minted' Succubus - so to speak."</helen>`, Jaycie: `Jaycie says... <jaycie>"... I'm seeing pink. Making me see red."</jaycie>`, entry: "A Succubus who was more than eager to take credit for the ongoing incident here at the Manor. If the hot pink skin, sharp horns, bat-like wings and a spade-tipped tail weren't clues enough, then the daring outfit of shiny black leather - corset, long boots and gloves and oh-so-many straps - make her lustful Demonic nature unmistakable.<br><br>She appears to have absolute control over the Manor, having infected it with her Demonic essence, hexes and curses woven into the very brick, mortar and wood of the ancient building. A miasma of lust spreads from her wings, prickling the skin like high radiation whenever she is present. She displays the ability to fly without effort; her wings, it seems, are entirely ceremonial, though she can use them to shield herself from harm.<br><br>Despite an intimidating appearance, her powers appear to be unstable or at the very least, fledgling. She appears inexperienced in combat, and she lacks defences against unconventional weaponry; a poison attack appeared to cause her enough distress to force her retreat, which she accomplished via a low-range teleportation spell.<br><br>The information provided by Daria - a Ghost who appears to be the unofficial leader of the Manor community - indicates that 'Amy' used to be a lesser demon (the specifics are obfuscated) before she performed a ritual to ascend to the station of Succubus. That ritual took place here, using the mass collective of mortal souls in residence for the party. A former resident of the Manor, Amy was asked to leave after one too many altercations which - according to Daria - would stem from her behaviour and attitude. As a result, it appears Amy had no scruples in including the Manor residents in her plan for ascension; they are her just as much her victims as the mortals trapped here.<br><br>If Amy is indeed a newly-fledged Succubus, then her powers must be unstable. Spatial Displacement on this scale requires constant upkeep, even with the souls she's stolen to empower herself. Defeating her will almost certainly break the spell.", hover: "A Succubus who appears to be behind the Spatial Displacement incident at the Manor.<br>Unhinged and manic, she seems elated but quick to anger.<br>She'll need to be dealt with to bring this incident to a close...", see_also: ["Demon", "The Manor", "Daria", "The Party", "Spatial Displacement"], see_also_number: 5, subheading: "Perpetrator", }, Tentacle_Pit:{name: "Tentacle_Pit", full_title: "Tentacle Pit", category: "Codex - Maverick Manor", Jaycie: `Jaycie says... <jaycie>"... Clingy motherfucker."</jaycie>`, entry: "A large Tentacular Abomination that has totally infested the southern-most room of the basement. Jaycie isn't sure what the room was previously used for, as the Monster's corruption has coated the floor, walls and ceiling, rising in the corners and almost covering the sole exit. This rising creates a bowl effect, with the bottom center of the chamber being filled with an obscuring slime that cloaks various exfiltration points for the Monster's many varied tendrils.<br><br>The bruised-purple freak has been able to overpower a large number of Partygoers - there may well be more than are immediately visible buried within the Monster's flesh. Their presence complicates the matter of the Monster's removal. Helen might be able to figure something out, but she isn't here; thus, Jaycie has elected to ignore it. Its captives don't seem to be in any immediate danger, at least.<br><br>However, this means it's still alive, not to mention motivated to make another claim toward Jaycie. Best steer clear.", hover: "A Tentacular Abomination that has infested a sizeable portion of the basement level.<br>Well-occupied. Removal will require a clean-up crew.", see_also: ["Tentacle Monster", "Partygoers", "Jaycie", "Helen"], see_also_number: 4, subheading: "Enemy", }, Maiden_Armour:{name: "Maiden_Armour", full_title: "Maiden Armour", category: "Codex - Maverick Manor", Jaycie: `Jaycie says... <jaycie>"... Not my size."</jaycie>`, entry: "An Anomaly that appears similar to Mimics in function. It parasitizes inanimate objects and possesses the ability to alter their forms to its will, which it uses for camouflage and combat. This particular specimen broke itself apart as needed in order to retain mobility - each segment connected via morphic tentacles - but mostly relied on a strong defence in its fight against Jaycie.<br><br>This was not enough, of course. At risk of death, the Anomaly abandoned the suit of armour it had stolen and fled elsewhere into the Manor, slithering through a crack to avoid a violent fate.<br><br>How it got into the Manor and what it intended to do are unknown. Given the ongoing Spatial Displacement, it may be a creature of the Void that lies between, infiltrating this loosened plane. If that's the case, then it's only a matter of time before bigger fish arrive.", hover: "An Anomalous entity fought by Jaycie in the basement.<br>It appears to possess inanimate objects.", see_also: ["Anomaly", "Mimic", "Jaycie", "The Void", "Spatial Displacement"], see_also_number: 5, subheading: "Enemy", }, Corrupted_Pixie:{name: "Corrupted_Pixie", full_title: "Corrupted Pixie", category: "Codex - Maverick Manor", Helen: `Helen says... <helen>"Every now and then, I thank my lucky stars that I decided to shift course from specializing in Fae relations. This one was probably a minx even before the corruption!"</helen>`, entry: "A mischievous and foul-mouthed Pixie who attempted to petrify Helen. She's clearly earth-aspected - all Pixies embody a singular element or concept above all others - and seems to put her abilities to perverted use. Whether she was like this before she was corrupted by Amy's powers is unknown, but if Helen had to guess, she wouldn't give the benefit of the doubt! She's petrified a great number of Partygoers, though now that she's asleep, her hold over them is likely to fade with time - slowed only by the miasmic presence of Magic in the air.<br><br>'Standing' a mere foot and a half in height, her limbs are cloaked in sleek, polished stone with cut-outs at her joints to afford her mobility. Her 'boots' end in sharp nubs, and her body is cloaked in a leotard woven from leaves with a notable bulge present between the legs. Her hair consists of swept-back crops of stone, coated in swirling moss, and her face - even while sleeping! - is twisted into a pouting sneer, baring needle-like teeth. Her wings are similar to those of a dragonfly, with a number of 'panels' woven into their membrane in dazzling greens and golds.<br><br>As for what she's doing here in the first place, she may well be one of the many Fae displaced on Earth by any number of means or dimensional blurring incidents. How long she's been here is unknown; she speaks with an unmistakably Scottish accent, but that could be from her home micro-realm.<br><br>Ah, curiosity abounds, as ever it does regarding the Fae. But Helen shunned that path in favour of the one that's brought her to this moment, this day.", hover: "An earth-aspected Pixie who tried to petrify Helen.<br>She's petrified a number of Partygoers, but they should be fine.", see_also: ["Fae", "Pixie", "Realms Realized", "Partygoers", "Amy", "Helen", "Magic"], see_also_number: 7, subheading: "Enemy", }, Mandrakes:{name: "Mandrakes", full_title: "Mandrakes", category: "Codex - Maverick Manor", Jaycie: `Jaycie says... <jaycie>"... Vegetables. Bleh."</jaycie>`, entry: "A small troupe of Plantoid Monsters - that is, Monsters that display Flora-faunal attributes. In this case, these Mandrakes each took after a particular form of vegetable, fruit, tuber or such other garden-variety crop, appearing diminutive and stocky in size and shape, with... 'vulgar' additions to their frame. They spoke in an unknown language that Jaycie could tell was simple in nature, but effective enough for the largest of the bunch - with the most impressive foliage-filled 'haircut' - to command his packmates.<br><br>After their leader was sent packing, the rest of the group burrowed back into the soil to avoid Jaycie's wrath. They continue to peep out at her if she passes through the Conservatory.<br><br>Plantoids are the 'Monster' designation of floral intelligent entities. This is not to be confused with Botanikans, the designation given to humanoid floral entities, or those who express sufficiently 'personable' intelligence and communicative abilities. Jaycie just tends to call them all 'plant people', however.", hover: "A gaggle of diminutive Plantoids that assaulted Jaycie in the garden conservatory.<br>They displayed a pack-leader mentality.", see_also: ["Plantoid", "Conservatory", "Jaycie", "Botanikan"], see_also_number: 4, subheading: "Enemy", }, Haunted_Painting:{name: "Haunted_Painting", full_title: "Haunted Painting", category: "Codex - Maverick Manor", Helen: `Helen says... <helen>"What a bizarre Monster. I've never quite seen anything like it. It could be Demonic in nature, given its attraction to something as manmade as a painting for its host, or it could be a Fae of some kind... oh, I'll focus on this later! Work to do, Helen!"</helen>`, entry: "Appearing as a hunched, Demonic figure with skin that shifted like wet oil paint, this Monster only appeared visible from the hips up - the rest of it was concealed back into the painting from which it came. It seemed to possess the ability to dive in and out of its painting, but it may have been anchored to it for survival. Whatever the case, it exhibited shapeshifting capabilities and a curious control over the elements by shifting the pigments of its paint-like hide.<br><br>Helen is at a loss for what this thing could be, but what's clear is that it was eager to drag her into its realm. What fate awaited her within, she'd rather not dwell on!", hover: "A strange shapeshifting Monster that lurked within a corrupted painting.<br>It seemed most eager to drag Helen inside of itself, though to what end?...", see_also: ["Demon", "Fae", "Helen"], see_also_number: 3, subheading: "Enemy", }, Possessed_Mirror:{name: "Possessed_Mirror", full_title: "Possessed Mirror", category: "Codex - Maverick Manor", Jaycie: `Jaycie says... <jaycie>"... Am I really that tall?"</jaycie>`, entry: "This towering reflection of Jaycie mirrored her height and physical build, her clothing, even her weapon... but not her gender. Appearing heavily masculine in contrast to her, the strange reflection brought all of Jaycie's terrifying power to bear against the Revenant herself! It exhibited the ability to slip in and out of the mirror from which it emerged, and seemed intent on dragging her into it with him.<br><br>Jaycie was able to beat it back, upon which the mirror smashed. Whether this actually destroyed it, or was merely the thing within shutting a door behind it to escape?... well, that's unclear. As for what it is, Mirror Worlds are far beyond Jaycie's pay grade. She's not going to think about it further than that.", hover: "A warped reflection of Jaycie.<br>Either it lurks in the mirror, or it was created by something that does.", see_also: ["Jaycie"], see_also_number: 1, subheading: "Enemy", }, The_Manor:{name: "The_Manor", full_title: "The Manor", category: "Codex - Maverick Manor", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Not much is known about the Manor's history. Records indicate that it was built in the early 1800s, but the family who inhabited it were, despite their relative wealth, of little historical note. It appears that the family was hit particularly hard by illness in 1901, with all but one member of the family succumbing to disease. Left alone, the patriarch of the family moved away due to painful memories and a long-term condition caused by his illness, but the property was never moved into or renovated by its new owners.<br><br>It may be that the Great Depression put a halt to any plans to renovate the property, and may have also led to its new owners losing the deeds or themselves succumbing, leaving the property in a legal limbo, untouched due to its remote location.<br><br>It's a tall, grand place, with numerous rooms per floor, a basement level, and what appears to be plenty of attic space. Much of the grass that surrounds the property is wild and taller than an average person, though plenty of it has been trampled down either by the party organizers or the Partygoers themselves. The Manor has no visible exterior garden despite its size - it's possible any such allotment may have been swallowed up by time and weather, if it even existed in the first place.", hover: "An old Manor house that was built in the 1800s.<br>Long-abandoned, never demolished.", see_also: ["The Party"], see_also_number: 1, subheading: "Location", }, Games_Room:{name: "Games_Room", full_title: "Games Room", category: "Codex - Maverick Manor", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A Games Room - known better in modern times as a Recreation Room or Rec Room - is a room devoted to the storage and playing of various games. The example found in the Manor is well-stocked with a number of historical board games, classical strategy games, a pool table and a darts board, as well as tables and chairs with which to play and socialize. Such a room would have been used by the family during the evenings, for children to play in during the day, and for entertaining guests.", hover: "A room devoted to playing games.<br>Shocking, I know.", see_also: ["The Manor"], see_also_number: 1, subheading: "Location", }, Storage:{name: "Storage", full_title: "Storage", category: "Codex - Maverick Manor", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "While one room is completely corrupted with tentacle mass and thus impossible to make out, it appears much of the basement level was devoted to either storage of goods, work facilities for the staff, or the sleeping quarters of said staff.", hover: "The ample storage rooms of the Manor.", see_also: ["The Manor"], see_also_number: 1, subheading: "Location", }, Conservatory:{name: "Conservatory", full_title: "Conservatory", category: "Codex - Maverick Manor", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A conservatory is a large greenhouse affixed to the rear (typically) of a house. It can be a social space, a place dedicated to the growing of plants, or both. The glass-panelled walls and ceiling allow for sunlight to warm the room beyond the typical limits of the rest of the house, making them a source of warmth during poor weather. The example found in the Manor is devoted almost entirely to gardening, and is strong evidence towards the established fact that the Manor has been occupied by its Supernatural residents; this garden is thriving... and exotic beyond its locality.", hover: "A greenhouse affixed to the rear of a house. A garden and/or social space.", see_also: ["The Manor"], see_also_number: 1, subheading: "Location", }, Dumbwaiter:{name: "Dumbwaiter", full_title: "Dumbwaiter", category: "Codex - Maverick Manor", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A dumbwaiter is a miniature elevator that exists to ferry small goods - most typically food, or the dirty dishes generated thereafter - between floors. They are most commonly found in old, wealthy residences such as manors and hotels, but are still built to this day. Most, if not all, will have a stop in a kitchen.", hover: "A method of ferrying small goods such as food between floors of a building.<br>Most commonly found in old, wealthy structures such as Manors and Hotels.", see_also: ["The Manor"], see_also_number: 1, subheading: "Object", }, The_Party:{name: "The_Party", full_title: "The Party", category: "Codex - Maverick Manor", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "According to Daria, a few days ago, a small group of people came snooping around the Manor. They were scouting for a location to hold a Halloween-themed party, and the Manor's remote location - paired with its dubious landowner status - made it a perfect candidate. However, the Supernatural residents who call this place home largely wanted to avoid having their home potentially damaged, and thus attempted to scare the organizers away. This backfired badly and merely excited them. Promotional materials for the party make mention of it being held in a 'genuinely haunted Mansion' - such materials can be observed scattered all over the exterior and interior of the building.<br><br>This party was the impetus for a plan by the Succubus known as 'Amy', a former resident of the Manor who was previously sent away for her antisocial behaviour towards the others. Rather than helping to scare the Partygoers away, Amy instead cast a ritual that captured the souls of the Mundanes and Supernaturals alike, using them to fuel her ascension to a Succubus - it's unclear what she was before, but no doubt some lesser station of Demon.<br><br>The presence of so many drunken people has not been kind to this historic old home. Remnants of the interrupted party are littered everywhere, but what damage is visible seems to be fairly light. As for the Partygoers themselves? They're scattered around the Manor in various states and situations!", hover: "The fateful event that led to this incident.<br>A Halloween rave, bolstered by the presence of real Supernaturals.", see_also: ["The Manor", "Partygoers"], see_also_number: 2, subheading: "Situation", }, Partygoers:{name: "Partygoers", full_title: "Partygoers", category: "Codex - Maverick Manor", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The party seems to have drawn quite a varied crowd. While the majority of them are mundane Humans, plenty of them are Supernaturals themselves. This is hardly surprising, given the relative prevalence of Supernaturals and Metabeings of all stripes in today's world. These would-be Partygoers now find themselves in all manner of situations: many of them are suffering from a Soulsap affliction, but some have been captured by the minions of Amy. The general theme of their punishments is... lewd, to say the least.<br><br>Partygoers - as opposed to Manor residents or other gatecrashers - can be identified by a colourful access band on one of their wrists. Of course, this may not be universal... some may have fallen off with their 'vigorous activities'!", hover: "An overview of the populace of the party, interrupted.", see_also: ["The Manor", "The Party", "Soulsapping", "Amy"], see_also_number: 4, subheading: "Situation", }, Soulsapping:{name: "Soulsapping", full_title: "Soulsapping", category: "Codex - Maverick Manor", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Soulsapping refers to any removal or suppression of an entity's soul. The disconnect created between their soul and their body invites an empty corruption into the body, known as Ghoulic Corruption - those who are afflicted with it long enough for the changes to become permanent are known as Ghouls.<br><br>Soulsapping is most commonly the work of powerful Magics, or the interference of Demons in particular. In the case of Demons, they can use Soulsapping as a method of destabilizing the body of a victim (or willing participant) before interrupting the Ghoulic Corruption process with transformations of their own desire (most typically and obviously, Demonic corruption).<br><br>Many of the Partygoers in the Mansion show clear signs of ongoing Soulsapping. If this is not reversed, the AIU may have an entire rave's worth of new Ghouls to capture and rehabilitate...", hover: "An affliction wherein a person's soul is removed or suppressed.<br>In the long-term, this can cause one to be corrupted into a Ghoul.", see_also: ["The Manor", "Partygoers", "Amy", "Demon", "Anomalous Investigations Unit",], see_also_number: 5, subheading: "Situation", }, Spatial_Displacement:{name: "Spatial_Displacement", full_title: "Spatial Displacement", category: "Codex - Maverick Manor", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Spatial Displacement refers to the transportation of things, people or places between planes of reality - or, as is the case with the Manor, into space between said planes. It's unclear from a brief glance outside if the Manor is currently located within a pocket realm, or if it's free-floating in the space between - or possibly even the Void itself. Either way, the Manor has brought its rules of reality with it and is protecting those within it... but to leave and stray too far from its bubble would put one at incredible risk, up to and including a shift in their existential status.<br><br>So, no going outside.<br><br>Speaking of, the outside of the Manor looked normal enough. It's likely either that the Manor has been entirely duplicated in this space, or that the one seen back on Earth was an illusion left to delay investigation and trap first response. Great.", hover: "The transportation of an individual(s) or space from one plane of reality to another.<br>The Manor has been Spatially Displaced.", see_also: ["The Manor", "The Void"], see_also_number: 2, subheading: "Situation", }, /* ^^^ GAME-SPECIFIC ENDS HERE vvv FOUNDATIONAL CONCEPTS BEGIN HERE */ The_Rewrite:{name: "The_Rewrite", full_title: "The Rewrite", category: "Codex - Foundational Concepts", entry: "The Rewrite was an event that totally upended reality as we knew it, changing several historical events to fall in line with alterations made to the laws of reality. It is, as far as anyone can understand it, permanent. Those who are aware of The Rewrite call it by that name, but the truth is that understanding The Rewrite is largely impossible. This is because our understanding of it has been rewritten. <br><br>While the date of the event is subject to fierce debate, it is a popular theory that The Rewrite took place somewhere in the mid-60s. A relic thought to be inert was stolen from an Anomalous Investigations Unit facility. The relic in question: a large, church-scale bell of unknown origins, covered in carvings that had yet to be deciphered or linked to any known civilizations, terrestrial or otherwise. Despite the mystery surrounding it, it was considered to be inert, mundane.<br><br>These assumptions were incorrect. Someone knew better than the AIU, but their identity is unknown. In fact, they may not even exist anymore, or rather, they may not have existed in the first place - if this is getting confusing, spare a tear for researchers devoted to this subject, for whom migraines are a way of life. Regardless of their existential status, the individual or organization behind the theft of The Bell used it to commit the Rewrite.<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 shockwave 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>As touched upon earlier, it is an immensely difficult subject to research, 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.<br><br>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. These mysteries are the result of the Rewrite, yet they are facts of reality; we remember them, and we know history about them. They are quantifiable, for they have been written into the story of the world, and must follow its new rules. Most researchers prefer to focus on those instead.", hover: "A seismic event which permanently altered reality.<br>Hurts to think about.", see_also: ["Anomalous Investigations Unit"], see_also_number: 1, }, Inverse_Aegis:{name: "Inverse_Aegis", full_title: "Inverse Aegis", category: "Codex - Foundational Concepts", entry: "All religion has a spark of truth about it, though it is difficult - bordering on irrelevant - to discern what came first; man's faith, or the power to command it. Religions are empowered by the collective consciousness of their followers, and so it has been since time immemorial. It's not hard to see why; thousands of years ago, Earth was a battlefield of half a hundred pantheons of varying ages waging war across its surface, converting and slaying all in opposition. Convert, or die. Witness a glowing avatar of destruction lift a temple above his head, or an ethereal woman halt a thousand arrows in mid-air before making an army weep with a single word, and see how long you remain atheistic.<br><br>This, naturally, was considered untenable by cooler heads. As pantheons and religions were empowered at cost of the followers of others, a pact of priests, magicians, demigods and lesser deities met in secret to enact a daring plan proposed by a lesser god of trickery; The Inverse Aegis.<br><br>The spell is named for its function; it is a shield that cannot be broken by the strong. Any entity above a certain degree of power - particularly Divine in origin - will find themselves unable to visit themselves upon the Earth, with lesser degrees of interference present across the solar system and its neighbouring reaches. Thus are the barriers between the mortal realm and the realms of the Gods sealed shut, forcing their squabbles and bids for power from the world.<br><br>While many Dark Gods toil in vain to break the Aegis, far more Deities accept its rules - with frustration - and operate around them. The Divine can still operate in the mortal realm by giving up their power, operating through depowered avatars, or via commanding their demigod half-mortal offspring and followers. The influence of the Divine is a game of servants, daughters, sons and subterfuge.<br><br>The Inverse Aegis cannot prevent an entity from obtaining Godlike power upon the surface of Earth, however. Such an entity would find themselves trapped upon its surface, just as its fellows find themselves trapped beyond it.", hover: "A magical force which prevents the Divine from interfering with Earth.<br>They're still pretty mad about it.", see_also: ["Aegis Accord"], see_also_number: 1, }, Aegis_Accord:{name: "Aegis_Accord", full_title: "Aegis Accord", category: "Codex - Foundational Concepts", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "In 1947, mankind seemingly made its first contact with an Alien species (though it would later be discovered that this was hardly the first, merely the first recorded). An extra-terrestrial spacecraft crashed in Roswell, New Mexico, containing three crew of the Sneerz species. One died on impact, whereas the other two survived with severe injuries. The intervention of the Anomalous Investigations Unit led to the crash site being secured and the two survivors recovered and brought out of critical condition.<br><br>Communications were obviously difficult, but Sneerz are among the most socially hostile sapient races in the Galaxy. They provided their captors with the means to translate their speech purely so they could insult them. After dealing with the Aliens for roughly two months, the sudden arrival of a much larger spaceship further north of Roswell - crewed by a mix of mostly friendlier Aliens - was considered 'a relief' by the staff tasked with their care and study.<br><br>It transpired that the three Sneerz were wanted criminals who had jumped to a mostly uncharted region of space in their attempt to escape from the law. Standard procedure for a planet yet to achieve space-faring status would have been to take custody of the prisoners and then wipe the minds of those involved, but the sheer number of anomalous readings Earth gave off was enough to warrant further questioning.<br><br>It was as a result of this investigation that the Galactic Government became aware of Earth, aware of its unusually high rate of anomalous activity, and, in turn, aware of The Inverse Aegis - a seemingly indestructible shield spell around the world that prevents it from being influenced by entities beyond a certain level of power.<br><br>Recognizing Earth's potential usefulness as a planet impervious to some of the greatest Cosmic-level threats in the Galaxy, the Galactic Government's envoys concocted an agreement with the AIU to permit asylum of at-risk Aliens upon the planet's surface in exchange for a limited trade of knowledge and resources. Hashing out the details of this agreement took several years, requiring the input of multiple world leaders of the era for the sake of better housing these Aliens seeking asylum. This agreement was signed in 1956, and was titled 'the Aegis Accord'.<br><br>Under the watch of the AIU and similar organizations on national levels, the Aegis Accord permits a certain number of Alien asylum-seekers to take residence on Earth on a temporary or permanent basis. They are encouraged, where possible, to assimilate into the native population; some individuals with particularly challenging needs are given specialist habitats, and all are generally subject to close observation.<br><br>The Aegis Accord was one of the major factors that influenced the AIU's change in mission statement; from an organization that concealed the Supernatural from mankind, to one that mediates relations between the two instead. While in the early years the number of arriving Aliens was low and thus secrecy was maintainable, it drew the attention of unregistered xenos; word spread about Earth, and thus more Aliens arrived in less clandestine fashion.<br><br>The spreading knowledge of Earth, its unique Meta individuals, and the limited melting pot of Alien cultures it has had introduced to it has resulted in an increasing rise of 'unauthorized' Alien activity on the planet ever since the Accord was signed. However, as the resources already exist to monitor extra-terrestrial life on the planet, a 'don't make it weird' unspoken policy has reigned supreme for the last two decades. If you're going to visit, behave. If not, plenty of Heroes exist who are eager to make a name for themselves.", hover: "An agreement with the Galactic Government to grant asylum to at-risk Aliens.<br>It takes advantage of Earth's protection via the Inverse Aegis.", see_also: ["Inverse Aegis", "Anomalous Investigations Unit", "Sneerz", "Galactic Government", "Threat Levels"], see_also_number: 5, }, Superpowers:{name: "Superpowers", full_title: "Superpowers", category: "Codex - Foundational Concepts", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A 'Superpower' refers to any ability possessed by an individual that exceeds the natural capabilities of that individual's species. These people are commonly referred to as 'Meta' - a Metahuman, a Metaelf, a Meta-insert-your-species-here - the concept is hardly limited to just Earth's races. Neither is it limited to sapient species; mere animals can be Meta, for Superpowers are a highly varied phenomenon that can manifest in a myriad of ways.<br><br>Many of the earliest Superpowers were derived from Divine blessings, Fae influence and Eldritch corruption. During the era of Divine conflict, where the walls of reality were stretched thin by overburden, mankind was particularly susceptible to alteration; power was bestowed upon champions, wittingly or otherwise, so that they might fight their appointed causes. After the Inverse Aegis was applied, this early age of Superpowers dwindled for a time.<br><br>It was in the early 1900s that world governments began to take a keen interest in the study of relics of ancient history, beyond the Anomalous Investigations Unit's ability to keep track of it all. The rise of 'modern' Superpowers was not an intentional act by any one nation, but rather the accidental result of these independent studies and experiments; slowly but surely, magic once more saturated the world, and motes of power deep dormant within Humanity began to spark. The first modern Meta is a subject of fierce debate filtered through a dozen national lenses, but one truth is certain: it was a freak occurrence, not a success of science or faith. While many Superpowers seem removed from magic, it appears that they cannot blossom without its initial presence in the environment.<br><br>Since then and continuing to the modern day, Superpowers emerge from a wide variety of causes. Some are born with them, or at least with their potential. Many more are born mundane or 'Natural', but obtain power willingly or unwittingly through external means later in life; the latter of which are far more common. For every baby born with super strength traced back through the recessive genes of an ancient demigod, five individuals will obtain their powers through getting struck by Weird Lightning, falling into Weird Goo, or focusing a little too hard on Weird Whispers - to cite three strangely common circumstances as examples. Superpowers can emerge in times of great stress or need just as readily as they can appear at random in times of greatest mundanity.<br><br>It is estimated that 0.7% of the Human population have some form of Superpower, with roughly three times that number harbouring the potential within them - many will live their lives to completion without ever realizing this potential. The non-Human population of the planet enjoy a higher percentage of Metas for the simple fact that this planet seems to attract the unusual and exceptional to its surface, by means sociological and mysterious alike.", hover: "An overview of the varied subject of Superpowers.", see_also: ["Inverse Aegis", "Anomalous Investigations Unit"], see_also_number: 2, }, Gloriabella_Particle:{name: "Gloriabella_Particle", full_title: "Gloriabella Particle", category: "Codex - Foundational Concepts", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Gloriabella Particles are a form of radiation that can be harnessed to output tremendous power in contrast to the small size and weight of their housing. Typically found in the form of purple crystals - an ore known as Gloriabellum - it is more commonly known as 'Glow'. Most 'Superpowered' technology owes its existence to the size and weight-saving properties of Glow reactors. Curiously, low levels of naturally occurring Glow can be found in most Metabeings; this has led to Glow screening being used as a method of detecting dormant potential and for detecting incognito Metas in secure locations.<br><br>The particle was originally discovered by Gloria Bella in 1905. Gloria was born in southern Italy and later emigrated to Poland, and it was there that she made her discovery. At the time, however, the potential applications of the particle were largely misunderstood and underestimated, for the technology required to harness it was yet beyond theoretical comprehension. Gloria faced little opposition in having the discovery named after herself; a minor quirk of science, barely a bump in the road of discovery.<br><br>It was during World War II in the United Kingdom that an aging Gloria - now terminally ill but determined to work until her death - revisited her particle. Part of a project researching miniaturized power sources for new armoured vehicles, she oversaw a team of her fellow exiled Polish countrymen who successfully harnessed the particle into a chamber capable of outputting a constant flow of electrical power. This prototype reactor was used as the core of a prototype tank created from an obsolete British Crusader tank, featuring an early example of a Directed Energy Weapon. This tank - codenamed 'The Devil Special' after the Polish 1st Armoured Division's nickname of the Black Devils - would be trialled in a number of wargames from late 1943 to early 1944. Considered an overwhelming success, two more Devil Specials were created using the limited quantities of Gloriabellum available.<br><br>The Devil Specials served with distinction through the retaking of France, with one of the three models destroyed (and obliterated by its crew on covert orders), but all three reactors survived to the end of the war. Gloria would not live to see the end of the war, but she died confident that the potential of her discovery was finally known.<br><br>Nevertheless, the nuclear bombings that ended World War II and transitioned mankind into the uneasy Cold War era drew attention away from her discoveries yet again, in part because Gloriabellum was such a rare substance, and the process of turning it into a reactor had a high failure rate. While isolated wonder weapons utilizing Glow reactors would appear sporadically across different nations for the next two decades, it was not until 1971 - when a meteor largely comprised of the ore broke up on entry to the Earth's surface - that research began in earnest to harness the crystal's power.<br><br>Most Gloriabellum in use today stems from this meteor, with many reactors housing ore that has been used in several reactor models before it. The scarcity of the resource makes it difficult to work with even to this day, but its desirability has seen it largely fall into the hands of scientifically-minded Supers, government agencies, and in limited quantities on the black market - though it commands such extortionate prices that it is far more commonly stolen than sold. Many an iconic 'Super' device owes its capabilities to the Glow reactor, from weapons to vehicles to gadgets to androids to powered suits to exosuits.<br><br>Synthetic Gloriabellum - most commonly known as Glow Crystals - were discovered in an attempt to synthesize the ore. While they cannot be utilized in reactors, they can, curiously, be harnessed by Metabeings; crushed Synthetic Gloriabellum emits a pulse of energy capable of rejuvenating such individuals.", hover: "A form of controlled radiation capable of outputting immense power.<br>Found in most Metabeings.", see_also: ["Superpowers", "Glory Meteor Breakup"], see_also_number: 2, }, Magic:{name: "Magic", full_title: "Magic", category: "Codex - Foundational Concepts", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "To start: Magic is real. It has existed since before the Earth began to turn, though its presence has enjoyed highs and suffered lows throughout the history of the Universe. It obeys its own set of rules and is as well understood - and as poorly understood - as the very laws of physics that preside over reality.<br><br>In ancient times, Magic ran rampant across the Earth. So thick was its presence that mankind, without any discipline, was able - often without intention - to harness it to mysterious ends. Over time, these initial outbursts of magical power were refined into the early schools of magic. There is no 'right' way to wield magic; it is a force that cooperates with - rather than obeys - the belief and determination of its wielder. However, it is undeniable that there exist those with greater aptitude for Magic; technically, anyone can do it. But it takes some years to do what others will grasp in days.<br><br>The earliest disciplines of Magic were largely beholden to temples and churches, the domain of shamans, priests and speakers of Divine will. This largely conflated Magic <i>with</i> the Divine, a conflation that continues in theological and magical study to this very day. Some believe that Magic is the domain of the Divine; others that the Divine were, themselves, the creation of mankind by accidental application of Magic in their scramble for meaning in the earliest days of sapience. Most consider that the truth likely lies somewhere in the middle; that the Divine and Magic are separate forces, that the latter fed the initial sparks of the former, and that, in short, It's Complicated™.<br><br>While the Divine are up for debate, it is largely accepted that the Realms Realized are absolutely the product of untamed Human imagination given constructive capability unwittingly. These worlds were created by storytellers and imagined fantasies bringing them to life, and it was only the reduction of Magic's influence upon the world that has spared the creation of more such Realms in the modern day.<br><br>In the aftermath of the casting of the Inverse Aegis - itself thought to be one of the most powerful spells ever woven, the result of the joined hands of over two dozen magical schools of practice - the saturation of Magic upon the Earth diminished substantially for a time. While this was partly due to the sheer consumption of Magic required to cast the spell, so too was it in part that The Divine had taken such a hold of mankind's mastery of Magic that much of this grasp left with them, rendering powerful priests diminished in the blink of an eye. As the dust settled on a youthful mankind, a period of relative mundanity took hold, with Magic becoming the domain of the reclusive; the Witch covens, the Wizard hovels, the Sorcerers hiding their nature from the world, the Druids returning to the forests, the Heritors whispering in secret... to name some of the better known disciplines (or lifestyles; there's very little difference between a Wizard and a Witch in practice, merely in culture.) Magi were often powerful allies of kingdoms and empires, and this practice would continue up to and through the industrial revolution.<br><br>It was when power began to transfer from kingdoms to governments, republics and democracies that more people - by the necessity of group rule - became once again aware of the presence of Magic. This awareness of the force and the powers it could bestow joined the myriad arms races mankind ran during this era, rushing alongside the march of technological progress - as man discovered the future, so too did they uncover the past. The saturation of Magic rose yet again as relics were uncovered and experimented upon. Eventually, a spark was lit; and thus was the first Superpowered Human born.<br><br>The link between Superpowers, Metas and Magic is poorly understood. What has been established is that Superpowers are not Magic - not necessarily, at any rate - and yet in order to exist, their seeds can only thrive in a world where Magic blossoms. Separated or insulated from Magic, most Metabeings will experience a weakening or outright negation of their powers. The leading theory is that while these powers are not magical in nature, the means by which they break the rules that govern reality can only be accomplished through the use of Magic to 'patch the cracks', as it were.<br><br>Outside of Superpowers, Magic thrives once more through its direct practitioners. While a certain degree of secrecy over the subject remains in modern society, it is fairly common knowledge that Magic is real. However, as part of wielding Magic is displaying the determination to do so, no legitimate school capable of actually performing Magic will readily advertise itself to the public; that would be far too easy. Places to learn Magic are not particularly hard to find, so long as you put the effort into finding them. This makes it slightly harder to do than, say, learning to play the guitar; and see how many people never get around to doing <i>that.</i><br><br>While most Mages will study a single discipline or school, there is nothing stopping a talented individual from learning multiple methods of Magical manipulation, or even mixing them together to form new and exciting disciplines. Some such examples of modern Mages born of experimentation are the Weavers, the Hexslingers and the Harnessers. More will follow as Magic's influence over the world continues to spread, for none can predict what - if anything - can snuff its fire this time. However, it is a fire that pales in comparison to the inferno of ancient times... for now.", hover: "An overview of Magic; a mystical force beholden to its own rules.<br>Covers its history and applications.", see_also: ["Realms Realized", "Inverse Aegis", "Superpowers"], see_also_number: 3, }, Divine:{name: "Divine", full_title: "Divine", category: "Codex - Foundational Concepts", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "For as long as man has existed to consider the cosmos, so too have the Divine commanded their attention. There is no one 'true' religion; nearly every belief system is represented in the realms beyond the mortal plane, built and strengthened upon mankind's faith. As faith is thus power, faith is desired; and the Divine are not above acting upon their desires. It isn't exactly their fault; the Divine were not created by man, but they were heavily influenced and shaped by them to shape man in turn.<br><br>In short, as it so often is, It's Complicated™.<br><br>Preceding man and the Divine was Magic, which stoked the embers of the Divine into being and permitted the creation of man. Creation myths make this difficult to follow; debate will eternally rage over which was 'first', as if that would make that Religion the 'prime' or superior one. Naturally, the Divine with a claim to the title are eager to insist that they are the prime; and thus do we come to an example of one of the many conflicts of the Divine. For as long as there is more than one Divine realm, so too will there be conflict between them. Thus has it ever been so.<br><br>It was not until the marrying of Religion and Empire that these conflicts took their most devastating form. Battles between the early Empires of man were as much fuelled by the sword as they were by the spirit and the imagination, with Magic running wild across battlefields led by literal Gods and ravaged by such power as they warped and weakened the fabric between realms. Religions were born, Religions were extinguished; men were converted or put to the sword, only for Empires to grow so great that schisms would in turn create denominations and entirely new Religions. The Paradise realms began to fill, ensuring an eternal supply of faith and thus power; and yet, enough was never enough.<br><br>It was a mix of men, lesser gods and monsters that joined in secret to enact the Inverse Aegis; a shield against the Divine, that cannot be broken by the strong. In an instant, the Divine were shunted from the Earth and the mortal realm surrounding it, catapulted back to their realms and left wondering what the hell had just happened. It soon became clear that not even the mightiest of Gods could breach the barrier; indeed, that was the point of it.<br><br>And thus did the squabbles of the Gods become the problems of the Gods... for the most part. The Divine still wage conflict against one another, but Earth is no longer the primary battleground; merely the stage upon which to recruit and sabotage. The Divine can only interact directly with the Earth via weakened avatars. Indirectly, they can order their Demispawn - the offspring of Gods and mortals - to do their bidding, or rely upon their mortal followers.<br><br>It should be noted that the Divine's conflicts are akin to the historical 'cold war' of mankind's modern history. Many of what would be considered the 'main' Religions of the day are in an effective truce with one another, powered as they are by generations upon generations of their own faithful. Yet it is the objective - bestowed upon the Divine by man - to spread their influence so that all might know their blessing.<hrt><hr></hrt><<linkreplace 'Realms of Paradise and Damnation'>><b>Realms of Paradise and Damnation</b> - Just as the Divine are real, so, too, are the realms central to their belief system. For an example, the Heavens of Christianity and Judaism exist. In the case of Judaism, the seven Heavens from the Earth-like Vilon to the holy Araboth, home of the Throne of God - the Judaic God, specifically, who exists concurrently with the Christian God - also exist concurrently and separately with the central Heaven of Christianity. When a Religion's faithful passes from the mortal realm, so long as they meet the requirements, pass the tests or otherwise meet the judgement of their respective Religion, they are sent to their promised afterlife.<br><br>There are some degrees of limitation to this, of course; Christianity with its hundreds of denominations is somewhat space-sharing with itself, limited by the power of its own faithful; the dead are not immune from conversion, particularly from denomination to denomination. Smaller denominations are represented via sections of Heaven rather than receiving their own, if appropriate and compatible.<br><br>It is further notable that access to Paradise or damnation to a Hell is, to a degree, up to the individual's specific faction of their own faith. A faithful Catholic is subject to the rules of their own Catholicism; they must be without mortal sin, they must have been baptized, they must have faith in Christ, and - along with various other requirements - they must be purified of venial sin in purgatory before finally entering God's Kingdom. A Protestant, on the other hand, has a generally 'easier' time of things; though 'generally' must be stressed as the Protestant faith is not without its own denominations. Most do not believe in Purgatory, for example, but those who do may well find themselves there. Furthermore, denominations of Protestantism believe in different interpretations of Heaven, ranging from the Catholic literal to spiritual metaphor. Ultimately, it is the individual's beliefs that shape the path of their fate; a path that will conform as closely as it can to the available realms of Paradise (or the Netherworld(s)).<br><br>Finally, it is noteworthy that faith empowers and enables more concepts beyond death than just the afterlife; the Buddhist faith and its six realms of samsara exist, and so to does the cycle of rebirth. A Buddhist faithful upon their death - assuming they have not achieved Nirvana - will be reborn unto one of the realms as decided by their karma. Further worthy of note is mankind's influence on these realms; in the earliest Buddhist texts five realms existed, with later faith splitting the god realm into Deva and Asuras, the God realm and Demigod realm respectively.<br><br>As touched upon, the existence of the Paradises of Religions implies the existence of their realms of damnation and punishment. Hell - in its myriad forms - is just as real as the many Heavens and all the spaces that lie between these two extremes. Curiously, it is these Netherworlds that engage in more open cooperation with one another than other facets of Religions, an outcome largely shaped by overpopulation. In a rare opportunity for a sit-down interview with an avatar of Hades (the God) for an Anomalous Investigations Unit newsletter, it was revealed that Hades (the space) lends room to the Christian Heaven as a result of some denominations' belief in a purgatory-like realm of the same name. The arrangement, as Hades (the God) tells it, was quite lucrative - though he declined to comment on the specifics of what He got from this deal.<</linkreplace>><hrt><hr></hrt><<linkreplace 'Public Awareness'>><b>Public Awareness</b> - The knowledge that Religions are real - not just one, but all of them - is not widely disseminated information. In the vast majority of Religions and spiritualities, faith is paramount to function. Assured knowledge of the afterlife diminishes faith by replacing it with fact. In the past eras of Divine conflict, faith could be more readily replaced by fear, awe and respect - but in the modern day, in a post-Aegis world, faith is yet again the Divine's primary currency. However, neither is this reality a closely-guarded secret. For example, a great many denizens of Earth (and Religions beyond the scope of this solar system) find it difficult to distinguish a Divine avatar from a religious Metabeing without closer inspection.<br><br>An unfortunate number of scholars have burst into halls wide-eyed with zeal and awe, having uncovered proof of the Divine... only to be told, with a hand upon the shoulder, that they're late to the party. As for the general public - well, they have their beliefs and tend to stay stuck in them, one way or the other. What's a miracle to a populace who routinely consume phone-recorded videos of Super-fights and always have a chance above 'zero' of meeting an Alien, Pixie or Eldritch being on the street?<br><br>Most high-placing governmental figures across the planet are aware of the reality of the Divines, and several organizations with a focus on the Supernatural consider the topic to be far enough within their wheelhouse to make it worth informing their important staff. Those within the 'Super' community are a mixed bag; often, the first time one becomes aware of 'Divine Reality' is when they meet an avatar or Demigod and realize 'oh, they're not joking'.<</linkreplace>><hrt><hr></hrt><<linkreplace 'Old Pantheons'>><b>Old Pantheons</b> - due to the presence of afterlife faithfuls, it is extraordinarily difficult for a Religion to fade entirely from the world - even if all record of its beliefs, God(s) and rituals have died. Of course, this assumes that their Religion was structured around - or at least involved - an afterlife to begin with. It is thought that a great number of early Religions with either no afterlife or looser definitions of what such a thing entails have faded as a result of this. The Pantheonic Religions that came hand-in-hand with the early Empires of man, however, are alive and well to this day, though arguably shadows of their former selves.<br><br>The Pantheons of Egypt, the Norse realms, even the interwoven Pantheons of Greece and Rome exist concurrently - with counterparts almost invariably either being rivals or controversial friends. Their influence on Earth is limited, but not entirely gone; worship of old Pantheons exists. In some niche corners of the world - often heralded <i>by</i> the actions of a God within those Pantheons - it can even command surprisingly large congregations. Valhalla may not receive many new eternal warriors, but its populace is overjoyed when it does.<</linkreplace>>", hover: "An overview of the Divine and their influence on mankind.<br>In brief, covers their history, their realms, and their conflicts.", see_also: ["Inverse Aegis", "Superpowers", "Anomalous Investigations Unit"], see_also_number: 3, }, Superheroic_Legality:{name: "Superheroic_Legality", full_title: "Superheroic Legality", category: "Codex - Foundational Concepts", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The legality of Superheroics - and indeed, Superpowers in general - is complex and varied across the world. It is only somewhat recently that such laws have come into being; as Metabeings began to appear on Earth around the early 1900's in limited quantities, laws surrounding their capabilities and responsibilities began to appear towards the end of World War II, with major reforms occurring in the late 70's that - in most nations - have remained largely unchanged in spirit, if not in letter, into the modern day. Some general laws that can be found in one form or another in most countries are as follows;<br><br><b>Common Sense Ability Use</b>: a Metabeing with the ability to generate flames, raise the temperature, interfere with the chemical structure of substances or other such abilities should avoid using such abilities at, say, a gas station. A Metabeing with abilities considered 'cruel' to subject fellow sapient beings to limit their Heroics - if any - to situations and disasters involving the use of these abilities on more suitable opponents. The use of mind control in particular is heavily regulated for its potential for misdeeds, though precedent exists for times when it has been used to avert disaster. Superheroes without powers - those who utilize 'Supergadgets', for example - are not exempt from these rules, and often find the legality of their use combined with existing laws governing the licensing and operation of whatever the item is or is close to. A 'super' gun is still a gun.<br><br><b>Registration</b>: In many Nations, a Superhero can only operate with cooperation from its native government if the Superhero in question has submitted to registration with whatever governing body exists to record their information and track their accomplishments, penalties and activities. In some nations, this is encouraged. In some nations, it is required. The United States falls under the 'heavily encouraged' category, with many prior lawsuits and challenges making this a contentious subject even to this day. In the United States and most other nations, a registered Hero's secret identity - if they maintain one - is kept confidential. In theory. The number of registered Heroes worldwide is thought to be roughly 85% of the known Superhero population, for in most nations - even where not mandatory - cooperation with governing bodies and law officials provides useful perks, such as quick and unfettered access to databases on known villains and criminals. It also permits Superheroes to perform arrests in an official capacity, using their best judgement.<br><br><b>Non-Separation of Identity</b>: unless the act of donning a Superheroic personality quite literally makes the Superhero in question a different person (as determined by a panel of psychologists), the actions of a Superheroic persona and the actions of the secret identity the individual leads are not legally distinct or separated. Committing tax fraud as a secret identity is a mark upon the individual's private life and their public persona.<br><br><b>Judgement of Capability</b>: a Superhero is an entity with capabilities beyond the norm. Therefore, it is the Superhero's job to make sure that they do not apply their abilities overzealously in the pursuit of justice. These laws tend to be more creatively-enforced than others, and may or may not rely on the villain or criminal in question having a good legal team to argue that harm they've endured was above and beyond that which was required to stop them. There have been times, however, when Superheroes have been disgraced by their heavy-handed handling of situations that did not call for the brutality they responded with.<br><br><b>The Very Concept of Superheroics</b>: not all nations permit Superheroics in the first place. The Kingdom of the Netherlands, infamously, has outlawed Superheroes since the 1960s - however, the city of Amsterdam operates an exception. The country's few Superheroes are unregistered and are technically breaking the law, but the very lawmakers who outlaw them seem reluctant to face the public opposition that their arrest would entail.<br><br><b>Superhero Teams</b>: most nations that permit Superheroics also permit Superhero teams, but in different ways. In the United States, they must merely register in the same way as individual Heroes do. In China, Superhero teams are government agencies, and any Hero who joins one is legally accountable as a public servant. In France, French Superhero teams may only be joined by French Superheroes (though this does not apply vice-versa).", hover: "A general look at the legality of Superheroism.<br>The history thereof, and some region-specific quirks.", see_also: ["Superpowers"], see_also_number: 1, }, Realms_Realized:{name: "Realms_Realized", full_title: "Realms Realized", category: "Codex - Foundational Concepts", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "In the early eras of mankind, when Magic ran rampant across the Earth, the Realms Realized were first conjured into being. Unlike the Divine, these realms did not exist in any state before mankind lent its unwitting influence to their creation. They are the result of imagination, of folklore, of stories, of dreams and nightmares. Many beings, creatures and Monsters of myth exist within these twisted worlds, where reality is oft an overlooked suggestion, and sometimes the barrier separating these realms from the mortal plane becomes weakened.<br><br>The largest Realm Realized is known as the Pyksielands, though it is hardly a single cohesive space. Here, mythologies and folklore violently clash and mesh with one another in service of the Eternal Epic; a never-ending story initially fuelled by mankind's creativity and now kept 'running' by dedicated envoys of these assorted micro-realms. Creativity is the lifeblood of this land; so much so that defeat and even death are small prices to pay if they will make for a good story. After all, the dividends such a chapter will pay more than outweigh the costly process of resurrection and rebuilding. Countless villains have risen to the occasion and been put down by fellowships from far and wide, with many of them either donning new masks or outright reincarnating back into the Epic to play new roles.<br><br>Other mythologies are present within these realms, often expanded beyond their initial scope. The Labyrinth of the Minotaur, for example, is a seemingly infinite space with a number of exits that link to other Realms Realized, making it a popular but dangerous smuggling route.<br><br>When the presence of Magic on Earth was reduced, many Faefolk found themselves stranded on the other side of the closed-shut barrier. Europe in particular saw the highest concentration of these displaced entities, some of whom would live in secrecy and privacy, others of whom would secretly integrate with society; it is thought that some 13% of modern Metahumans are descended from these displaced Fae in some way. These displaced Fae and creatures of myth were able to survive the same as any living creature; once stuck in the mortal realm, the mortal rules apply. Eat, sleep, and shelter.<br><br>This was a lesson learned the hard way by a great many Faefolk when a chapter of the Epic went terribly wrong in the wake of a Supervillainous scheme. In 1974 in the United Kingdom, a Supervillain known as Playwright - a boisterous reality-shifter who claimed ancestry with William Shakespeare - successfully opened a rift to the Pyksielands that threatened to absorb the entire mortal realm into its embrace. The micro-realm at ground zero of the rift - the Queendom of Faizaria, a classical fantasy world - willingly severed its connection with the rest of the Realms Realized in order to protect its precious mortal progenitors. As a result, Faizaria was lurched into the mortal plane, where it now exists as the fifth nation of the United Kingdom, fused to the upper-middle east coast of the landmass, bordering England and Scotland. The vast majority of Faefolk in the modern world hail from Faizaria, numbering roughly 0.3% of the world's population. In the aftermath of this incident the weakened world barriers have led to a number of Faefolk slipping through to reality... and a number of Earthlings disappearing into its midst, willingly or otherwise.<br><br>The comparative lack of Magic in the world today means that new Realms Realized are an extremely rare occurrence, and are often subject to the specific reality of this space 'filling in the gaps', as it were. For example, even with this diminished reserve of Magic, a micro-realm has spawned that fuses several popular Japanese Shonen stories and settings together.", hover: "Realms created by Human imagination in the early ages of man.<br>Most infamous for the Pyksielands.", see_also: ["Fae", "Divine", "Queendom Of Faizaria"], see_also_number: 3, }, Iteration_Syndrome:{name: "Iteration_Syndrome", full_title: "Iteration Syndrome", category: "Codex - Foundational Concepts", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Iteration Syndrome refers to the phenomenon of the existence of multiple versions of the same overall concept. The primary example used here will be the Minotaur.<br><br>The original Minotaur, Asterius, was a real Monster born in the Divine era, the child of Pasiphaë and a bull prized by King Minos of Crete. Aspects of this Monster's life were highly exaggerated in what became the Minotaur Mythology, which led to the creation of the Minotaur's Labyrinth - and a second, embellished version of the Minotaur - in the Realms Realized. Both this Minotaur and Asterius, the true original, were exceptionally virile and sired many children, most of whom came out as Minotaurs themselves. While the majority of the Minotaurs on the mortal plane died out, their genes carried on recessively and re-emerged in the modern day, leading to a number of Minotaur-aspected Metabeings to be born to varying degrees of Minotaur/Human aspect and ratio. Meanwhile, over in the Realms Realized, Minotaurs flourished; they are a populous species who have, by virtue of plentiful crossbreeding, split into a number of distinct subspecies and breeds. Some of these individuals wound up in the mortal realm during the Faizaria Incident that led to a Realized micro-realm merging with reality; thus, in the modern day, descendants of both Asterius and his mythological counterpart exist.<br><br>Researchers of Iteration Syndrome largely wish they had chosen literally any other field.", hover: "How different versions of the same concept can exist concurrently.", see_also: ["Divine", "Realms Realized"], see_also_number: 2, }, /* ^^^ FOUNDATIONAL CONCEPTS ENDS HERE vvv CONCEPTS BEGIN HERE */ Threat_Levels:{name: "Threat_Levels", full_title: "Threat Levels", category: "Codex - Concepts", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Informally known simply as 'the Threat Levels', the Jedwin-Michael Danger Assessment Criteria - which should give you an idea of why people just call them 'the Threat Levels' - are a standardized measurement of the dangers posed by Superbeings. In the case of Superheroes, it applies both to the potential damage they could cause if sufficiently motivated and the threats they are suited to tackle. These levels are also the basis of the rankings used to gauge both Superheroes and Supervillains - both the official rankings and the unofficial, more popular ones.<br><br>The categories are based off of numerous considerations and have undergone multiple revisions since their introduction; the current revision is '5b', determined in 2007 and slightly amended in a 2010 assembly upon further feedback from envoys of the Galactic Government. Some of the considerations are obvious, such as the power of an entity. Others are more subjective, such as a gauge of their intention; an extremely powerful Metabeing with little interest or motivation to conquer the world <i>or</i> defend it is likely National despite being a potential Global threat. Threat Levels are as follows, from most severe to least.<br><br><b>Cosmic</b>: entities and organizations that have the power to threaten not just the world, but solar systems or the entire Galaxy, or even realms beyond our own. All currently-known Cosmic Villains are extra-terrestrial or extra-dimensional in origin, and the majority of them are unable to threaten the Earth directly due to the presence of the Inverse Aegis. Fewer than ten can actually interact with the Earth, and only three have ever been encountered by Earthlings. Conflict with a Cosmic-level threat has the potential to upend - or simply end! - life on Earth. These are events that call for the cooperation of all world governments and Superhero teams. On the Hero side, there are similarly no Cosmic-level Earthlings as of yet. Many of the 'mainstream' Divine might categorize as such, but the Aegis prevents their direct intervention anyway. A number of Cosmic-level Heroes exist, most of them in service to the Galactic Government.<br><br><b>Global</b>: those who can meaningfully threaten the entire Earth or any other individual planet, be it through conquering, destruction, devastation or permanent change. Most of the major Supervillain organizations fall under this category, with competition with one another - and Earth's pre-'Spacefaring' status - aiding in preventing any one of them from achieving Cosmic status. On an individual level, a Global Supervillain or Superhero is a powerful Metabeing (or extraordinarily well-equipped gadgeteer, pilot, etc.) with the means to cause and/or prevent 'damage' on a massive scale. Damage can be destruction, of course, but so too can it be more metaphysical; mass mind control, sabotaging the economy, long-term plans to destabilize entire nations, etc. Global threat entities enjoy plenty of mainstream attention, as they are - by nature of their power - flashy, as a general rule.<br><br><b>National</b>: the level that many Heroes aspire to and that many Villains will do anything to surpass. National threats are thought to be capable of destroying, taking over or otherwise substantially inconveniencing an entire nation. Many National Metabeings possess either mixtures of moderately useful powers or sufficiently powerful or masterful command over a single power. Most organized crime families and groups fall under National, with those that employ or are led by Supervillains placing higher in the rankings. The majority of recognizable Superheroes dwell within this tier.<br><br><b>Local</b>: entities or groups whose reach extends no further than their immediate location or city/town/area of operation. Most Villains and Heroes exist within this tier. In terms of criminal organizations, this tier is home to organized gangs, crime families that are on the wane, and upstart operations that have yet to prove their efficacy in the big leagues. Most Local Metabeings have either minor powers or poor mastery over their capabilities; many young Heroes and Villains occupy this tier, and while most will never exceed it, many will advance as their careers evolve.<br><br><b>Addendum - Street</b>: a 'Street' threat is, for all intents and purposes, a Local threat. The banner of 'Street' began life as a mild form of protest against 'Super' culture by Heroes - and some Villains - who oppose the ranking system. The vast majority of these individuals view Superheroics as an ideally selfless act, and believe the 'industry' that surrounds the scene's culture is unhealthy and actively detrimental. Aligning oneself with the Street movement is seen as a rejection of this culture, or a simple dismissal of the rankings in general. As a result, there are several Street Heroes whose power and capabilities puts them in National or even higher, but their ambitions and limited areas of influence - and lack of consent to be ranked in the first place - prevents them from being placed higher.", hover: "The standardized measurements of Superbeing capabilities.<br>Applies to Villains and Heroes alike.", see_also: ["Superpowers", "Divine", "Inverse Aegis"], see_also_number: 3, }, Animan:{name: "Animan", full_title: "Animan", category: "Codex - Concepts", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The term 'Animan' or 'Animen' is a catchall descriptor of animal-humanoid hybrids, a concept that appears often - in different forms - throughout Earth's Metabeing, extra-dimensional and even extra-terrestrial citizens and visitors.<br><br>An Animan can range from a Human with trace animalistic elements - to use a feline for an example, a woman with cat ears and/or a tail - all the way up to anthropomorphic entities who lean far heavier towards their animalistic influences - such as a humanoid with fur and a feline's head and leg structures. This should not be confused with something like a walking, talking cat, however, which is far more likely to be either a Metafeline, a Fae denizen, or other such denizen of the Realms Realized, or simply an Alien.<br><br>Ignoring Aliens who resemble humanoid Earth animals and Realized 'beastfolk' for the time being, it is time to focus on Earth's more 'naturalized' Animen. When Metabeings began to appear on Earth in the early 1900s, among them were a few examples of Animen - either born that way or transformed in some manner, be the manner external transformation or internal potential activated by puberty or other stimuli. One of the first major communities of Animen to appear were the Mountain Souls, mysterious hybrids who feel deep affinity with the mountains for which they are named. They are a hardy people who devote their lives to their high-peaked homes, embracing the challenge of life there. They are not a rare sight beyond these peaks, however, for they often leave in search of glory that they might raise the reputation of their home mountains. Mountain Souls almost universally take after animals found in mountainous terrain, and they possess the ability to shapeshift between two forms. Their base form is far more Human in appearance, whereas their Soul forms are more monstrous, leaning heavily on their animal aspects. Many Mountain Souls are crossbreeds, a result of their tendency to mate with their own kind.<br><br>For another example of common Animan, the Beasts of Bedlam - or 'BoBs' - first generation came about as the result of abduction and experimentation at the hands of the now-defunct Supervillain, Dr. Bedlam. An army of mutant hybrids, the BoBs would go on to capture much of the territory of a small island nation in Bedlam's name before his ultimate defeat at the hands of a team of Heroes in 1962. Over the next two decades, diplomatic relations with the abandoned BoBs finally gained ground after they suffered hardships in the face of severe storm seasons and other natural disasters, until finally they began to accept foreign aid. Over time, the BoBs began to integrate into wider society, though many of them stayed and oversaw a transformation of the island into a prosperous nation and tourism destination. BoBs possess a wide variety of animalist influences ranging across the width of vertebrate existence; however, each first-generation BoB was created with a specific purpose in mind. Recessive genes from the mutative therapies used to create BoBs would emerge in their 2nd and 3rd generations, such as felines exhibiting traits beyond those of their parents, even if said parents were both, say, Cheetahs, for example.<br><br>Sometimes, of course, a Metabeing is simply born or later metamorphizes into an Animan. Sometimes this is purely coincidental by virtue of how their specific Superpower manifested. Some theorize that some - or all - of these individuals may in fact be distant Demispawn of animalistic Divines.", hover: "A primer on animal-Human hybrids, a concept that appears in many iterations.", see_also: ["Realms Realized", "Mountain Soul", "Beast Of Bedlam", "The Demise Of Bedlam", "Divine"], see_also_number: 5, }, Synthetic_Sentience:{name: "Synthetic_Sentience", full_title: "Synthetic Sentience", category: "Codex - Concepts", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The sentience of synthetic beings is extremely rare among Earth's creations, but it is not unheard of. All known Earth-made synthetic sentients are registered Supers: Heroes, Neutrals, or Villains. Of these three, Neutrals are the most populous; these are Synthetics who simply seek to live their lives.<br><br>The emergence of synthetic sentience was not planned - rather it was a freak occurrence observed in a combat drone deployed by the United States military in a fight against the Supervillainous organization known as the Karn Collective. One of their members was the Supervillain known as Minute Minute ('minute' as in small, 'minute' as in the measurement of time), a time-controller who engulfed the assaulting machines in a bubble of sped-up time. Minute Minute's defeat via knockout dispelled their active powers, revealing that the group of five drones had become severely weathered, overgrown with plant life, and rendered totally unserviceable - except for one. Not only was drone CJ Bravo-5 still operational, but the once-simple machine was now capable of thinking far beyond the scope of its builders' intentions.<br><br>CJ-B-5 immediately sparked public debate about the nature of sentience, whether a machine can possess it, and whether it should be weighed as heavily as that of Man. This debate did not last particularly long, however; Metabeing animals had already been documented and awarded with civil rights before this, and this became precedent to treat synthetic sentience with the same gravity and respect.<br><br>In the end, CJ-B-5 stayed with the US Military but as a paid soldier. He - as he prefers to identify - is now considered a National-threat Superhero and operates out of a much advanced chassis with greater operational capabilities - as well as suites allowing him to better interact with his fellow sentients.<br><br>On the other side of a coin, a sentient machine that uses its intelligence for evil cannot simply be dismantled or destroyed unless it is deemed an absolutely unavoidable circumstance of their defeat. Housing synthetic sentient criminals is a difficult task, and special containment facilities exist for this specific purpose in the larger Meta Penitentiaries.<br><br>Given the intellect inherent with machine intelligence, a sentient synthetic is thus a sapient synthetic.", hover: "The subject of intelligent sentience in synthetic lifeforms.<br>Also touches upon the legal status of such entities that possess it.", see_also: ["Superpowers", "Meta Penitentiaries"], see_also_number: 2, }, Meta_Penitentiaries:{name: "Meta_Penitentiaries", full_title: "Meta Penitentiaries", category: "Codex - Concepts", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "With Superpowers comes a need for a stronger kind of prison. Meta Penitentiaries are custom-built with the facilities needed to house a wide variety of inmates with different capabilities and special accommodations, balanced so as not to afford them the opportunity to stage a jailbreak. They are home to many Supervillains - temporarily or for life - as well as criminal Metabeings and non-Human sapients who have committed crimes unrelated to the abuse of their powers. Such individuals are often housed in separate wings. If you commit embezzlement but can also set things on fire with your mind, a 'normal' prison is not an appropriate place for you.<br><br>These facilities are more colloquially and sarcastically known as 'Superjails'.<br><br>To carry on with the pyromancical example above, they would likely be placed in a cell made of heat-resistant materials and equipped with an isolated fire-suppression system. In the case of a Metabeing or non-Human sapient who requires a higher temperature to remain comfortable - or even remain alive - this cell would be appropriately heated to meet their needs. Failing to meet such humane requirements is illegal and carries stiff penalties. This rarely occurs, however, as Meta Penitentiaries are run with <i>extreme</i> care and supervision. They are often staffed by Metabeings themselves, with Meta Penitentiary Guard being a common profession of empowered Metabeings who do not participate in the Superhero culture. The emphasis on rehabilitation is heavy; after all, any reformed Supervillain is a potential ally.<br><br>Unfortunately, these rules are not universal. Certain nations operate significantly harsher Meta Penitentiaries, particularly those with worse track records of human rights - let alone Meta and non-Human rights. It is little surprise that these facilities see far more breakout attempts - and far more successful breakouts.<br><br>In the case of significantly dangerous prisoners, such as those on the Global threat scale or those with ties to major Supervillainous organizations, stricter measures may be employed. This can range from private wings to outright stasis of the most dangerous prisoners.<br><br>Meta Penitentiaries utilize power-suppression technology where possible, but cannot apply such things universally. Some Metas simply aren't vulnerable to the concept to begin with, such as strength-types whose bodies are simply the way they are; suppressing their power doesn't stop them from being built like a barn. Furthermore, in the case of some inmates, suppression of powers can be severely painful, damaging, or outright lethal. Thus, suppression is primarily used on an individual basis via specialized control gear such as collars and harnesses, or maintained in fields within their individual cells.<br><br>Mages and Magical entities are rarely housed in standard Meta Penitentiaries. Rather, specialist facilities exist for their incarceration, in turn staffed by those familiar with Magic and trained in counterspells. Magic prisoners may be subjected to direct suppression methods depending on their disciplines when outside of areas affected by antimagic fields. For example, a Mage whose discipline of Magic revolves around the spoken word may be prevented from speaking, either via physical apparatus or via a silencing spell. Similarly, the housing of Synthetic prisoners often requires specialized facilities for their holding; this may include transferring their data into a temporary prison chassis or outright holding them in virtualized spaces.", hover: "Prisons for Metabeings.<br>Also known, flippantly, as 'Superjail'.", see_also: ["Superpowers", "Power Suppression", "Magic"], see_also_number: 3, }, Power_Suppression:{name: "Power_Suppression", full_title: "Power Suppression", category: "Codex - Concepts", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The suppression of Superpowers is a complex field of study. There exist three primary methods of power suppression, and we shall begin with the 'mental' method.<br><br><b>Mental:</b> Mental suppressors are, as the name suggests, applied to the target's head in some manner, whereupon they emit suggestive thoughts that blur the Meta's capability to use their powers. These devices are heavily regulated for the simple fact that they are a form of mind control, itself a controversial technique that carries stiff penalties for its misuse. Mental suppressors only work on 'traditional' minds; they will struggle when applied to any sufficiently Alien intellect, be that literally Alien or extra-dimensional or simply far removed from the Human 'norm'.<br><br><b>Glow:</b> Glow suppressors function via the suppression of the Gloriabella Particle, a form of harmless radiation that is mysteriously linked to Metacapabilities and Superpowers. Glow suppressors have a much wider success range than Mental suppressors do, but they are slow-acting; the act of suppressing the particle is a gradual process, and thus the target must be subdued in some other manner while the suppressor does its work. When removed, recovery is swift. Glow suppressors can be set up in wide-ranging fields, but this further weakens their effect, taking even longer to fully suppress an individual. Furthermore, Glow suppressors can be dangerous to some Metas who rely on their powers to survive being themselves. Worse still, there are Metas who are completely immune to Glow suppression by virtue of how their powers have shaped their bodies; a 'metamorphic' Meta with a body changed beyond the scope of their original species is unlikely to be meaningfully bothered by Glow suppression. As a final note, Glow suppressors can just as readily interfere with Glow Reactors and other applications of the Gloriabella Particle, but this slow-draining nature makes them ill-suited for countering Glowtech weapons, vehicles and other such devices. Nevertheless, Glow suppression is one of the most widely employed methods of power suppression.<br><br><b>Magic:</b> Magic suppression is typically carried out via Antimagic fields (generated via crystal minerals that do not conduct Magical energy), counterspells, or via simple restriction of the specific methods by which a Mage or Magical entity casts their spells. A Wordweaver, for example, will be restricted from access to writing implements and carefully monitored to prevent them from obtaining alternative means of writing (such as drawing their own blood) - repeat offenders may be placed in lock-gauntlets. It should be noted that while there is no method of directly suppressing a Divine entity (such as an Avatar or a Demigod), Magic suppression trends towards a 70% efficacy rate in diminishing their capabilities while on Earth and its surrounding satellites.", hover: "The means by which a Metabeing's abilities can be diminished or blocked.<br>Also covers the suppression of Magic, and the Divine.", see_also: ["Superpowers", "Meta Penitentiaries", "Gloriabella Particle", "Magic", "Divine", "Glow Reactor"], see_also_number: 6, }, Designer_Superpowers:{name: "Designer_Superpowers", full_title: "Designer Superpowers", category: "Codex - Concepts", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "'Designer Superpowers' refers to any Superpower or meaningfully drastic Metatransformation that is induced purposefully via artificial means as a transaction. It remains a hotly debated topic in the modern world as gene-modification and cybernetic augmentation technologies advance both in scope and affordability, driven by competition and the slow-to-catch-up pace of associated regulation. Laws regarding Designer Superpowers vary wildly by country, with many yet to outline their stances on the matter and some willing to turn a blind eye to the ethics of the matter due to the profitability that potentially lies within it.<br><br>Designer Superpowers can range dramatically in scope, and the very definition of what is a 'Superpower' is one of the most contentious topics of the debate. For many of the privileged who seek to undergo the surgeries and therapies required to gain artificially induced powers, it is generally thought to be for aesthetic means or as a symbol of wealth and class. For others lower down the chain of the class system, it can be an act of desperation, a means to close the perceived gaps between them and others - specific individuals, or simply everyone else. For some, it's considered as casually as a piercing or tattoo might be; though the majority of such individuals are considering things as minor as getting feline eyes capable of seeing in the dark, rather than the induction of major Metacapabilities. Where the line is drawn between a 'minor' and 'major' power, or if a genetic modification or cybernetic augmentation is even 'enough' to be considered a Superpower in the first place, is yet another topic in the complex issue.<br><br>Aggressive lobbying by start-up companies and biomedical firms interested in providing Designer Superpowers as a service is commonplace, further adding fuel to the fire of debate. However, in countries with existing regulation laws regarding Superpowers, these regulations apply just as readily - and often with greater scrutiny - to induced Superpowers.<br><br>On the other side of the coin is a fringe movement that believes that if Superpowers can be given, then they can also be taken away. Some people rally to this banner for the sake of the unfortunate few born with Metacapabilities that cause them difficulty in their daily lives, or make them a danger to themselves and/or society. Others, unfortunately, believe that the very concept of Superpowered individuals is a blight that should be excised from society in an effort to bring every onto an equal plane; though their definition of 'equality' is often made murky by associated and accompanying beliefs common in this fringe.<br><br>In the US, Designer Superpowers are subject to regulation, background checks, and a period of psychiatric evaluation that differs in intensity and duration depending on the power and capacities of the powers in question. Other countries are far more lax, and 'Power Tourism' is an increasingly common issue. A surprising frontrunner in this 'industry' is Italy, where almost no regulation exists, with multiple efforts to introduce such legislation delayed or outright vetoed for nebulous reasons.", hover: "A primer on the concept - and legality - of artificially-induced Superpowers and Metatransformations.", see_also: ["Superpowers", "Superheroic Legality"], see_also_number: 2, }, Psionic:{name: "Psionic", full_title: "Psionic", category: "Codex - Concepts", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Psionics are people or entities with the ability to influence the world around them directly via their minds. Many different types of Psionic exist, and their powers are usually (in all but the most powerful individuals) limited to specializations, possibly plural. For example, while some Psionics are singularly Telepaths or Telekinetics, there exist plenty who possess traits of both of these primary Psionic powers.<br><br>A Telepath is a Psionic who is capable of manipulating the minds of others. While this sounds inherently aggressive - and, indeed, can be - it is not necessarily the case. A Telepath may be capable of speaking to someone mentally from a distance, for example. With this said, mind control is a common ability among Telepaths, albeit one rarely trained in due to its potential for misuse... and the severe penalties it can inflict legally. Other examples of Telepathic Psionic powers include the ability to project visual or audio information, to see beyond one's own physical senses, or to enter the minds of another person.<br><br>Telekinetics are capable of directly influencing the world in a physical sense via their minds. The most common example is the ability to pick up and move objects via thought, often far beyond the limits of normal Human muscles. However, other forms of Telekinesis exist, such as the ability to manifest imagined projections to create 'physical' objects or phantoms on a temporary basis. The projection of shields is one such example, or the projection of weaponry. Some Telekinetics can fly, by virtue of lifting (or throwing) themselves, or lifting something and standing upon it.<br><br>Many other forms of Psionic exist beyond these two common classifications. Typically, a Psionic who exhibits solely Telepathy or Telekinesis (or another type) will have greater potential in it than one who is bestowed with numerous capabilities.<br><br>Psionics are considered a type of Metabeing.", hover: "Individuals who can make things happen with their minds.<br>Telepaths can read and manipulate minds. Telekinetics can move things with their minds. Etc.", see_also: ["Superpowers", "Superheroic Legality"], see_also_number: 2, }, /* ^^^ CONCEPTS END HERE vvv HISTORY BEGINS HERE */ The_Great_Chicago_Fire:{name: "The_Great_Chicago_Fire", full_title: "The Great Chicago Fire", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "1871 - Around 8:30 PM during an October plagued by hot, dry winds, a spark led to an inferno that would raze much of Chicago to the ground. The exact origins of this historic fire have been subject to much debate, scrutiny and discriminatory misinformation, but what is known is that the blaze intensified severely at some point during its spread from the southwest of the city center. This intensification - unusual, even in a city built predominantly from wooden structures - elevated the blaze's destructive potential to heights unheard of in America's history. Roughly 75% of Chicago was destroyed, with 17% of what was left damaged but repairable, with only the southern-most section of the Lake Michigan shoreline spared by the savage flames in a final stand by residents and the remaining firefighters. Some 4,000 people lost their lives, and 230,000 were left homeless.<br><br>While not understood at the time, it was when the blaze reached the Chicago History Museum that the tragedy escalated in the manner it did. A somewhat modest collection at the time, it was also home to a number of trinkets and archaeological finds of limited importance from the local area... or so anyone believed. It, too, was burned to the ground, with all of its exhibits obliterated - all save for one, that being an old amulet with a rough-hewn ruby gemstone inserted into it. Even the string survived, much to the amazement of the surviving staff when called to examine the piece, itself dug out from the foundation-work of a townhouse built a few years prior. Not only was it intact, but the amulet was in remarkable condition.<br><br>It was as if the flames had cleaned it more expertly than half a decade of Human care and attention.<br><br>Three years later, the Chicago History Museum burned down yet again. This time, the blaze was contained, afflicting nought but the building itself and a few unfortunate nearby structures. Once again, the exhibits were lost - but this time, the Amulet would not be spared. It was found in what was once the museum's central hall, laid on the ground with its gemstone smashed, seemingly by blunt force... such as a hammer blow.<br><br>It would be many more years before these events could be understood, for it was not until the dawn of the 1900's that governments around the world took a keen interest in the study and manipulation of Magic. This amulet - now dubbed The Catalyst - was one such Magical artefact, a hapless bauble unable to contain its own fiery power once exposed to the flames it was created to control. Who or what destroyed it is unknown, but one of the surviving staff of the 1871 fire - a Janitor named Arthur Gilbert - was said to come up with wild stories about the exhibits to entertain children. However, whenever he was asked about the amulet, the old man would give a stern look and simply remark, 'I have nothing to say about that trinket.'<br><br>Arthur Gilbert was never found after the second 1874 fire, believed to have perished in the blaze.<br><br>As for Chicago, it struggled to find funding for its reconstruction in the years to come. Many of the plans for its reconstruction were grandiose beyond the city's budget, even with donations domestic and abroad. This led to money coming in from unsavoury sources, and thus, the city of New Chicago built from the ashes of the original city was born with organized crime woven into its very identity.", hover: "The event that destroyed Chicago, shaping New Chicago's history to come.", see_also: ["Magic", "New Chicago", "Saint Valentines Day Bloodbath"], see_also_number: 3, date: 1871, }, The_First_Metahuman_Is_Born:{name: "The_First_Metahuman_Is_Born", full_title: "The First Metahuman Is Born", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "1902 - In Lyon, France, the first known Metahuman is born. Named Charles Barnier, the baby was born at home with the assistance of an attending midwife; she, along with the boy's parents, was witness to the alarming sight of the newborn's skin rapidly turning a pale blue immediately after birth. His body temperature plummeted to freezing, and yet, the child was completely unharmed. While initially thought to be some strange miracle, it wasn't long before more children across the world were born with strange abilities like the young Bernier's, along with teenagers and adults undergoing unexpected metamorphosis or suddenly developing abilities of their own.<br><br>Charles Barnier was capable of lowering the temperature in his immediate area, as well as freezing things with a touch - but only if he concentrated on doing so. His body temperature never rose above 0 °C. He was comfortable in any temperature, as discovered via a litany of medical tests and experiments. He died in a shipyard accident, having survived service in the First World War, at the age of 27.", hover: "The first known Metahuman is born.<br>Charles Barnier was born with the ability to freeze objects.", see_also: ["Superpowers"], see_also_number: 1, date: 1902 }, Discovery_Of_The_Gloriabella_Particle:{name: "Discovery_Of_The_Gloriabella_Particle", full_title: "Discovery Of The Gloriabella Particle", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "1905 - Gloria Bella, an Italian-born and Polish-naturalized scientist, discovers a radioactive particle while investigating a shard of what was thought to be mundane amethyst. This was actually a then-unknown element that emits a unique form of harmless radiation. As it was considered a minor quirk of science without practical application, Gloria found no competition in having the discovery - both the ore and the radiation it emitted - named after her.<br><br>In 1909, a study revealing the presence of Gloriabella Particles in all known Metabeings was published. This study's presented theory remains solid to this day; every tested Metabeing emits some degree of the radiation, with more powerful Metas emitting more of it.<br><br>In 1943, the first 'Glow Reactor' - a miniaturized energy source made of Gloriabellum Ore - was successfully created in the UK by a team led by Gloria Bella.", hover: "The discovery of the Gloriabella Particle.<br>It is a form of radiation found in Metabeings.<br>In the form of Gloriabellum Ore, it can become an energy source.", see_also: ["Gloriabella Particle", "Superpowers", "First Glow Reactor Created", "Glow Reactor"], see_also_number: 4, date: 1905 }, Saint_Valentines_Day_Bloodbath:{name: "Saint_Valentines_Day_Bloodbath", full_title: "Saint Valentines Day Bloodbath", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "1929 - After Chicago was almost entirely burned to the ground, New Chicago was built at least in part off of the back of 'donations' from early organized crime figures. As a result, New Chicago was, to its detriment, often hailed as a haven for crime despite the beauty these funds afforded its construction. During the Prohibition, these seeds blossomed into bloody flowers.<br><br>On the 14th of February 1929, the feud between the Prohibition-era gangs known as the North Side Gang and the New Chicago Outfit came to a bloody head in an event that would see both of them all but destroyed. Seven members (both Family and Associate) of the North Side Gang were executed via automatic gunfire against a wall after their false arrest by two NCO members disguised as police officers. Shortly after, these two, along with their two Associates, were themselves slaughtered unawares. As backup from both gangs arrived to the scene, a deadly three-way shootout began between them and the third interfering gang, the upstart Forty-Two Gang.<br><br>The 42'ers were bitter about the scalping of their membership by the New Chicago Outfit, both due to their own weakened presence as a result, and more specifically towards their members who had 'betrayed' them on the way up. They felt emboldened by the powers of their recently-acquired second-in-command, a Metahuman named James 'Sneak' Moynihan - aka 'The Shadow' - with the ability to meld with and walk through dark areas. Having caught wind of the NCO's plans to wipe out the NSG, they lay in wait to ambush the ambush. However, their retreat was cut off when The Shadow failed to materialize his promised portal to get the eight gunmen to safety, resulting in the shootout.<br><br>The present members of all three gangs were killed to the last man when a fourth player entered the scene, joined by none other than The Shadow and his then-partner, a woman known as Sally The Slice, real name unknown (but presumed to be 'Sally'). Both were, in truth, associates of the Parrillo Family, aka the Bloody Bats, a once-minor Italian crime family who exploded in size and influence when they began an aggressive campaign of hiring and building relations with promising associates. This was due to the head of the family's belief that the emergence of Metahumans would change the tide of warfare; both on the scale seen in the Great War and on the scale of street shootouts. He was not wrong; aided by just two mundane gunmen operating a scoped rifle from the rooftops, The Shadow and Sally slaughtered the three rival gangs' members even as they banded together against a greater enemy. Sally The Slice's particularly brutal powers - extending her nails into hardened blades that cut with serrated edges - led to the scene of the crime being described by the attending police supervisor as 'a goddamn bloodbath'.<br><br>And so it was known.<br><br>In the aftermath of this slaughter, The Parrillo Family would assert its dominance over New Chicago's criminal gangs, using the power of his right hand man and left hand woman to forge The Commission - an idea 'borrowed' and altered to the Don's tastes that saw the Family sat at the head of control of the city's organized crime. The Commission would survive in this form for decades to come, and, under their unsavoury influence, New Chicago would weather the Great Depression in a manner no other city could boast. At a time when the economy was crashing into the ground, New Chicago's size and industry grew and grew, expanding its size, its opulence, and - regrettably - its air pollution, causing some to dub it 'the city at night'. This growth would last for many years... but it would not be sustainable forever.", hover: "A major fight between criminal organizations in New Chicago.<br>It was one of the first instances of Supervillainy.<br>It decided the shape of New Chicago for years to come.", see_also: ["The Great Chicago Fire", "Superpowers", "Collapse Of The Commission"], see_also_number: 3, date: 1929, }, First_Glow_Reactor_Created:{name: "First_Glow_Reactor_Created", full_title: "First Glow Reactor Created", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "1943 - the first functional Glow Reactor is created. The development of this early reactor was overseen by Gloria Bella, sick of a terminal illness likely brought about by her radiation experiments. This took place in the UK; following Poland's annexation in World War 2, Gloria was among the Polish citizens and military who retreated to the UK, where she was scouted to work in the development of technologically advanced weapon concepts.<br><br>The reactor was housed in a prototype tank which utilized an early example of a directed energy weapon, dubbed 'the Devil Special' after the Polish 1st Armoured Division's moniker of the Black Devils. After wargame tests showed promise, two more identical such vehicles were made and deployed in Normandy, where they served with distinction. While one was destroyed in combat (and scuttled by its crew on special orders), all 3 Glow Reactors survived to the end of the war. One remains in a British War Museum where it powers the building as a practical exhibit, whereas the other two have since been decommissioned for their Gloriabellum Ore.", hover: "Creation of the first functioning Glow Reactor.", see_also: ["Gloriabella Particle", "Superpowers", "Discovery Of The Gloriabella Particle"], see_also_number: 3, date: 1943, }, First_Contact_At_Roswell:{name: "First_Contact_At_Roswell", full_title: "First Contact At Roswell", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "1947 - an Alien spaceship crashes nearby Roswell, New Mexico, in the United States. It was crewed by three members of the Sneerz species - all adults, one male, two females. Hewn primarily from a purple metal alloy of remarkable light weight and durability, the disc-shaped spacecraft suffered propulsion failure while passing near Earth due to shoddy maintenance, a by-product of the crew's status as wanted prison escapees. The craft sustained minor damage on entry through Earth's atmosphere - causing small pieces of debris to rain down along its flight path - and attempted an emergency landing in a ranch's corn field. The speed of impact and rough terrain of the recently ploughed field caused the ship to violently flip back into the air before crashing down to a halt; in the process, one of the two female crew members perished, and the other two sustained severe injuries.<br><br>US Military personnel were first on the scene to take stock of the situation, though they were quickly joined and commanded by a detachment of the Anomalous Investigations Unit. The discovery of Alien life was, needless to say, shocking. The survivors and the deceased individual were brought to a secure facility and operated upon, with both living Sneerz making full recoveries with minor long-term ailments. The Sneerz were cared for and studied for two months, during which time they provided the AIU staff with a translation device specifically so they could insult them. At the end of these two months, a much larger Alien craft made a controlled landing near the crash site; this was a policing vessel operated by a branch of the Galactic Government, for whom standard procedure would have been to erase the memories of those involved before taking the prisoners into custody.<br><br>Earth's unusual qualities as a planet, however, drew too much cause for curiosity. The skilful negotiations of the AIU team who met with the police were likely crucial in convincing them of such. As a result, Galactic Government envoys were dispatched to study Earth, but not before the Sneerz prisoners were taken into appropriate custody.", hover: "Detailing the moment Humanity met Alien life.<br>Rude, rude Alien life.", see_also: ["Sneerz", "Anomalous Investigations Unit", "Signing Of The Aegis Accord"], see_also_number: 3, date: 1947, }, Signing_Of_The_Aegis_Accord:{name: "Signing_Of_The_Aegis_Accord", full_title: "Signing Of The Aegis Accord", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "1956 - After the Roswell Incident in 1947, a detachment of envoys representing the Galactic Government came to Earth to research its unusual frequency of anomalous activities. In particular, they were interested in the history of the Inverse Aegis - a Magical force that prevents Divinities and those beyond a certain scope of power from interacting with the planet. Ordinarily, a pre-spacefaring planet and civilization(s) like Earth would not be given direct contact with other intelligent life. While this exception was made, the presence of the envoys and their team was to be kept as secret as possible, with the AIU lending resources to perform memory scrambling and erasure on any leaks or hapless civilians witnessing things they shouldn't have.<br><br>The investigation lasted roughly two years, with heavy focus being put onto studying the AIU's collected history and theories on the Inverse Aegis. The idea of a planet effectively immune to some of the greatest threats in the known Galaxy was a tempting consideration for the Galactic Government, and so, a deal was proposed.<br><br>A total of 9 years after the Roswell Incident, after substantial negotiations (and the requisite meetings and curtain-unveiling for various world leaders), a meeting was called in an AIU facility to serve as neutral ground for the governments involved - Earthling and Alien. What followed were three days of further negotiations to iron out the exact premise of the deal: the Aegis Accord, a treaty that would provide the Earth with limited amounts of technology and knowledge in exchange for housing a limited number of at-risk Alien asylum seekers per year. Finally, the deal was signed. It remains in place to this day, though its scope has been amended and expanded since this initial date. It would still be sometime before the AIU would shift its focus from secrecy to mediation, but the ever-expanding presence of the Accord was a major factor in this shifting climate.", hover: "The moment the Aegis Accord was put into practice.", see_also: ["Aegis Accord", "First Contact At Roswell", "Anomalous Investigations Unit"], see_also_number: 3, date: 1956, }, The_Demise_Of_Bedlam:{name: "The_Demise_Of_Bedlam", full_title: "The Demise Of Bedlam", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "1962 - Bedlam is killed when his superweapon is defeated, causing him to plummet into an active volcano. Professor Earnest J. Balthazar, better known by the moniker Bedlam, was a Global threat Supervillain. He was the head of a private army almost entirely staffed by the Beasts of Bedlam; Animen mutants created from captured and transformed Humans, who underwent severe mental conditioning to serve him unquestioningly. Bedlam's reign of terror - which propelled him to the very top of the Global threat rankings for three consecutive years - came to a violent end during his attempt to cause mass destruction across the planet via a volcanic superweapon.<br><br>In late 1961, Bedlam's army was at the height of its strength. What had started as just two units of his Beasts swiftly grew to encompass the entire population of a small island nation, renamed Bedlam in his own image. With the army well-equipped with defence systems and weaponry, the island seemed impenetrable. His fatal mistake was capturing and transforming the National-ranked Superhero formerly known as Skip (hereafter known as Skipclaw), a young man with an exceptional stubborn streak. He was able to overcome the brainwashing process but hid this fact from his captors, taking time to study the island's defences in order to figure out a path to bypass them. He used his power of teleportation to return to his Superhero Team - Justice - and warn them of Bedlam's ultimate plan; to use a gigantic machine capable of linking to volcanos around the planet to detonate them at will.<br><br>Skipclaw was able to teleport five of his more experienced fellow Heroes to Bedlam's island, then guide them - through a haze of exhaustion brought about by such overuse of his powers - to the main engineering facility at the center of the volcano. Bedlam, caught by surprise, elected to activate his machine early while his Beasts of Bedlam assaulted the control room in an effort to defeat the intruders. While four of the Heroes of Justice were occupied holding off the swarm, Skipclaw and their leader at the time - Awesome - faced Bedlam in his mighty machine suspended above the volcano's centre, fully equipped with a litany of ballistic and energy weapons systems.<br><br>During the ensuing fight, Awesome was severely injured whilst shielding Skipclaw from a barrage of cannon rounds. Skipclaw was able to use his teleportation to skip straight into the machine's command core, engaging Bedlam in hand-to-hand combat. Caught without his power armour to defend him, Bedlam was defeated with ease - but he refused to accept defeat. Pushing his machine into overdrive, the strain proved too much for the facility systems to handle, and Bedlam's own computer systems elected to purge the machine to prevent a total meltdown. Ironically, this move - designed to protect his base and home from destruction in the event of an emergency - proved to be his undoing. Skipclaw attempted to teleport him out of the machine as it fell, but he was pushed aside by the furious Supervillain.<br><br>Bedlam perished in the magma below, along with his machine. The resulting cookoff of its remaining ammunition stores caused massive damage to the facility's foundations, but did not trigger an eruption.<br><br>The six heroes of Justice all survived the encounter, but Awesome was forced to take a considerable amount of time to rehabilitate. Skipclaw - whose transformation into a Beast was irreversible - took on the mantle of the team's leader, a position he has held up to today. As for the other Beasts of Bedlam, they were left aimless without their leader, but refused the aid of Justice when offered, still bitter and still conditioned for aggression. It would take an entire generation before they would finally integrate with civil society, but their story has a happy ending; the island nation of Bedlam is now thriving, and is considered one of the world's premier tourist destinations.", hover: "A look at the defeat and demise of the Supervillain 'Bedlam'.<br>He is survived by his creations, the Beasts of Bedlam.", see_also: ["Bedlam", "Animan", "Beast Of Bedlam", "Skipclaw", "Justice", "Awesome"], see_also_number: 6, date: 1962, }, The_Tulip_Travesty:{name: "The_Tulip_Travesty", full_title: "The Tulip Travesty", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "1962 - Late into the year, a National threat Supervillain known as Grimwald - who possessed the ability to drive his victims into a frothing rage - enacted a plan to assault a wealthy landowner who had wronged him in the past. Three Superheroes rose to the occasion to stop him, one of them being Greenleaf, a National threat Superhero visiting from Canada. Greenleaf had the ability to control plant life and bend it to their whim, and they used this power on a field of Tulips close to the scene of the fight in order to spawn a small army of walking flowers.<br><br>Unfortunately, a cornered Grimwald correctly surmised that if he were to infect Greenleaf with his rage, so, too, would they lose control of their flowers. To what extent, however, Grimwald did not realize until it was too late.<br><br>As Greenleaf lost their mind in anger, not only did the flowers begin to assault everything and everyone in sight, but they also began to mutate into more aggressive forms as they channelled Greenleaf's unwitting fury. In the end, Grimwald was the only known casualty - but with an army of murderous living flowers on the loose, drastic measures had to be taken to stop their spread into the local ecosystem and population centers. A defoliating agent was used in the area, destroying several hundred thousand dollars' worth of crops, primarily other tulips.<br><br>As the Netherlands government was unable to hold Greenleaf accountable for this destruction - thanks in no small part to an international law firm from America who specialize in Superheroic legality - they instead moved to outright outlaw Superheroics altogether. The resulting vote was in favour - but very close to failing.<br><br>To this day, the law remains unchanged despite several challenges levelled against it. An exception is maintained in Amsterdam, where the country's few 'above-ground' Superheroes operate from. Opponents of the law will usually point out that outlawing Superheroes has only increased the rate of Supervillainy, but the existence of the Amsterdam exception has created a strange legal ecosystem that would be difficult to untangle now. Thus, the law remains, and thus, the challenges to it continue.<br><br>Greenleaf would retire shortly after this incident. They never used their powers again.", hover: "An incident in the Netherlands that caused it to be the first country to outlaw Superheroics.", see_also: ["Superheroic Legality"], see_also_number: 1, date: 1962, }, Glory_Meteor_Breakup:{name: "Glory_Meteor_Breakup", full_title: "Glory Meteor Breakup", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "1971 - Despite the successful creation of Glow Reactors during World War II, the technology hit something of a dead end due to the simple question of scarcity. Gloriabellum Ore is exceedingly rare, and it was theorized for many years that it is entirely extra-terrestrial in origin. The few samples of it that could be found - in sizes large enough to be fit for purpose - were largely sequestered away by governments, corporations or private individuals, where they often found themselves at the center of Supervillainous plots and unpowered Superheroic vigilantes using them in their wonder gadgets and weapons.<br><br>In 1971, scientists detected that a meteor passing by Earth had suddenly shifted course. The rock was not large enough to be cause for concern about safety, but the only reason it was even visible in the first place was due to the strange energy signature it emitted. About a week after detection and diversion, the meteor entered Earth's atmosphere and began to break apart, scattering shards of itself all over the world as it circled the globe three and a half times before fully shattering. Those who encountered the meteorite impacts marvelled at the strange, purple, crystal-like metal. Those in the know quickly realized that the entire meteor was comprised of Gloriabellum; and now the world was covered in these shards.<br>The cause for the meteor's diversionary behaviour is still unknown to this day, leading to conspiracy theories about the 'sentience' of Gloriabellum Ore or indeed the Gloriabella Particle itself. Others insist that the meteor was attracted by a Supervillain or entity who sought to control it, but failed to account for it breaking apart.<br><br>To this day, the amount of viable ore for making Glow Reactors has significantly increased, but by this point, all of the surface-accessible ore has been harvested. Occasional private expeditions make attempts to recover it from the seabed via technology, Magic or superpower, but acquiring new ore or pre-assembled Glow Reactors is largely accomplished by either buying them... or taking them. A thriving black market exists around the ore and its product, and it has been the centrepiece of many a Supervillainous scheme since this 'Glory Meteor' gave it its rise to prominence in the modern world.", hover: "The breaking up of a meteor comprised of Gloriabellum Ore.<br>It substantially increased the amount of viable ore found on Earth.", see_also: ["Discovery Of The Gloriabella Particle", "First Glow Reactor Created"], see_also_number: 2, date: 1971, }, The_Faizaria_Incident:{name: "The_Faizaria_Incident", full_title: "The Faizaria Incident", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "1974 - In Sunderland, England, an enigmatic Supervillain known as the Playwright launched an insane scheme to merge reality with the mysterious Realms Realized. Claiming to trace his ancestry back to William Shakespeare, the Playwright is a potent reality-shifter and Global threat villain with a long history of elaborate and destructive criminal acts in his efforts to create 'drama'. Believing that his ancestor's stories have had substantial impact on the Realms Realized, he utilized this belief to create an anchoring point between one such realm and reality; tethering the Queendom of Faizaria to the center of the historic English shipbuilding city.<br><br>The Queendom of Faizaria is a matriarchal fantasy land consisting of a very large castle city and several surrounding settlements, as well as a great number of biomes unique to the Realms Realized that surround its territory. The citizenship of Fae beings was just as surprised as the citizens of Sunderland were when a hole ripped in their skies, jagged and maddening, affording both sides a distorted glimpse of the other.<br><br>Various Superheroes of England and Scotland made haste to Sunderland in an effort to stop the Playwright, but their efforts were rebuked by the powerful reality-shifter's abilities as he constructed himself a castle of his own from which to lead his new world. Thankfully, the heroes of this world were not alone in their struggles; the Realms Realized have heroes of their own, who rallied in their defence of their homeland, launching an assault upon the Alien structure that served as the Playwright's anchor.<br><br>Ultimately, the heroes of Faizaria were unable to destroy the anchor. But their Queen - Queen Faizaria the XXIII, for all who ascend to the throne take the land's name - consulted with her diviners and concocted a plan. If they could not prevent the joining of their realities, they would instead force it to trigger early, minimizing the damage to their respective realms. In doing so, the Queendom would be ripped from the Realms Realized; but its denizens, owing their very existence to the thoughts of mankind, placed no hesitation in adapting to this new plan, despite what it might mean for their home.<br><br>Via the use of court Magicians, Faizaria was able to directly communicate with an English Witch and relay instructions to the force resisting the Playwright. Together, the Heroes of the Kingdom and the Queendom alike cast a tethered spell upon the anchors, merging Faizaria with reality and sealing the rift.<br><br>The Playwright, who was busy maintaining the rift when it unexpectedly closed, saw a brief but detailed glimpse of the Void and all else that lies between worlds. You're not supposed to see that, as evidenced by the already insane man losing what was left of his mind. He remains incarcerated at Her Majesty's pleasure in a Meta Penitentiary to this day, though he is considered harmless as a result of his babbling insanity.<br><br>As for the Queendom of Faizaria, it found itself grafted onto the UK east shoreline centered from the Sunderland coast, placing its borders mostly within England and up to Scotland in the north. A great many historic UK ports and fishing towns were damaged as a result of this merging, and found their ways of life irreparably altered. Diplomatic relations were quickly established with the Queendom, though they were found to be in a jubilant mood; a change of scenery was cause for much excitement, secondary to the happy fact of their own survival.<br><br>While the introduction of a great many Magical entities - intelligent, floral and faunal - brought with it a great many challenges to contend with in the years to come, the Queendom was quickly welcomed into the UK as its fifth country by 1976. This was thanks in no small part to two things: the potential threat an army of Magical fantasy folk might pose to the Kingdom if angered, for one, and for two? The immense tourism benefits. Nearly every town and village robbed of their coast soon found new leases of life acting as border stops between the classical United Kingdom and the exotic, bizarre lands of the Queendom; somewhat akin to towns bordering New Vegas in the US.<br><br>This incident is responsible for - at a rough estimate - 92% of Fantasy entities on the Earth, with many second and third generation Fae folks (or half-Fae) hailing from Faizaria. Thankfully for the ocean, Faizaria was a landlocked territory, and thus it has not introduced any Krakens to the world. The few that exist are not their fault.", hover: "A Supervillain attack that led to a Realm Realized merging with reality.<br>The Queendom of Faizaria is now a country of the United Kingdom.", see_also: ["Queendom Of Faizaria", "Magic", "Realms Realized"], see_also_number: 3, date: 1974, }, Collapse_Of_The_Commission:{name: "Collapse_Of_The_Commission", full_title: "Collapse Of The Commission", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "1979 - Late into the year, Don Enrico Parrillo of the Parrillo Family chokes to death whilst midnight snacking. The head of the family for over two decades - and the fourth since the formation of the Commission - the man was long considered untouchable, flanked on all sides by powerful Metabeings he kept on a generous payroll. His death was totally unexpected, and while members of the Parrillo Family, their associates, and the other crime families and gangs under the Commission faced an escalating crisis of succession, the police and Superheroes of New Chicago saw a once-in-a-lifetime opportunity.<br><br>What remained of the New Chicago Outfit launched their bid for succession first; a move viewed as outright audacity by the larger gangs of the organization. No greater objection could be found than that of the Parrillo Family itself, the de facto head of the Commission since its inception. However, with the head of the family contested between three men, they were severely off balance and ill-placed to fend off the sudden rush of challengers. The boldness of the New Chicago Outfit led to other criminal organizations - even some from outside of the Commission - to make their moves and put their pieces into play, and within a matter of days, the cold war turned hot.<br><br>New Chicago was a record-holder for crime rate in the United States, but you would barely know it if you lived there at the time. Indeed, the vast majority of its criminality was directed at its neighbours and the rest of the country, not at its own citizens. For the first time in generations, these citizens witnessed criminals fighting one another openly in the streets; the Saint Valentine's Day Bloodbath was not merely repeated, but grotesquely surpassed. After all, even the lesser families had learned from the Parrillos' example; Supervillainous associates were by this point a fact of business, and this power struggle saw no shortage of excuses for Metabeings to test their mettle against one another.<br><br>In the end, the contest to succeed Enrico Parrillo would see no victor. None, that is, save for the city's Superheroes. As the Commission all but tore itself apart, a major operation performed jointly with the NCPD and five Superhero Teams took place in December of that year. Moving in unison and performing their arrests in cohesion, over 300 arrests were made - 37 of them wanted Supervillains and Superpowered criminals below this classification. Just like that, the Commission was finished.<br><br>Just like that, New Chicago's five decades of prosperity were over.<br><br>The city with wheels greased by corruption and crime ground to a halt almost overnight. The loss of the Commission invited consequences beyond the economic, too; with their wide-reaching influence silenced, a number of major Supervillains turned their attention to the city and its state of crisis, eager to take advantage - as conquerors, or as parasites. What should have been a major victory for the Superheroic community was instead an unleashed nightmare, as the scenes that followed Enrico's death continued to echo for years and years to come.", hover: "The sudden dissolution of the Commission, a mafia organization.<br>The silent overlords of New Chicago, their removal triggered an economic crisis for the city.", see_also: ["The Great Chicago Fire", "Saint Valentines Day Bloodbath", "Superpowers"], see_also_number: 3, date: 1979, }, The_Invasion_Of_Boston:{name: "The_Invasion_Of_Boston", full_title: "The Invasion Of Boston", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "1983 - On March 19th, soon into dawn, the air above Boston suddenly became charged with dark, crackling clouds. The population watched in concerned astonishment as this freak lightning storm turned an odious green colour; and then the clouds parted with a sonic boom that destroyed windows, triggered car alarms and sent people sprawling for miles around.<br><br>In place of the clouds was a gigantic spaceship, shaped like a flattened diamond and surrounded by an armada of supporting vessels of undeniably Alien origin. This was the flagship of Kargak the Conqueror - an Alien overlord of a brutalist Empire, and one of the only Cosmic threat level Supervillains to ever visit the planet Earth. Without any warning to the population below, vessels from Kargak's flotilla moved into position and began to bombard the surface with concussive energy beams designed to break apart the planet's surface and dig deep into the ground.<br><br> The armada did not come to conquer. Kargak had no quarrel with Earth. Kargak didn't think anything about Earth at all; his army did not fire unless fired upon, but effortlessly claimed the lives of those who dared raise fists or firearms in defiance of this unprompted invasion. Citizens, Superheroes and Supervillains alike were killed without hesitation. All to safeguard this mining operation as it obliterated skyscrapers in the blink of an eye, ripping a hole of ever-increasing size where the north of the city once stood. Single-minded in his determination, Kargak's only concern was retrieving an item of great importance to him located deep within the planet's crust; deep enough that, if reached, it would cause permanent damage to the world, perhaps jeopardizing its very survival.<br><br>The chaotic evacuation of Boston saw 76% of its population shepherded out of the city, while a detachment of the United States Military launched a diversionary assault on the heavily damaged north side of the city to draw attention away from the evacuees. This, it was later determined, was a colossal waste of life and materiel; Kargak's minions were, as aforementioned, uninterested in slaughter for the sake of slaughter. Over the course of the invasion, just 6% more of Boston's total population would be rescued; 18% of its citizens perished in the Invasion, largely those located within the initial excavation blasts and those unable to flee quick enough from its rapid expansion.<br><br>As the dire circumstances were made clear not just to the United States but the world at large, the tensions of the late Cold War era began to melt in the face of a unified threat. Countries from around the world pledged military and Superheroic aid to the conquered city, and petitions were made to the Galactic Government - in secret from the planet's population - for assistance against this overwhelming foe, in accordance with the Aegis Accord. Heroes from around the world and the Galaxy were joined by Supervillains fighting for survival in the single largest coalescence of both Metabeings and Military might the world had ever seen, or has seen since. In the time it took to coordinate this counterstrike, Boston was nigh-totally levelled, the crater left in its wake dotted with Alien outposts and technology that kept the waters of the east coast from rushing in to occupy the space created - albeit at the cost of causing substantial tidal shifts, triggering disasters across the east coast and beyond the United States itself.<br><br>On March 28, the counterstrike began; both in the official capacity, and bolstered (in theory) by the unannounced assistance of the more enigmatic Supervillains and organizations involved in mankind's defiant stand against Kargak. Kargak underestimated Earth. He underestimated both its Metabeings and the mundane population who rallied for their survival and victory. Boston was twisted into a warzone of energy blasts and tumbling ships, at one point drowning under a deluge of seawater as the tidal machines failed to contain the swell. Kargak's flagship was boarded and ripped right through by some of the most powerful Global heroes of the age; half of these brave souls met their end in this very fight.<br><br>Strangely, Kargak seemed distracted during the battle that ultimately claimed his life. Even gravely wounded, he seemed disinterested in the Heroes assaulting him, or those lying slain by his hands and tentacles. His final words were a bark of irritation to a long-since-slain bridge crew: 'How much longer, damn you?'.<br><br>His bizarre trance-like state, and, indeed, what he was even after, were never explained. When he breathed his last, his flotilla fled in a wild panic, ships jumping out one after the other, some colliding in their haste to escape Earth's onslaught. His flagship, however, did not flee. Tied to the Conquerer himself, it reacted to his death by charging for a detonation powerful enough to destroy the entire Sol system.<br><br>In one of the most powerful spells cast in Earth's history - on a level not seen since the Divine era - a leading Superheroic Magi led her clan to first create a pocket realm far removed from anything else in the multiverse, and then teleport the entire ship there before closing it. Even so, the immense explosion caused a shockwave across the walls of reality itself; it has been credited with an increase in anomalous incidents ever since 1983.<br><br>In the aftermath of the Invasion, Boston lay in ruins. Even the portions of the city not destroyed by the excavation beams were shunted below sea level via the plates of the Earth being broken apart, and the ground zero crater to the north was completely filled with seawater. Only the very outskirts of the city survived, and to this day these 'Old Boston' buildings surround the city of Sotapolis except north and across the shoreline.<br><br>The Invasion dealt a terrible blow to the Earth, yet it also united it from the brink of self-immolation. Rivalries between nations and Metas alike cooled in the wake of the larger picture, and rates of Supervillainy decreased dramatically for the next 3 years consecutively. Alas, it was not to last.<br><br>Meanwhile, off the ravaged east coast, an artificial island lay in waiting.", hover: "An Alien invasion that near-totally destroyed the city of Boston.<br>The utopic city of Sotapolis was built upon its ruins.", see_also: ["Old Boston", "Threat Levels", "Superpowers", "Magic", "Rafton Becomes An American State", "Sotapolis", "Ground Broken On Regeneration Of Boston"], see_also_number: 7, date: 1983, }, Rafton_Becomes_An_American_State:{name: "Rafton_Becomes_An_American_State", full_title: "Rafton Becomes An American State", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "1984 - Created by the forward-thinking corporation Serasera, Artificial Island B2 was an experimental oceanic platform that briefly served as Serasera's corporate headquarters during a research project, located off of America's east coast. After the Invasion of Boston, which saw the city almost totally annihilated, Serasera's owner and majority shareholder - the Global rank Superhero and philanthropist Pandæmonium - decided that the island would be better suited as a refuge for those who lost their homes and livelihoods in the disaster. Furthermore, this offer was also extended to those affected by the tectonic and tidal disasters that followed in the Invasion's wake across other American states and countries further afield. The island was sold to the United States for a reportedly low sum - though never specified - and the US quickly set about expanding the island under the guidance of Serasera's engineers and extensive documentation - under strict NDAs, of course.<br><br>With the island sold in 1983, the same year as the Invasion, it would nevertheless take months to expand the city to a state capable of housing so many displaced people. In an effort to promote the bold new venture - the world's first artificial island city - the US declared it their 51st state, and dubbed it 'Rafton' - a play on its purpose as a liferaft for those swept away by the brutality of the Invasion.<br><br>A focus was put upon vertical expansion in Rafton, leading to its reputation for skyscrapers and skybridges linking them. Dirt was shipped in from far afield to create artificial nature spots and areas suitable for food growth, but the reality of Rafton's unique placement and nature was that it would be heavily reliant on trade to cover its economic needs, having little to offer in return but a surplus of fish. Thus, Rafton attracted a great number of corporate sponsors, eager to be seen as involved with 'the future', so it was. Competition was fierce for the tallest offices in the tallest buildings, whereas on street level, these massive structures created a need for constant artificial lighting due to a lack of accessible sunlight.<br><br>By 1984, Rafton was declared 'fit for habitation'. A number of islands connected via bridges or ferry routes were created to further bolster the island's agriculture, entertainment and fishing capabilities, and any with a legitimate claim to displacement from the Invasion were granted favourable rates to emigrate to America's newest State.<br><br>By 1987, Rafton was enjoying great economic success. While just as heavily reliant on trade as predicted during its construction, the presence of many of the world's top corporations made it a desirable place to be, as did the simple novelty of its construction.<br><br>Serasera maintained a heavy presence on the island for a number of years, but sold off its remaining stakes in property upon the island shortly before the turn of the Millennium.", hover: "An artificial island is sold to the US by its corporate owners.<br>Not long after, it becomes Rafton, the 51st State.", see_also: ["Rafton", "The Invasion Of Boston", "Sotapolis Is Dubbed Complete"], see_also_number: 3, date: 1984, }, Ground_Broken_On_Regeneration_Of_Boston:{name: "Ground_Broken_On_Regeneration_Of_Boston", full_title: "Ground Broken On Regeneration Of Boston", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "1990 - In May, work officially begins on the restoration of the destroyed city of Boston. It took seven years for the city ruins to be deemed safe enough to work on for a multitude of reasons, including; lingering radiation, unexploded munitions both terrestrial and extra-terrestrial, aggressive Alien lifeforms sapient or otherwise, unstable Alien technology left behind in their excavation and retreat, and unstable footing due to tectonic damage and the obliteration of a large chunk of the coastline leading inland - a 'salt water lake' now known as Lake Boston.<br><br>After the tireless efforts of researchers, Superheroes, Metabeing personnel and countless volunteers, these problems were whittled away over the years until spades could finally be dug in a groundbreaking ceremony.<br><br>The initial plan was to recreate Boston as it once stood, utilizing technology developed from the expansion of Rafton - an artificial floating island that housed many of Boston's displaced residents - to create a gigantic stable cover over Lake Boston. This idea was abandoned in favour of using this same technology to create a level cover over the sunken portions of the city ruins on which to build as a foundation, with a number of prominent scientists and civic planners of the age joining forces to turn crisis into opportunity. Boston would be rebuilt, if not in name, then in spirit - but more than mere rebuilding, it would be built back better. Thoughts turned to the latest technologies and how to implement them into building a true city of the future, researching problems faced by other cities at home and abroad to see how they might be mitigated.<br><br>Meanwhile, in Rafton, a thriving black market had developed in the years since it opened as a city. With its high corporate presence, Rafton was initially considered a desirable place to transfer to; but those who made their homes on the floating island soon found that it lacked in many areas for entertainment, not to mention it lacked several recreational substances - legal and otherwise. This black market filled the void of demand created by these corporate suits, and soon the lower levels of the city - shrouded in shadow from the skyscrapers above - became lit by harsh neon, advertising sex, booze, drugs and all manner of vices.<br><br>As the towers of the 'State of the Art Metropolis' being built over Boston gleamed in the sun, Rafton sank deeper into shadow.", hover: "Work officially begins on restoring Boston, destroyed in an Alien Invasion years prior.<br>Over time, the plans change to creating a new city.", see_also: ["Old Boston", "Sotapolis", "Rafton", "The Invasion Of Boston", "Rafton Becomes An American State", "Sotapolis Opens For Habitation"], see_also_number: 6, date: 1990, }, Sotapolis_Opens_For_Habitation:{name: "Sotapolis_Opens_For_Habitation", full_title: "Sotapolis Opens For Habitation", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "1998 - After 8 years of construction and with more on the horizon, the 'State of the Art Metropolis' was declared fit for the first wave of inhabitants. By this point, a substantial residential sector was complete, and the city contained an extensive public transit system, its own renewable energy sources, plenty of structures fit for business and manufacturing, sites earmarked for further personal development and several large nature spots and parks. It also saw the conversion of roughly half of the city's port space from being reserved for the construction crews to being available for business. What's more, the city finally had a name, derived from none other than the tongue-in-cheek moniker given to it first by its builders, then by the press: 'Sotapolis'.<br><br>While Sotapolis was to be open to all, the first wave of applications to move to the city was 75% reserved for residents of Old Boston and other American cities and townships affected by the colossal damage caused by the Boston Invasion. Most of those eligible had found new lives in Rafton, the artificial floating city off America's east coast. Few, however, had the desire to live there permanently; indeed, of this specific population of Boston refugees, roughly 80% of them leapt at the opportunity to leave Rafton the moment it arose. Rafton had undergone rapid societal decay in the last few years alone, with a rapidly rising crime rate feeding off of the demand created primarily by businessmen dissatisfied with the island State's lifestyle offerings. This was but a taster for the downfall to come, however; as former Boston citizens returned to their new home built upon the bones of their old, Rafton was plunged into an economic crisis in a matter of weeks.<br><br>Criminal organizations muscled out corporate and private individuals attempting to buy up property as it was vacated, but all soon found that there was no one willing to fill these empty houses and offices. Corporate sponsors began to hastily pull out of the city, citing that the experiment had simply run its course; Rafton no longer had anything to offer them. For a city almost wholly reliant on trade to support almost every facet of its existence, ports lay empty of vessels and airports were bereft of activity... of a legal nature, that is.<br><br>Meanwhile, in Sotapolis, people quickly settled into new lives, stepping from the old city of the future to the new city of the future. Approval polling of the city was nigh-unanimously positive, though critics voiced concerns that such a utopic place stood in stark contrast to the Boston Outskirts that flank it from all sides. For now, however, these grumblings were easy to ignore; people were simply happy to be home, even if it was a little shinier than they remembered.", hover: "Sotapolis, built upon the bones of Old Boston, is opened to the citizenry.<br>The exodus of former Boston residents from Rafton triggers an immediate economic crisis.", see_also: ["Old Boston", "Sotapolis", "Rafton", "The Invasion Of Boston", "Rafton Becomes An American State", "Ground Broken On Regeneration Of Boston", "Rafton Is Conquered By The Sorceress"], see_also_number: 7, date: 1998, }, Rafton_Is_Conquered_By_The_Sorceress:{name: "Rafton_Is_Conquered_By_The_Sorceress", full_title: "Rafton Is Conquered By The Sorceress", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "2000 - On the stroke of midnight of the new millennium, as cities across the American East Coast celebrated, Rafton - despite its economic hardship and mounting gang warfare - was no exception. These celebrations came to a sudden and panicked pause, however, when a gigantic crystal of a baleful purple colour erupted from the spire of one of Rafton's tallest skyscrapers, the so-called 'Index' tower predominantly leased by a powerful shipping firm known as Michaels & Michaels Overseas. M&MO was one of the last major corporations still present in Rafton due to their lucrative contracts that dominated much of the city's remaining port activities, but this reign came to a sudden and brutal end with the entire directing board encased in this crystal.<br><br>The culprit - now standing tall at the blunted tip of the crystal protrusion, risen high above the former tallest tower in the city - was the sole surviving member of the M&MO board, a woman who erased her Human identity when she put this master plan into motion. Thus, we only know her as the Sorceress: a Mage so powerful that she claimed prime dominion over an entire school of Sorcery-based Magic. The Sorceress enjoyed a meteoric rise through M&MO over the span of a year and a half, starting as an unpaid intern and rocketing her way up to the company's most recent member of the board. She achieved this through covert use of her Magic, all for the purpose of getting the entire board together in one place so she could deal with them all at once.<br><br>Effectively taking control of their assets in one fell swoop, the Sorceress, upon her platform above the terrified people of Rafton, spoke calmly, yet her voice was enhanced to such volume that it rattled windows and set off alarms down below. She informed Rafton that the Sorceress was in charge now, that this city belonged to her, and that her people would be spared only by her grace and their fealty. Furthermore, she announced the immediate secession of Rafton from the United States as an independent nation-state. After this, a pause followed. In the shocked silence below, voices of dissent began to ring out.<br><br>Those same voices were overcome with screams of terror when they began to freeze solid in the very same crystal that was winding its way down the support structure of the Index tower, forming itself into the Sorceress' presidential wing. Those who apologized in time were spared; those who did not were fully transformed, where some of them remain to this very day. With this display of power made, the Sorceress spoke again. She told of an immense Magical power that lurked below Rafton and made promises of sharing this power with Mages who swore their loyalty to her.<br><br>After this display, she had no shortage of new apprentices to command.<br><br>As for the United States, their response was muted, to say the least. The newest American state dramatically seceding - at the hands of a terrorist, no less - was deeply embarrassing... but having Rafton removed from their list of domestic problems was sort of like having a severely run-down car stolen while covered by insurance.<br><br>After much saber rattling to save face, the American government of the time 'let' the Sorceress keep her new toy.<br><br>Over the next few years, the city of Rafton would grow to become a hub for the modern Magi scene; but so, too, would it become an even greater hub of criminal activity. The Sorceress would boast one of the highest placements on the Threat Levels, going from an unknown entity to a Global threat Supervillain.", hover: "The hostile takeover of the city of Rafton by a powerful Mage known as the Sorceress.<br>In the aftermath, Rafton secedes from the United States.", see_also: ["Rafton", "Rafton Becomes An American State", "Magic"], see_also_number: 4, date: 2000, }, Sotapolis_Is_Dubbed_Complete:{name: "Sotapolis_Is_Dubbed_Complete", full_title: "Sotapolis Is Dubbed Complete", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "2008 - Sotapolis is completed up to the extent of its original plans. The city now boasts an intricate public transit system with plentiful connections, a thriving commercial sector, a number of residential zones and two major event stadiums, as well as several more nature parks with entertainment venues and amusements. It's quickly considered one of the most desirable places to live in the US, but now that it has 'finished' its expansion and now that the special offers extended to former refugees have expired, the costs of living in the city begin to rise.<br><br>Sotapolis still stands in stark contrast to the historic Old Boston outskirts, still populated and aggressively protected by both residents and historical societies interested in seeing it preserved. This forces Sotapolis into attempts to expand vertically where possible, or to encroach over the massive Lake Boston to the north. Inevitably, pieces of Old Boston are acquired for further development of Sotapolis, further cementing the divide between the two populations.<br><br>Meanwhile, beneath Sotapolis and its massive foundational plate, the ruins of Boston - thought to have been cleaned up of Alien remnants - are found to be inhabited by unknown lifeforms. Urban explorers flock to the so-called 'Undercity', and it further becomes a hub of criminal activity given Sotapolis' high levels of surveillance and security on the surface.", hover: "Sotapolis, the State of the Art Metropolis, is 'finished'.<br>Further expansion is inevitable, of course.", see_also: ["Sotapolis", "Old Boston", "The Invasion Of Boston", "Ground Broken On Regeneration Of Boston"], see_also_number: 4, date: 2008, }, Smoke_And_Mirrors_Becomes_New_Chicago_Mayor:{name: "Smoke_And_Mirrors_Becomes_New_Chicago_Mayor", full_title: "Smoke And Mirrors Becomes New Chicago Mayor", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "2011 - After decades of gang warfare and economic uncertainty for the once-great city of New Chicago, the conflict between criminals and Supervillains is brought to a sudden and unexpected end. In 2009, the then-Mayor of New Chicago - Jonah Johnstone - fled the city and the United States as a whole with a large amount of embezzled funds intended for his re-election campaign. The resulting unrest was seized upon by two of the largest criminal organizations in an effort to try and get one of their members elevated to the seat of Mayor, to better legitimize their activities and to try and regain some semblance of control over the city; now considered by much of the US to be a practical warzone.<br><br>The New Chicago Outfit - having built back stronger since the fall of the Commission by adopting much of the Parrillo Family's methods - butted heads with the New Chicago branch of The Hand, a major Supervillainous organization with Global threat presence and reach. This branch was - as much of The Hand's 'Fingers' do - acting on its own accord with minimal oversight from the central organization, acting through swiftly created shell companies to try and push an innocuous-looking candidate as their man for the seat.<br><br>In the end, neither of these two giants would emerge victorious. That honour would go to Smoke and Mirrors: a Local threat Supervillain of little prior renown. Smoke and Mirrors - SaM for short - is a New Chicago resident born and raised, born to struggling parents and forced to work from an early age, where she fell into a life of petty crime utilizing her unusual ability to break objects down into smoke, store them in her lungs, and reform them at will. This made her an accomplished thief and - if needs must - a potent assassin, though she kept a low profile, taking the attitude that it was better to be well-off and safe than rich but paranoid. She fell in with the New Chicago Outfit for just shy of four years as one of their paid Metabeing associates and was involved in the increasingly dirty election campaign efforts, where she was hired to dig up dirt on The Hand's man; namely, to find irrefutable proof that he was indeed being funded by the major Supervillain group.<br><br>SaM found this evidence. However, she had also grown disillusioned with the New Chicago Outfit. When she joined them, there was much bright-eyed idealism about restoring New Chicago to the way it used to be in the time of SaM's early childhood, back when the Commission was in charge. Attitudes had begun to change, however, with the opportunity of the Mayoral campaign, and SaM now believed that the NCO's sole interest was the power of the Commission, not the stability they brought to the city. And so, she began to run her own scheme.<br><br>SaM supplied the NCO with shreds of the evidence she found, concealing the truly knockout stuff and keeping it for herself. She then leveraged part of this evidence against The Hand's NC Finger in a risky move, blackmailing them for a substantial amount of money before going underground while the election neared the voting day. During this time, she collected and collated evidence against the NCO and then provided a tip-off to another crime syndicate in New Chicago regarding a time when the NCO's leadership would be vulnerable. As the NCO were ambushed and their leaders forced to flee the city, SaM used her insider knowledge to secure a number of valuable stashes from the gang. One of these pickups went awry, and she was discovered; in the resulting firefight, she took a bullet to the lung, but was able to silence her attackers before they could inform the NCO of her betrayal. SaM survived, but this incident permanently reduced her capacity to utilize her smoke powers.<br><br>With the NCO candidate's campaign in ruins, SaM - fresh off recovering from surgery - launched herself as a public figure using her accrued funds. A charismatic woman at heart, she used the injury she'd sustained as part of her sudden rise into the public eye, claiming that she was running to clean up the city after being injured in a mugging incident by common criminals. She polled decently among the remaining candidates, though it seemed a sure thing that The Hand's man would emerge victorious in the end.<br><br>That is, until the sudden release of the remaining evidence that SaM had kept hidden away, exposing his ties to the much-beloathed Supervillainous organization. While it did not torpedo his campaign quite as much as one might have hoped, it nonetheless saw his star fall against the further rise of SaM, who used her accrued fortune to beef up her security against expected assassination attempts by The Hand. The Hand retaliated by exposing SaM's life as a criminal for hire herself, but having known this would happen, SaM did not shy away from this reality; channelling her life story into the narrative of a wounded New Chicago and her desire to see it healed. All the while, SaM was growing a new criminal empire in the shadows, making careful alliances and angling to secure cooperation and peace among those who would survive the climax of the gang war. She took great pains to tout the legacy of the Commission of old, the prosperity it brought the city, but also its mistakes; capturing the nostalgia for times gone by to pave the way for her new Commission.<br><br>In the end, after a tense night of counting, SaM stood victorious as the new Mayor of New Chicago. To the surprise of her critics, SaM went about doing precisely what she'd campaigned on; she effectively reformed the Commission in spirit, uniting a number of smaller criminal gangs under one umbrella to provide mutual protection against uncooperative gangs and Supervillains. Working together - and even utilizing the Police using SaM's position as Mayor - they were able to secure much of the city back from the gangs. Further fulfilling a campaign promise, the vast majority of the money seized from these operations would be reinvested back into the city, funding severely overdue rejuvenation projects for city infrastructure as a priority.<br><br>At her heart, SaM was - and still is - a Supervillain, now classified at the very top of the National threat tier of the Threat Levels. But the relative peace she has brought to New Chicago is undeniable and is well-reflected in her approval polls, and by her repeated re-election without term limits. In recent years, she's even figured out how to turn the eternal conflict of Heroes vs Villains into entertainment theatre, taking feuds and rivalries and organizing opportunities wherein such fights can be properly refereed and promoted; and creating a culture wherein either side backing down from such a challenge is deemed a coward. As a result of her accomplishments, reports on her shady dealings are often find it difficult to gain meaningful impact against her 'reign' over the city.", hover: "The tumultuous state of New Chicago is brought to a peaceful conclusion as a Supervillain emerges victorious.<br>The previously low-threat 'SaM' resides over New Chicago as Mayor to this very day.", see_also: ["New Chicago", "Collapse Of The Commission", "Smoke And Mirrors", "The Hand"], see_also_number: 4, date: 2011, }, The_Sorceress_Is_Assassinated:{name: "The_Sorceress_Is_Assassinated", full_title: "The Sorceress Is Assassinated", category: "Codex - History", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "2017 - Ever since the Sorceress conquered Rafton at the dawn of the new millennium, the now-independent city-state slipped deeper and deeper into lawlessness. While it maintains a large population of civilians, many of these are either unable to leave, enjoy the lifestyle of being part of a rogue, nigh-anarchist state, or are simply too stubborn to abandon the place they view as their home. But a further demographic exists; that of the Mages. It is passing strange to consider it at a glance, but the artificial island with its neon alleyways and massive, spire-like skyscrapers is home to the largest population of Mages on the planet. Many teachers of different disciplines have flocked to the site ever since it was conquered due to an atmosphere of normality created by the Sorceress, even if the individual in question has no care to join her forces. For others, they hunt the very thing the Sorceress does: a source of immense Magical power located deep below the surface of the ocean, over which Rafton just so happens to have been built.<br><br>For a time, an uneasy equilibrium reigned. Resistance against the Sorceress was never anything but short-lived, for she seemed to have eyes everywhere - not to mention the seemingly limitless power she possessed. For a time, those in charge of the Threat Indexes and the Supervillain Ranking Systems - both official and unofficial - were considering elevating her to Cosmic-threat, held back only by her seeming disinterest in taking her conquest further than the artificial isle. On the other side of the coin, those who refused to join her - but did not make it a point to inconvenience her, her people, or her operations - were accordingly left alone. As independent Mages with the ability to Magically solve production problems that had long-plagued the trade-reliant city were left to their own devices, Rafton's unorthodox economy recovered; take, for example, a community of Druids seeking to bring nature to the city of floating steel, having taken over a formerly abandoned farm and turning it into a thriving source of food.<br><br>Alas, Rafton is nothing if not a city of temporary joys. It was in late March 2017 that the Sorceress unwittingly drew her last breath: struck down by a poison of such intensity that she had no time to even realize she was dying.<br><br>The culprit was never identified, but can be assumed to be one of her higher-level apprentices. In the immediate wake of her death, many of these apprentices rushed to claim her proverbial throne, and none were willing to back down.<br><br>Just like that, Rafton once again became a city at war with itself, with bolts of Magic slung from window to window of spire to spire, of various Magical disciplines uniting against one another, of criminal organizations attempting to profit off of the chaos... and of thousands of civilians once again caught up in the middle of it all.<br><br>To this day, no leader of Rafton has emerged above the pile of chaos. Most of the world has travel advisories against the island - and yet, an atmosphere of 'danger tourism' has led to ships and flights making routes to the city regardless. Furthermore, it remains a popular spot for the plucky upstart Mage to try and make their fortune... not to mention the Superhero, be they idealistic or in hunt of opportunity.", hover: "The conqueror of Rafton is assassinated via a poisoning plot.<br>Her death creates a power vacuum that has never been filled.", see_also: ["Rafton", "Rafton Is Conquered By The Sorceress", "Magic"], see_also_number: 4, date: 2017, }, /* ^^^ HISTORY ENDS HERE vvv MAGIC BEGINS HERE */ Disciplines_Of_Magic:{name: "Disciplines_Of_Magic", full_title: "Disciplines Of Magic", category: "Codex - Magic", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Practitioners of Magic come in many different forms, but throughout history, many have fallen into distinct Disciplines; schools of Magic unified by methods, capability and culture. For the most part, nothing is limiting a Mage - a term referring to any Magic user - from performing Magic in any way they can. However, an individual will always express different desires and grasp different educational methods better than others, and attempting to learn Magic 'from scratch' is - while possible - a practice best left to the dark ages.<br><br>It is generally agreed upon that there are three classifications of Magical Discipline; the Divinistic, the Classical, and the Modernistic.<br><br>Divinistic Mages are vanishingly rare in the modern world, but they are no doubt the origin of most, if not all Disciplines seen today. Many of these Disciplines have been lost to time, cut off from their capabilities when the Reverse Aegis banished the Divine from the mortal realm; in particular, the Priest (not to be confused with the more mundane clerical role of the same name) is an 'extinct' Discipline. However, despite the diminished presence of the Divine in the modern world, the resurgence of Magic nonetheless makes possible the Disciplines of Cleric and Augur; a devotee to a specific god or Pantheon, and a harnesser of loose Deific energies from polytheistic sources, respectively.<br><br>The Classical Mages are those Disciplines that developed late into the Divine Era and grew in popularity and power during the so-called 'dark ages' of Magic. In the aftermath of the Inverse Aegis draining much of the Magic from the world, it became significantly harder to practice. Worse still, persecution of Mages became commonplace in an atmosphere of fear driven by the banishment of the Gods, as a world of men rendered equal had no place for those who - by loss of their Deific betters - now stood as Gods themselves compared to the common man. Thus, these Disciplines were honed either in isolation by determined individuals or in closely-guarded cloisters and secret societies. The Witch and Wizard are very similar Disciplines largely differentiated by culture; Wizards trend isolationist and independent and sparingly take on apprentices, whereas Witches are educated in Covens that can range from single-digit memberships to practical townships. While they <i>were</i> largely differentiated by gender in these old days, this practice is now held only by the most conservative of Witch Covens. Other Classical Disciplines include the instinct-driven Sorcerers, for whom Magic is an extension of the body. Some take their powers from sources other than the self; the Heritors form connections, pacts or oaths to otherworldly figures, most often the Fae of the Realms Realized, whereas Druids make similar connections to flora, fauna and other aspects of nature; even the very elements themselves. For a final example, Alchemists use Magic as an augmenting factor to enhance the otherwise mundane or minor effects of their potions and brews, boosting their effects to Supernatural degrees of efficacy.<br><br>As Magic returned to the world in force in the 1900s, new Disciplines began to emerge - but they were not the first of the Modernistic Disciplines. That would be the Hexslinger, forged in the heat of the 1800s American West, combining enchantments and summoning with the humble firearm. Later, with the greater resurgence of Magic, the Weavers began to appear in tune with counterculture movements after the 2nd World War; these Mages inscribe words and art with Magical meaning, allowing them to call upon stored spells at will. For another example, born late into the second industrial revolution, we turn to the Harnessers: a sort of scientific Mage for the modern era. Harnessers combine a keen understanding of the physical world around them with the current of Magic and use these combined understandings to affect the world, causing physical and chemical reactions in their environment. They are also designers and forgers of Magitek: the marriage of Magic and Technology. Finally, there are the Worldhackers: an extremely new Discipline that makes virtual reality real via Magic, capable of programming reality itself to wield 'tekspells' and script their own companions and minions.<br><br>While extensive, this is not every Discipline of Magic that exists. A Mage may take on as many Disciplines as they are capable of learning, and truly exceptional - or desperate - Mages are always experimenting. Sometimes, these experiments step beyond the boundaries of their Disciplines; and this is how new ones are born.", hover: "A primer on the commonly known Disciplines of Magic and their classification.", see_also: ["Magic", "Divine", "Inverse Aegis", "Cleric", "Augur", "Witch", "Wizard", "Sorcerer", "Heritor", "Druid", "Alchemist", "Hexslinger", "Weaver", "Harnesser", "Archmage"], see_also_number: 15, subheading: "none", }, Cleric:{name: "Cleric", full_title: "Cleric", category: "Codex - Magic", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Clerics are Divinistic Mages that draw strength from their faith and devotion to a God, Gods, or Pantheon. Most, if not all, Clerics are monofaith, as loyalty is paramount to drawing out their abilities - this separates them from the Augurs, a looser Discipline that harnesses the leftover powers of the Gods from the Divine Era and may occasionally extract more via transactional deals with different deities. Conversely, a Cleric must be singular in their devotion, for their Magical ability is a direct blessing of the objects of their faith.<br><br>Clerics are talented in matters of Holy or Dark Magics, depending on the alignment and nature of the object of their faith. The rest of their powers and abilities will be dependant on the more specific domains of these Gods: a Christian Cleric may enjoy a wide range of attribute-boosting powers, for example, whereas a Cleric of older Pantheons can gain more specialized abilities and spells based on what that God has influence over.<br><br>Clerics were brought to the verge of extinction in the old days after the Divine Era, but the return of Magic to the world enabled the faithful to reconnect with the Divine to degrees nigh-impossible beforehand. In turn, the Divine - while still bound to the rules of the Inverse Aegis - have become much better at navigating these rules via their Avatars and Demispawn, and their champions - Clerics - are another piece on the board for their politicking. As a result, Clerics are often made to serve at the whims of their Divine masters: refusing to carry out their will can result in punishment from mild to severe, with smiting or the cutting off of their powers being the most feared possibilities.<br><br>Clerics are uncommon Superheroes or Supervillains. More often than not, they follow their own agendas - or, more likely, the agendas of their Gods. But those in service to Gods who embody justice - or those who embody desire for dominion and control - may find themselves taking sides in the conflict of Metabeings.", hover: "A Magical Discipline that channels faith in a Deity (or Deities) into Magical power.", see_also: ["Magic", "Disciplines Of Magic", "Divine", "Inverse Aegis"], see_also_number: 4, subheading: "Discipline - Divinistic", }, Augur:{name: "Augur", full_title: "Augur", category: "Codex - Magic", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Augurs are Divinistic Mages that draw their origins back to a type of Priest of the same name, employed during the time of the Romans. Those who practiced Augury were to interpret the will of the Gods via observation of the world around them from specially designated areas. Over time, however, Augurs - suspended in these states of calm, tuned into the environment in search of anything that could be a sign - became highly attuned not just to the will of the Divines, but their very energies. And not just the energy belonging to the objects of their faith; the essence of the Divine saturated the world, and for the Augur brave enough to sup upon it, great power awaited.<br><br>Towards the end of the Divine Era, the practice of Augurs had begun to spread from the Romans into territories they controlled or partially colonized. Augurs were at the height of their power here, but many would be branded heretics for daring to profane the Divine's gifts - or, for daring to use blessings from Gods beyond their intended faith. When the Inverse Aegis was erected, Augurs lost their powers immediately, with many being put to the sword or fleeing to lives of isolation. And so, the practice died for centuries.<br><br>And yet, it was some scarce few of these surviving Augurs who - having tasted such heights of Magical power - craved to reclaim it. Those with the determination to see this desire through worked tirelessly to attune themselves to the lingering essence of the Divine's former presence on the mortal plane... and for some of them, this determination was rewarded.<br><br>Augurs to this day have never achieved their old heights of power, but they have learned new techniques with which to obtain such power. In a display of humility, modern Augurs can obtain power from Gods of various faiths (or Pantheons) via transactional methods; the Divine always need players on the board for their games and politicking, and Augurs make useful and often easily-pleased pawns - albeit ambitious ones.", hover: "A Magical Discipline that draws from the lingering essence of The Divine.<br>They further empower themselves through transactional deals with Deities.", see_also: ["Magic", "Disciplines Of Magic", "Divine", "Inverse Aegis",], see_also_number: 4, subheading: "Discipline - Divinistic", }, Witch:{name: "Witch", full_title: "Witch", category: "Codex - Magic", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Witches are a Classical Discipline of Mage with strong relations to the Wizard, though they differ in a few key areas. In the dark ages, when Magic was drained from the world, practitioners of it largely fled from the public eye to new lives of isolation. Witches, however, stood alone in their unity. Believing in strength in numbers, like-minded Mages came together to form new homes away from civilization, favouring the use of their powers to create sanctuaries in forests and caverns. These were the first Covens, which would maintain their population via careful induction of new members or the birth of Witches from birth (it is notable that the earliest Witch Covens were entirely female, but Magic has its ways).<br><br>Within these Covens, Witches would study, collaborate, and work to restore their Magical powers; finding new, more efficient ways to access what Magic was left in the world. To this day, Witches will often devote years of their lives to researching specific aspects of Magic, so that their fellows can further improve their knowledge.<br><br>In the modern age, Covens still exist, but all but the most conservative have caught up with the times. That a Witch must be a woman is an aged stereotype to most Witches, and now they live less in isolation and more in plain view - albeit better disguised so as not to draw undue attention (for the most part. Exceptions exist, such as Witches active in politics or the world of Superheroics). This is in contrast to Wizards, who remain fairly isolationist or, at the very least, independent, though both share a confidence in their relative safety in the modern world.<br><br>As for how a Witch engages in spellcraft, they are a mixed discipline. The vast majority of Witchcraft is performed either via spoken word, hand gesture, or both. Spells performed without either of these things are exceedingly difficult and are often limited to very simple displays, such as light telekinesis or producing small lights. Many of the most powerful spells in history were performed by Witches: that is, Witches plural. By joining their powers together - usually linking to a ritual leader who performs the 'body' of the spell - Witches can act as multipliers for one another. But in times of isolation, Witches have a trump card for achieving a similar result; that being the Familiar. While Familiars are employed by Wizards too, Witches are considered masters of the art of their creation, command, and utilization. A Witch's familiar not only provides companionship and rapport, but it can also ambiently absorb Magical energy in the world around them and function as a sort of 'mana battery' when needed. The most powerful Witches can even teach their Familiars to use Magic independently.<br><br>Aside from their Covens and their spellcasting styles, Witches - even the most Modernistic of Covens - are defined by a certain style of dress. While the dress code has become lax for most Covens over the years, the use of symbolic brooches, zag-cut trims and a tendency towards robes or robe-adjacent casual clothing remains common; the modern-day sweater dress is sort of a robe if you squint at it hard enough, for example.", hover: "A Magical Discipline characterized by its Coven culture, dress style, and use of Familiars.<br>Witches are mixed-talent Mages and are among the oldest Classical Mages.", see_also: ["Magic", "Disciplines Of Magic", "Wizard"], see_also_number: 3, subheading: "Discipline - Classical", }, Wizard:{name: "Wizard", full_title: "Wizard", category: "Codex - Magic", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Wizards are a Classical Discipline of Mages that trace their origins back to the end of the Divine Era, when Magic became scarce and religious leaders talented in wielding the gifts of their Gods were persecuted for the destruction they had wrought in the name of the Divine. Forced into isolation and exile, these individuals - often the now 'extinct' Priest - sought to reclaim the powers they had lost, and thus spent exhaustive years in study and experimentation. Fearing the loss of their work towards the ends of their lives, they would reach out to promising individuals - often themselves outcasts from wider society - and introduce them to their world of Magic, tutoring them to continue their work. In this manner have Wizards operated since their origins, right up to the Modern day: a Modern Wizard may be less isolationist than their ancestors, but they are no less independent.<br><br>This puts them in stark contrast to the collective Witches and their Covens, and is one of the primary differences between the two Disciplines. Another is that the Wizard - by nature of independence - cannot reach the height of spellcraft that Witches can in their unity. Thus do Wizards put a greater emphasis on the use of a Focus; tools, implements, jewellery or other such personal effects that can store, channel and release Magic when called upon. A Wizard will almost always have a spellbook as a Focus on their person, but so too will they possess other, secondary Foci depending on their individual temperament and the availability of resources.<br><br>In the Modern day, Wizards are far less likely to take on a mere single apprentice, instead focusing on multiple apprentices but on an individual basis. As they are characterized by the pursuit of knowledge, many Wizards are extraordinarily long-lived, utilizing Magic to prolong their lifespans and health. In this manner, a single Wizard who takes their craft seriously may, in turn, teach many apprentices over their lives - but there remain some who cling to the conservative ways and take a 'quality over quantity' approach.<br><br>As a final note, Wizards are not universally masculine. Unlike Witches, who did begin as primarily female, Wizards have always been unisex, but popular culture has oft portrayed them as male - a perception that continues to this day despite its inaccuracies.", hover: "A Magical Discipline characterized by independence and the pursuit of arcane knowledge.<br>Wizards are mixed-talent Mages and are among the oldest Classical Mages.", see_also: ["Magic", "Disciplines Of Magic", "Witch", "Divine"], see_also_number: 4, subheading: "Discipline - Classical", }, Sorcerer:{name: "Sorcerer", full_title: "Sorcerer", category: "Codex - Magic", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Sorcerers are a Classical Discipline of Magic that are distinguished by their instinct-driven abilities to cast Magic without study. The Sorcerer is not by definition the product of exceptional birth - though the act of learning Sorcery appears to transfer generationally, giving children born to one or more Sorcerers a head start in the arts. Rather, the Sorcerer could be anyone - but it is a road that can only be travelled by the particularly determined, for determination itself - more so than any other Mage - is the key.<br><br>A Sorcerer can learn Magic via means other than improvisation, but they must still handle these learned spells in the same way as those that spark to them in their imaginations; they must use them, again and again, to the point of exhaustion. Just as muscles wear, tear and rebuild stronger, so too does the Sorcerer's capacity for the specific practiced spell(s) and their overall capacity for Magic, for whom the ability to store and release mana is akin to one's stamina.<br><br>In this way, a Sorcerer is capable of achieving perhaps the greatest heights of any Mage, but only theoretically. They can continually empower spells so long as they utilize them, but in turn, these spells can fade in potency if not used regularly. The flipside is that Sorcerers are capable of modifying and combining spells with far greater ease than most other Mages. However, they are also capable of drawing too deeply from their own mana reserves to the point of permanent injury or even death.<br><br>Sorcery is a dangerous road to travel for the unprepared or unworthy, but its heights cannot be denied. The former Archmage of Sorcery took the very moniker as her name; the Sorceress. She was, for her time, considered to be the single greatest living Mage of the Modern era, and her actions as a conqueror and sudden death as a dictator (the result of poisoning unrelated to Magic) have left plenty of desiring copycats in her wake.", hover: "A Magical Discipline that utilizes Magical potential within the body itself.<br>Sorcerers must train their Magic akin to an athlete training their body.", see_also: ["Magic", "Disciplines Of Magic", "Archmage"], see_also_number: 4, subheading: "Discipline - Classical", }, Heritor:{name: "Heritor", full_title: "Heritor", category: "Codex - Magic", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Heritors are a Classical Discipline of Magic that are characterized by their power stemming from a source other than themselves or their environment; rather, it is granted by an external entity not of this world. Where they differ from the Divinistic Disciplines is that they are not loyal to the Divines (and thus inherit different powers to those that the Divine can bestow) - rather, they pledge their loyalty and service to figures beyond this mortal dimension. While some Heritors are granted power by creatures from deepest space or the Void between worlds, most are sworn to Fae individuals of the Realms Realized.<br><br>The Realms Realized are a stitched-together collection of 'Micro-Realms' created via Human imagination made manifest, formed primarily during the Divine Ages, back when Magic was so thick in the air that it could be harnessed unwittingly by the common man. After Magic was drained from the world, the Realms Realized were not harmed; merely cut off, for a time. Occasional rips in the dimension walls would allow them to communicate with their beloved mortal progenitors, who lived generations upon generations while the Fae largely stayed as they were, long-lived and bound to a cycle of reincarnation (or rewriting) as their grand stories unfolded again and again.<br><br>It was Humans seeking power lost to them that stumbled upon these rips and, in conversation with the Fae beyond, were able to strike deals. Lend of me your power, and in turn, I shall swear fealty to ye.<br><br>A Heritor's powers are defined by the Fae (or other such entity) that they are sworn to. This can take the form of an oath, a contract, or even love or friendship. Their powers are often limited in scope, but this encourages them to master what abilities they have access to; a Heritor may not know many spells, but they have not only put in the effort to learn how to use them to their fullest; they also have a direct line to tech support, so to speak.<br><br>A Heritor who betrays their devotee is in danger of losing their powers temporarily or permanently, and, depending on the entity they are connected to, may also have to suffer their capricious whims. It is not uncommon for the more chaotic devotees to impose challenges upon their Heritors in exchange for 'bonuses'. A Heritor who lives long in service to an entity will grow stronger accordingly, and, in the case of those who have remained loyal and survived for years, will even begin to transform in accordance with their devotee's nature.", hover: "A Magical Discipline that is granted power by an otherworldly source.<br>Many Heritors are loyal to specific Fae figures of the Realms Realized.", see_also: ["Magic", "Disciplines Of Magic", "Divine", "Realms Realized", "The Void"], see_also_number: 5, subheading: "Discipline - Classical", }, Alchemist:{name: "Alchemist", full_title: "Alchemist", category: "Codex - Magic", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Alchemists are a Classical Discipline of Magic that are limited in their own Magical potential, but instead use Magic as an enhancing agent for potions. The addition of Magic in this manner can turn a simple home remedy into a wonder-drug, capable of knitting wounds in seconds, of bestowing enhanced attributes into the imbiber, or inducing transformations. Alchemists stem from the Witch Discipline, itself known for potion brewing. When it became clear that this field and its applications were as vast as an ocean, some Witches began to put the full focus of their studies into the field of Alchemy. This became so all-absorbing that they would take on the title of Alchemists, specializing entirely in this new Discipline.<br><br>Thus, to this day, Witches and Alchemists are a close-knit bunch. Most Covens employ a number of Alchemists, and it is an extremely common occurrence for Witches to study some degree of Alchemy, as well as for Alchemists to learn a degree of Witchcraft given the Disciplines otherwise total lack of personal Magical capability.<br><br>It is a Discipline that rewards patience and preparedness; an Alchemist's 'stamina' is defined solely by their stock housing and the accessibility thereof in the moment. Talented Alchemists will make use of tools for the purposes of Alchemical brewing while on the move, their uniforms thusly decked out with space and secure storage for these tools and the numerous vials and containers for ingredients, in-progress potions, and finished products. There are some Alchemists who, lacking any Magical capability whatsoever, will use a special device known as a Mana Infuser to inject the requisite Magic into a potion in order to enhance it from a mere remedy.<br><br>For an example of such a remedy, take a concoction of the commonly found lemongrass and ginger, a popular herbal tea (or tisane). Via the application of Magic, its mild purported anti-inflammatory properties become supercharged, creating a powerful cure for swellings and the pain resulting from such. While cures for various illnesses or maladies are common Alchemical fare, they are better known for the more fantastical concoctions they are capable of creating; potions that can transform the body, sharpen the mind, or even heal a damage soul.", hover: "A Magical Discipline that began as an offshoot of the Witch Discipline.<br>They use Magic to infuse brews and remedies, greatly enhancing their effects.", see_also: ["Magic", "Disciplines Of Magic", "Witch"], see_also_number: 3, subheading: "Discipline - Classical", }, Druid:{name: "Druid", full_title: "Druid", category: "Codex - Magic", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Druids are a Magical Discipline characterized by the connections they forge to aspects of nature. They trace their origins back to the Heritors - a Discipline who are granted power via swearing fealty to extra-dimensional devotees - having rejected their surrender to powers not of this Earth. Instead, Druids placed their focus on the very world itself, attuning their senses to the traces of Magic found in plants, animals, and even minerals and the <i>forces</i> of nature itself.<br><br>For example, take a Druid with a connection forged to poisonous plants. The Druid, over time, will develop not only the ability to control the growth and movement of such plants, but also a number of spells relating to the school of poison, which come to them instinctually as they better strengthen their connection. Furthermore, a Druid is not limited to a single connection, unlike a Heritor or Cleric. Druids can maintain as many connections as they can handle and maintain, for these connections will fade over time if not attended to.<br><br>A Druid who focuses on these connections can, in turn, be changed by it. Take a Druid with a connection to bears: as they progress and strengthen this bond, not only will they gain the ability to communicate, command and wield spells relating to these animals, but so too will they gain the ability to take on aspects of their forms. Full transformations are difficult, but possible; though many Druids will instead focus on partial transformations. To again use the bear as an example, a Druid might increase their height and bulk, strengthen their limbs, and grow claws and fangs with augmented strength in their jaws. Some Druids will temporarily take on these aspects, but particularly devoted may fully surrender to these transformations long-term, at which point it can be difficult - if at all desired to begin with - to turn back.<br><br>Druids are also notable for - with great perseverance - being capable of attuning to the very elements themselves. There are Druids of fire, of ice, of wind, and so on; these individuals are considered highly accomplished, and they must often focus wholly on these connections at the cost of others, at least until they have fully forged them.<br><br>Naturally, Druids are fiercely protective of Nature. Of Mages, Druids are among the most commonly associated with the Super culture; as protecting Superheroes, or avenging Supervillains.", hover: "A Magical Discipline that forges connections with aspects of nature.<br>These connections empower the Druid, and give them Magical abilities.", see_also: ["Magic", "Disciplines Of Magic", "Heritor", "Cleric"], see_also_number: 4, subheading: "Discipline - Classical", }, Hexslinger:{name: "Hexslinger", full_title: "Hexslinger", category: "Codex - Magic", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Hexslingers are a Modernistic Discipline of Magic - perhaps <i>the first</i> of the Modernistic Disciplines, in fact. While they trace their origins back to before the 1900s resurgence of Magic, the methods by which they operate are so inexorably entangled with the dividing line of progress and eras that few would disagree with this classification. This is because - as the name may imply - the Hexslinger is not just a Mage, but a gunman. Originating in the American West during the period of expansion and Manifest Destiny, Hexslingers are the natural conclusion of Mages seeking new life in America coming into contact with the undeniable power of the gun. While scoffed at by the more conservative among their number, firearms and their potential were recognized by the early Hexslingers, who in turn shifted their studies to enchantment.<br><br>A Hexslinger can be somewhat comparable to an Alchemist, in that they are a Discipline that rewards preparation, limited by their own reserves of what they have created in advance of a conflict or situation. Where they differ, however, is in the Hexslingers' greater emphasis on personal capability with Magical spellcasting. Enchanting bullets is one thing; learning how to summon and operate an ethereal firearm is another. Most Hexslingers will carry one or more guns handcrafted with inscribed runes and enchantments to use as a primary Focus, but so too are capable Hexslingers able to conjure temporary weapons, either to fight with or to store select spells for later use by themselves or an ally.<br><br>Hexslingers are a rare Discipline in the modern day. Many of their number have shifted towards the 'Harnesser' Discipline due to the overlap of capabilities and the Harnesser's broader applications, but to some, the Hexslinger represents something worth keeping alive. And so, these lonesome 'Gun Mages' carry on, imparting their knowledge to those they deem worthy as they prowl the world for justice or fortune.", hover: "A Modernistic Discipline of Magic characterized by the use of firearms and enchanted ammo.<br>Accomplished Hexslingers can manifest phantom firearms at will.", see_also: ["Magic", "Disciplines Of Magic", "Alchemist", "Harnesser"], see_also_number: 4, subheading: "Discipline - Modernistic", }, Weaver:{name: "Weaver", full_title: "Weaver", category: "Codex - Magic", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Weavers are a Modernistic Discipline of Magic characterized by their use of enchanted mediums of art and writing. This, in turn, allows them to imbue words and pictures with Magical potential, which they can then release at will. Depending on the power and complexity of the spell in question, this may be used repeatedly, used a limited number of times, or may be outright destructive to the words or art in question.<br><br>Weavers are considered a Modernistic Discipline, though they trace their origins back to the dark ages where some Mages of the Classical Disciplines learned to imbue their writings with power. However, the practice did not pick up in popularity until the rise of the counterculture movements after World War 2, where it advanced from a mild curiosity to an adopted methodology, thanks, in part, to the rise of tattoo culture. Some Mages would use enchanted ink to create tattoos on their bodies (or those of their fellows, or get someone else to follow their designs upon themselves) and then imbue them with spells they found useful either in frequent use or in an emergency, so that they would not so deeply drain their own mana reserves. As writing and artistic expression became more and more accessible to the masses with the proliferation of tools such as pens, so too did the practice expand from tattooing to all manner of art.<br><br>Weavers may carry books full of writing and pictures, which are often activated via reading them aloud or touching them with a predetermined motion of finger(s), or even via mere thought. Some Weavers have learned to turn even song into power, lyrical or otherwise. Particularly Modernistic Weavers may even incorporate modern conveniences such as smartphones or tablets into their arsenal.<br><br>Weavers as a discipline are somewhat limited in number, for their nature requires heavy investment into one or more forms of artistic expression. Not just any drawing can be imbued, for example, as all Magic is in part forged via determination, so too must the Weaver feel at least <i>some</i> measure of satisfaction with their work for it to accept enchantment. Nonetheless, those Weavers who persevere are among the most accomplished Mages of the modern world.", hover: "A Modernistic Discipline of Magic that stores magical potential in words and drawings.<br>Weavers are an artistic lot who span many artistic disciplines.", see_also: ["Magic", "Disciplines Of Magic"], see_also_number: 2, subheading: "Discipline - Modernistic", }, Harnesser:{name: "Harnesser", full_title: "Harnesser", category: "Codex - Magic", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Harnessers are a Modernistic Discipline of Magic forged during the second industrial revolution, somewhere around the First World War. Whereas many of the Magical Disciplines were created by individuals or groups seeking to push the boundaries of Magic for personal sake, the Harnesser is thought to have been the product of Nation-backed research during the rush to discover and harness Magic in secret - something nearly every country was doing out of paranoia that every other country would be doing it. It was in search of ways that emerging technology might help the few Mages in governmental employ that the foundations of the Harnesser were laid.<br><br>Harnessers are a difficult Discipline of Magic to learn, on account of it being a requirement to have a firm grasp of various scientific knowledges as well. A Harnesser, at the very least, must have a keen understanding of chemistry and physics, for a key part of their abilities is understanding how elements react to various Magically-induced stimuli and forces. In this way, a skilled Harnesser's greatest asset is the very world around them, able to use Magical forces to destabilize buildings, puppeteer the bodies of their foes by the iron in their blood or the fibres of their uniforms, or - and most enticingly - the fusion of Magic with technology.<br><br>So-called Magitek - which is what it says on the tin, so to speak - comes in a great variety of forms. Some Magitek is wielded as a force multiplier for traditional Magic, whereas some function as methods of storing and releasing specific Magic. Some utilize Magic to accomplish what would otherwise be impossible or illogical, acting as a sort of 'mortar' that fills in the gaps of logical leaps, making it possible to, for example, create a pair of gauntlets that enhance the strength of the user. Harnessed Magitek is hardly limited to personal effects; accomplished Harnessers have made entire vehicles or specialized machines that follow this discipline, and it's thought that a great deal of modern 'superscience' either is or is foundationally based on Magitek.<br><br>While Harnessers command great power, it is a particularly difficult Discipline to master. It is also a relatively 'young' Discipline, which leads to disagreements about how best it should be taught. Finally, it has an unfortunate habit of intersecting with modern society and its foibles; several Magitek designs have been copywritten by overly protective Harnessers or their representatives! This creates factional differences within the Discipline itself, sparking a counterculture movement that - among creating many 'Free Harnessers' - also led to the creation of the Worldhackers.", hover: "A Modernistic Discipline of Magic characterized by fusion with scientific knowledge.<br>Harnessers manipulate the world around them via chemical and physical reactions.<br>They also create and utilize Magitek: Magic fused with machinery.", see_also: ["Magic", "Disciplines Of Magic", "Worldhacker"], see_also_number: 3, subheading: "Discipline - Modernistic", }, Worldhacker:{name: "Worldhacker", full_title: "Worldhacker", category: "Codex - Magic", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Worldhackers are a new Modernistic Discipline of Magic that began to appear around the turn of the new millennium. They are closely related to Harnessers, though they exist as a response in <i>opposition</i> to the corporate culture that had largely overtaken the Discipline. While anti-corporate 'Free Harnessers' still exist, it was a collective of these individuals who turned their sights from the Magical enhancement of minerals and machinery to that of the blossoming world of programming instead. They theorized that in the same way that Magic can form bridges of logic in Magitek's function, so, too, could they be used to create the otherwise impossible from machine <i>logic.</i><br><br>There is no formal way to train as a Worldhacker, as the individuals who comprise the movement are deeply rooted in hacker culture themselves; one must prove themselves worthy perhaps more than any other Discipline. While some might view this as exclusionary, it is a fairly natural evolution of this culture and an effort to protect it from those who would wield the power for their own ends: something the Worldhackers believe Harnessers now represent.<br><br>To try and summarize what a Worldhacker can actually do, they, in a sense, hack reality. Many Worldhackers are joined by a Daemon Program, a construct formed of code given life via linking their very soul to it. DPs can manifest as reflections of the Worldhacker's essence and take on a variety of forms, guided but not wholly decided by the Worldhacker's true self: sometimes, the results are... surprising. These DPs provide companionship in much the same way a Witch's Familiar does, though the methods of their creation differ drastically.<br><br>Bolstered by their DPs, a Worldhacker can remotely influence the world around them via net connections. Particularly strong Worldhackers can breach from the world of the net entirely, learning the ability to summon their Daemons as physical manifestations capable of interacting with the solid world around them.<br><br>Many Worldhackers are drawn towards Vigilante behaviours that put them at odds with the authorities, and some Magical organizations refuse to endorse them as a 'real' Discipline. That suits them just fine.", hover: "A Modernistic Discipline of Magic, and by far the youngest known to exist.<br>An offshoot of increasingly corporate Harnessers, Worldhackers apply Magic to programming.", see_also: ["Magic", "Disciplines Of Magic", "Harnesser", "Witch"], see_also_number: 4, subheading: "Discipline - Modernistic", }, Archmage:{name: "Archmage", full_title: "Archmage", category: "Codex - Magic", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "As early as the Divine Era, for as long as Mages have existed, there have been Archmages - plural. While there is no overall 'best of the best' Archmage - at least not officially recognized as such - the title does exist individually for every recognized Discipline of Magic. Archmages are exceptional individuals who have mastered their craft and pushed it to and beyond its limits, and are often credited with pushing the envelope of what a Discipline can do. They are aspirational figures for Mages of all stripes, but so too can the pursuit of the title be a detriment to a Mage's wellbeing - or their moral compass.<br><br>As aforementioned, there is no 'Archmage of Archmages', but it's generally agreed that in living memory the closest to this theoretical title would have been the Archmage of Sorcery: the eponymous Sorceress, conqueror of the city of Rafton, who erased her name to embody her craft. This former Global threat Supervillain also provides a neat example of the tendency for Archmages to be involved in the Superhero culture; either as willing examples of Superheroes, or classified as Supervillains for the threat they pose to others. Indeed, of the Archmages alive today, all but two of them are placed on either the Hero or Villain rankings.<br><br>For an example of a Hero, one might look to Gaia: the Druid Archmage. A resident of Rafton who moved to the artificial island after it was conquered by the Sorceress, Gaia is the unofficial leader of the Druid community there, who rule over the island's limited farming space. She travelled to Rafton in search of a place where she could attune to the element of Water, for her mission in life was to embody the six natural elements of Fire, Wind, Water, Ice, Electricity and Earth. Attuning to even one of these elements as a Druid is a remarkable feat, and Gaia is thought to be the first Druid in recorded history to achieve all six. She's a National-level Superhero, held back from Global level by the simple fact that she has little interest in Superheroics unless something directly threatens her community or an ally specifically requests her invaluable aid.<br><br>There is, at the time of writing, no Archmage for the Worldhackers - the world's youngest Discipline of Magic. They don't care to make such measures of one another, and some organizations have yet to recognize them as a true Discipline anyway.", hover: "The most accomplished Mage of a Discipline is known as that Discipline's Archmage.<br>Many Archmages are high-ranking Heroes or Villains.", see_also: ["Magic", "Sorcerer", "Rafton", "Druid", "Worldhacker"], see_also_number: 7, subheading: "none", }, /* ^^^ MAGIC ENDS HERE vvv MONSTERS BEGINS HERE */ Monster:{name: "Monster", full_title: "Monster", category: "Codex - Monsters", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "'Monster' is a somewhat contentious classification of sentient lifeform. The general gist is that a Monster;<br>- Does not conform to typical Earth taxonomy of animals<br>- Displays sentience<br>- Either does not display obvious sapience, or exhibits alien sapience at odds with what is considered 'typical'.<br><br>Ultimately, a Monster is a catch-all term for all the things that lie between a simple beast and a thinking person. It is entirely possible for individual Monsters of different classifications to breach one or more of these 'requirements' above, thus the debate over the term; and, indeed, questions as to the morality of what truly makes something a 'Monster' to begin with.<br><br>Nonetheless, despite its issues, it is at times a useful shorthand for anomalous, extra-terrestrial or supernatural entities.", hover: "A sentient creature beyond typical Earth classification.<br>Monsters are considered to possess alien sapience incompatible with civilized society.", }, Tentacle_Monster:{name: "Tentacle_Monster", full_title: "Tentacle Monster", category: "Codex - Monsters", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Tentacle Monsters are an alarmingly common type of Monster. In the study of biology and evolution, the term 'Carcinization' refers to the number of times nature on Earth - and, in recent studies, beyond Earth - has attempted to evolve things into crabs (to simplify it). In paranormal, anomalous and extra-terrestrial specializations of these studies, 'Tentaklization' refers to the same phenomenon as observed in tentacular abominations. They are a remarkably common form of life beyond the sphere of Earth, and typically follow some if not all of these attributes:<br>- Possession of a great number of tentacles.<br>- Potential possession of different, specialized tentacles.<br>- Either amorphous bodies capable of compressing into available spaces, or an armoured body that protects vital organs - Humanoid Tentacle Monsters are often classified as the latter.<br>- High breeding drive.<br>- Ability to mate with a wide variety of potential partners/hosts, either via parthenogenesis and oviposition, or via DNA adaptation (their own, or their partner).<br>- Potential capability to multiply its mass and spread it as a form of corruption.<br>- Ability to create, store and exude numerous chemicals suited to changing their prey to meet their needs or preferences.<br><br>Tentacle Monsters are considered pests on many planets, though species with beyond-Monstrous intelligence can and do exist, for which exceptions are made - sometimes begrudgingly. Indeed, it is thought that of the intelligent species in the known Universe, at least 15% are 'Tentacle Monsters' - not by overall population, but by number of species.<br><br>Amomalous Biologists will happily talk your ear off regarding the many different classifications of Tentacle Monster - and, indeed, the existence of 'false' Tentacle Monsters - but if you value your sanity and time, you should politely decline. Unless they're offering a demonstration.", hover: "An overview of Tentacle Monsters and their prevalence.", see_also: ["Monster"], see_also_number: 1, }, Mimic:{name: "Mimic", full_title: "Mimic", category: "Codex - Monsters", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Mimics are a vast and varied classification of Tentacle Monsters that exhibit specific abilities and behaviours. Mimics are dimensional-compressors: they are capable of parasitizing an animate container and expanding its interior space beyond the limits of constrained, real space. This allows them to be far bigger on the inside than they are on the outside. Some Mimics will use this ability to hoard items; others, to hoard prey or mating partners.<br><br>While Mimics are invariably classified as Monsters, beyond Monstrously-intelligent Mimics exist. The tricky thing is that these Mimics are an evolution that started with the 'Angler'-type Mimic sub-classification, a type which uses lures to attract prey or mating partners into opening them. These lures could be physical objects transformed from biomass, or even sounds or smells appealing (or of concern) to their target. However, some Mimics began to take this mimicry a stage further by taking on partial form of known sapients, as they are the Mimic's preferred mating partner. This began an evolutionary arms race between Angler Mimics, as the most convincing Lures would result in that Angler Mimic surviving to the next generation. Over time, this resulted in more adaptable Lures and larger capacity for speech, thought and improvisation, until the Angler Mimics of greatest success became indistinguishable from other sapients. Indeed, the vast majority of 'perfected' Angler Mimics hold no obvious aggression or alien instinctual behaviours because it is far more advantageous for them to just exist in society without causing problems that could endanger them. Debate rages if they are truly sapient or not, for that calls into question what sapience actually is; a topic that causes most people who engage with it to eventually go 'screw it, they're sapient and can pay taxes'.<br><br>Mimics hate paying taxes.", hover: "Mimics are a classification of Tentacle Monster that possess dimensional-compressing abilities.<br>They parasitize objects such as boxes, then hide within them.", see_also: ["Monster", "Tentacle Monster"], see_also_number: 2, }, Plantoid:{name: "Plantoid", full_title: "Plantoid", category: "Codex - Monsters", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Plantoid is a designation given to any Flora-based 'creature' of Monstrous or lesser intellect. If a Flora-based lifeform is incapable or unwilling to communicate, it is likely a Plantoid in designation. The vast majority of Flora-based lifeforms are Plantoids. They exist all over the universe and, indeed, on Earth. Some theorize that the terrestrial Plantoids are the result of cross-pollination with alien Plantoids or Botanikans, such as the Fae, but others insist they are a natural evolutionary step for some species of plant.<br><br>Speaking of Botanikans, Plantoids should not be confused with them. Botanikans are sapient Flora-based lifeforms, and calling them Plantoids is considered most rude indeed.", hover: "Flora-based faunic lifeforms of Monstrous intelligence.<br>Not to be confused with fully sapient Botanikans.", see_also: ["Monster", "Botanikan", "Fae"], see_also_number: 3, }, Buccabuu:{name: "Buccabuu", full_title: "Buccabuu", category: "Codex - Monsters", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Buccabuu are an Alien pest. Despite their intelligence, they have absolutely no desire to rein in their basest impulses: they are rude, crude, and hungry. A Buccabuu must eat several times its own weight - which is a high number to begin with, despite their diminutive size! - and they can eat just about anything, particularly favouring minerals and metals. While Buccabuu can be reasoned with with the utmost patience and supervision - and are indeed employed across the Galaxy to aid in hard waste reclamation, such as metal recycling - on most planets, they are considered a dangerous pest due to their tendency to sabotage vital equipment and resources to satiate their hunger... and to multiply.<br><br>Buccabuu range from 3-4 feet in height on average. They have shiny, ebon-black bodies, and they grow their own natural armour out of the metal minerals they consume: a healthy Buccacuu will have a lustrous sheen to their metal armour layers, which are curiously flexible yet stiffen in response to impact and trauma. This metal comes in a wide variety of colours based upon the individual's genetics and diet; some Buccabuu will even consume dyes in order to force these changes. Their heavy, dense weight means they trend towards 'shortstacked' body types, with even the males having wide hips. They possess tails, which often end in metal chunks used as either blades, tools, or blunt clubs; they are long and can be gripped with both hands to facilitate these uses. They have jagged, tall ears, the width and precise length of which will vary from individual to individual. All Buccacuu develop natural helmets over their faces, which can split at the jaw - which can unhinge to an impressive distance - for the sake of their satiation, and these helmets will develop transparent dome visors to shield their mischievous, smiling eyes. They are born from metal eggs, and achieve adulthood at a startling rate, being born with the capacity for thought, speech, and bristling with genetic memory of their lineage.<br><br>Once a Buccabuu population takes hold of a planet, they are extremely difficult to remove. Entire zones of planets less fortunate have had to be quarantined to contain such outbreaks.", hover: "Alien pest-Monsters who take on a short, humanoid appearance.<br>They can eat just about anything, especially metal!", see_also: ["Monster"], see_also_number: 1, }, /* ^^^ MONSTERS END HERE vvv ORGANIZATIONS AND CORPORATIONS BEGIN HERE */ Justice:{name: "Justice", full_title: "Justice", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Justice is one of the world's most famous Superhero Teams. It was formed in 1952 in America by a trio of friends who had met during the Second World War, those being the titanic Awesome - a man bestowed with incredible super strength and the ability to fly and leader of the team - the stoic Ranger - a Natural who developed his own Supergear using Glowtech - and the marvellous Miracle - a powerful Witch further blessed with Meta-given intelligence. From these origins, Justice foiled many Villain plots that threatened America, its allies, and - in its finest hour - the entire world.<br><br>Its membership grew slowly throughout the 50's, beginning territorially with just the United States and being extremely selective with who they would welcome into the fold. It was still the early era of Heroes, after all: public perception was not always on their side, but it would be the actions of pioneering groups like Justice that would change this for the better. By 1959, Justice welcomed its first international member and expanded the scope of its operations to protecting the world. It would not be long before this mission statement was put to the test.<br><br>In the past, Awesome and Ranger had tangled with the Supervillain known as Bedlam, but the evil genius had been quiet ever since a defeat in 1958. In late 1961, he kidnapped Skip - a junior member of Justice - to enact revenge upon the team, seeking to turn the young Hero into one of his 'Beasts of Bedlam'. Indeed, by this point, Bedlam had converted the entire population of a small island into his minions, fortifying it into a lair without equal. He captured Skip, specifically, due to his powers of teleportation. It is somewhat ironic, then, that in doing so he would ultimately bring about Justice's involvement and his own undoing.<br><br>Bedlam planned on utilizing a wonderweapon to link the volcano into which his lair was built with every other volcano on the planet, allowing him to force them to erupt at his will. Skip, however - a notoriously stubborn young man - had resisted his brainwashing as part of his transformation and conditioning. When Bedlam was otherwise occupied, Skip - now calling himself Skipclaw in recognition of his new reptilian body - vanished from the facility and reported back to Justice. Ultimately, Justice would bring an end to Bedlam's mad scheme in a fight that cost the Villain his life. However, Awesome was brought to the brink of death by this battle, needing many years to recover and never achieving his full strength ever again. It was by his will that Skipclaw was made the new leader of Justice, despite his initial protestations.<br><br>While Ranger and Miracle have both long since retired, Awesome would return and still serves to this day, but Skipclaw remains the leader of Justice, his transformation having slowed his aging by a remarkable degree. He has since matured into a powerful and well-respected Hero and commander, having led Justice to save the day for Nations and Earth alike many times since. Justice is an extremely desirable team for any Hero to join, though they remain almost as exclusive as they were in the 50's.", hover: "A classical Superhero Team formed in the early 50's.<br>To this day, it remains one of the top-ranked Superhero Teams active in the world.", see_also: ["Awesome", "Ranger", "Miracle", "Bedlam", "Skipclaw", "The Demise Of Bedlam", "Beast of Bedlam"], see_also_number: 7, subheading: "Superhero Team", }, Resolute:{name: "Resolute", full_title: "Resolute", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Formed in 2002, Resolute has often been described as a Superhero Team for the cynical age. Their membership largely detests interacting with the media - an unofficial policy they adapted to after a hit piece interview - and tolerates only minimal cooperation with governments, for they view a large percentage of the Superheroic populace as being unwitting pawns of maintaining a status quo that is often challenged for a reason. Resolute's membership was almost entirely late teenagers and young adults at the time of its formation, though these days, membership is exclusively for adults.<br><br>While time and experience have softened some of their sharper edges (and general edginess), they maintain a reputation for being no-nonsense. They are known for being unrelenting in fights, preferring to set the pace of engagements - and, if at all possible, the locations thereof - to minimize risk to civilians and infrastructure. Indeed, despite their reputation, Resolute's membership has remarkable records for participation in B3 reconstruction programs. For those willing to look past the sneering of media grudges, the team is genuinely doing what they believe is best for the world and its population, preferring to let their actions speak for themselves.", hover: "A Superhero Team formed in the 2000s, they are defined by a cynical attitude.<br>Even so, Resolute are high-National ranked and have proven themselves effective Heroes.", see_also: ["Build Back Better", "Gojiranna", "Alchemmie"], see_also_number: 3, subheading: "Superhero Team" }, Lustre:{name: "Lustre", full_title: "Lustre", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Formed in 2009 by the English and Scottish duo of mineral Heroes, Amy Fist and Gemetha, Lustre was named to reflect the dazzling displays these two crystal crusaders were known for. Lustre believes that if a job's worth doing, it's worth doing shiny, bright, and bold. It quickly expanded scope, and is now known as the 'pop' Hero Team: its members are known for their fashion sense, their flashy fighting styles, their proud personalities and their sense for dramatic timing.<br><br>Lustre has many critics and detractors on all sides of the aisle, due to their behaviour. However, their record does speak for itself. Lustre has had many close calls through the years, but the emphasis is on <i>close:</i> their record overwhelmingly leans to one of success.<br><br>Most members of Lustre use their Heroism to promote themselves as celebrities, such as acting or music careers.", hover: "A flashy Superhero Team originally named for its two founders, Amy Fist and Gemetha.<br>Known as 'pop heroes', Lustre as a team have a habit of showboating.", see_also: ["Belle Hare", "DJ AnB"], see_also_number: 1, subheading: "Superhero Team", }, Supernatch:{name: "Supernatch", full_title: "Supernatch", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Supernatch is a Superhero Team formed in 2013 that is exclusive to Supernatural entities and the Supernaturally talented. Its membership includes 'Metamorphic' Fantasticals (that is, once-Humans such as Vampires and Ghosts), Fae (full or half-bred), and Mages of all stripes. As well as being a team, Supernatch functions as a support network for its members and works to raise positive awareness of the sorts of people who are part of it, around whom many misconceptions exist to this day.<br><br>They're known for working closely with the Anomalous Investigations Unit, both to provide their expertise on dealing with their own kind and on how best to mediate disagreements between themselves and Naturals.", hover: "A Superhero Team exclusively made up of Supernatural entities and the Supernaturally talented.", see_also: ["Realms Realized", "Bimboo", "Thorn", "Magmaid", "Cyan"], see_also_number: 5, subheading: "Superhero Team", }, Alloy_Avatars:{name: "Alloy_Avatars", full_title: "Alloy Avatars", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Existing in secret since the end of the Divine era, the Alloy Avatars are a series of blessed statues that can move and communicate. Each is blessed by the influence of a singular god, and they work together in a pact in order to protect the Earth from severe threats. Their goals, however, are not strictly noble - they certainly aren't to directly benefit the population of the planet itself.<br><br>The Divine era ended when the Inverse Aegis was cast, blocking gods of any meaningful power from interacting with the Earth via any means other than their Avatars - shards of themselves - or their Demispawn - their half-mortal children. While their conflict continued using these methods for some time, eventually it became clear that these efforts were pointless. Thus, an uneasy alliance was formed with the express intention of destroying the Aegis, so that their war might continue.<br><br>Failing this over centuries, the Alloy Avatars were tasked with ensuring that if the gods couldn't have control of Earth, no one would. Thus did the Avatars retire from the surface, keeping in touch via a mental link as they took the form of the statues from which they were hewn to watch over the world. Occasionally, they would have means to rise from their tombs to defeat great evils, only to return to their silent vigil.<br><br>When Magic surged through the world once more, the Avatars found it easier to maintain their lucidity. As Mankind became increasingly aware of the Supernatural, there was little need to live in such secrecy.<br><br>These days, the Alloy Avatars maintain their own base of operations and live far more normal lives... in spite of being towering figures carved from mineral. They have clearly become more comfortable living as people on this planet, and it remains to be seen if their loyalties truly remain with the gods or with Earth itself. Ultimately, however, the energy that permits them life in the first place is that of those gods... can such loyalties truly be tested?", hover: "A Superheroic team made up of statuesque Avatars and servants of various deities.<br>Until such time as the Inverse Aegis falls, they maintain a pact to defend Earth.", see_also: ["Divine", "Inverse Aegis", "Bastet Case", "Apis Gazer"], see_also_number: 4, subheading: "Superhero Team", }, Demos:{name: "Demos", full_title: "Demos", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Demos are a loose society of Street-affiliated Heroes, known for rejecting modern Hero culture and the official rankings system as maintained by Io. The name is taken from the Greek word for common populace, and signifies that their members do not think of themselves as being above or otherwise separate from normal people: just people who are driven to protect their homes.<br><br>As a result, Demos isn't exactly a Superhero Team. They have chapters, but also just as many individual members. There is no central body governing the group; affiliation is by self-selection, but in the past, individuals have been condemned and disavowed by majority action.<br><br>A large number of Demos are unregistered Heroes, given their innate distrust of the state-sanctioned Hero culture. The few members that are often find themselves working as liaisons between their comrades and the state, for to be registered means to have access to all manner of useful databases and intel on Villain activities and capabilities.<br><br>While some decry Demos as vigilantes - particularly some of the louder voices in the media - many people on a local level know of at least one Demos Hero who puts in the work to keep them safe. Their movement is a popular one, but never enough to break into true mainstream recognition. The majority of its membership are Local level Heroes, but some are Nationals.", hover: "A loose society of Street-affiliated Heroes who reject modern Hero culture.<br>Many Demos are unregistered Heroes, with the few registered ones acting as liasons.", see_also: ["Io"], see_also_number: 1, subheading: "Superhero Team", }, Jacobson_Family:{name: "Jacobson_Family", full_title: "Jacobson Family", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Jacobson Family is a long-lived lineage of Psionics. Predominantly Jewish, the family is primarily based in England and America, though they have joined many Heroic lineages to their own over the decades and thus have family members all over the world, be they direct or via marriage: to the Jacobsons, family is family. Those born of Jacobson blood have always possessed Psionic abilities, but it wasn't until the early 1900s and the return of Magic to the world that these abilities went from party tricks to full-blown powers.<br><br>While every Jacobson possesses some measure of either Telekinesis - the ability to manipulate space with one's mind - and/or Telepathy - the ability to manipulate other minds - they are also all born with a unique ability that will only become clear as they train and manifest their powers. A Jacobson cannot choose their ability: it is a reflection of who they are, and learning how to use it is a rite of passage within the family.<br><br>Stretching back from the First World War, Jacobsons have almost always been Heroes. It's more rare for a member of the family to take on a typical civilian occupation!", hover: "A family of powerful Psionics who stretch back through history.<br>Every member of the family is born with a unique Psionic power.", see_also: ["Psionic", "DJ AnB", "Aviette", "Rubberband"], see_also_number: 4, subheading: "Superhero Team", }, Zone_Vigil:{name: "Zone_Vigil", full_title: "Zone Vigil", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Zone Vigil is the designation given to the official Superhero Team and peacekeeping force of the Galactic Government. Ever since the Boston Invasion on Earth, the Aegis Accord was updated to include a greater frequency of patrols to the Sol system for the sake of keeping Earth safe as per the agreement made with the so-called 'GG'. While Zone Vigil members are permitted to operate within their own judgements, for the most part their service to the Earth is that of a garrison against truly massive threats - those of a nature not blocked (entirely or partially) by the Inverse Aegis.<br><br>As a result, it is rare to see members of this force of Alien Heroes engage with the Earth unless the situation is truly dire. There are, however, exceptions on said individual basis, especially when it comes to more moderately powered members of the organization. 'Moderately-powered' may be something of a misnomer or, at the very least, a difficult measurement to make, however, because Zone Vigil is home to roughly half of the Heroic entities classified as 'Cosmic'-rank: Heroes capable of defeating threats that threaten the balance or the very fabric of the universe.<br><br>In fact, at least two members of Zone Vigil are incapable of visiting the Earth, for their strength is vast enough that they are ensnared by the Aegis and prevented from making landfall!", hover: "The official Superhero Team and peacekeeping force of the Galactic Government.<br>Zone Vigil exists to combat major threats to planets or the Galaxy as a whole.", see_also: ["Galactic Government", "The Invasion Of Boston", "Aegis Accord", "Inverse Aegis", "Stardust", "Dyme"], see_also_number: 6, subheading: "Superhero Team", }, Leviathan_Incorporated:{name: "Leviathan_Incorporated", full_title: "Leviathan Incorporated", category: "Codex - Organizations and Corporations", Helen: `Helen says... <helen>"Look, the book I've been after for years wasn't available anywhere else!... Don't look at me like that.",</helen>`, entry: "Leviathan Incorporated (more often known as 'Leviathan Inc') is one of the most powerful megacorporations on Earth. Originally a fishing company, its operations expanded into shipping when a company in the region fell into bankruptcy, an opportunity the optimistic owner - one Mortimer Lazarus - gambled his life's savings on to acquire. This risky move was not without its turbulent days, but soon enough Leviathan was sailing from strength to strength, absorbing not only other, smaller shipping corps, but expanding its operations into all manner of businesses across the world. Throughout it all, Lazarus stood as a philanthropic man with the best interests of mankind at the forefront of his thinking. Leviathan researched renewable energies to power its fleet and sought to connect the world with its internet services and delivery capabilities.<br><br>However, Lazarus was already late into his middle age when the expansion of Leviathan began, and, after a major health scare involving his heart, he slipped deeper into paranoia about losing everything he had earned. Leviathan's research arms extended far and wide, and it was the branch studying Magic that most keenly caught the old man's attention. He became aware of an ancient incantation designed to bestow new life upon the recipient: a spell that would fuse an individual's past and present, giving them the knowledge of the old and the body of the young.<br><br>Lazarus directed a substantial amount of his funds towards decoding this incantation and gathering the immense amount of mana required to cast it. After he suffered another heart attack that left him severely weakened, Lazarus ordered the spell to be cast despite the dangers not yet being fully understood. Any who objected had their employment with the company terminated, until he had the team of Mages willing to overlook the danger in favour of their pocketbooks. The spell was cast, and Mortimer Lazarus was flung from his wheelchair... and unto the Void.<br><br>Though this trip lasted for but a moment, a bridge between linking his past and present selves, it did irreparable damage to his being and psyche. For the team behind the casting, one moment he was there, the next he was gone, and then he was back... no longer confined to his chair, standing in a tailored suit and adjusting his cuffs as casually as can be, a head full of hair and a charming smile as he congratulated his team and promised them bonuses for seeing him safely to his reward.<br><br>Only the most ambitious of those Mages - along with the members of the board Lazarus was confident he could bribe or otherwise control - would know the truth of what had happened to him. The kindhearted man known as Mortimer was but a shadow trapped within himself now, replaced with an entity that embodied the greed of mankind. Leviathan already extended to the furthest reaches of Earth, after all... so why not tighten that grip, and take what begs to be taken?<br><br>Since then - or rather, since multiple international incidents with Leviathan at the head - the global community finds itself in a difficult situation. That Mortimer Lazarus is a Supervillain is undeniable. That Leviathan Incorporated is a Supervillain Group is obvious. Yet the company has a vast presence over the world, and a nigh-unlimited treasury with which to expand its ambitions, bribe politicians, and spread its dominion. So it is that a Global-threat Supervillain is a free man, a hundred legal cases against him stuck in limbo, national arrest warrants flouted, and boycotts quashed with the flick of a finger. Go ahead. Use an alternative to Leviathan! If you can.", hover: "One of the world's most powerful megacorporations.<br>Beginning as a humble fishing operation, it now controls a majority of global shipping.<br>Presided over by Mortimer Lazarus.<br>Implicated in thousands of criminal activities, but protected by money.", see_also: ["Mortimer Lazarus", "Sepia", "Magic"], see_also_number: 3, subheading: "Supervillain Group/Criminal Organization", }, The_Hand:{name: "The_Hand", full_title: "The Hand", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Hand is one of the most infamous Supervillain Groups on the planet, a Global-threat powerhouse with shells operating all over the world. Any company found to have ties to The Hand is subject to immediate dissolution, so exhaustive is their list of crimes and atrocities against Humanity and other inhabitants of Earth.<br><br>Befitting its name, The Hand is an organization made up of individual branches that operate independently, typically cooperatively but sometimes at odds with one another in competition. This is because each branch - known as a Finger - specializes in specific activities, operations or research, and must bid for funding from the organization's central hub, the Palm. Fingers that perform well and deliver profit and dominion to The Hand are subject to greater boons to further improve their efficiency and reach. Fingers that fail repeatedly may be subject to absorption by other Fingers, or simple mass termination. Each Finger is led by two individuals: a Claw and a Knuckle. The Claw is the Director, governing the Finger's activity and focus. The Knuckle, meanwhile, is an Enforcer assigned to assist the Claw in whatever capacity may be required. The Knuckle is almost always a Supervillain or other such empowered individual, though most of the truly dangerous Fingers have one such individual as their Claw, too.<br><br>While some Fingers will operate in total clandestine secrecy, some are public with their location and aims, often those who deal in 'loud' crime who benefit from rapid and disposable recruitment of lesser villains and criminals. There are yet more who operate as shell companies with no obvious ties to The Hand at all, hence the globally-recognized policy of total liquidation of company assets for anyone found to be working with the group. However, this policy has been abused in the past by certain member states on dubious grounds - either to liquidate companies that may not have been liable to begin with, or to safeguard those that are. Indeed, The Hand has agents within governments and regulating bodies all over the world.<br><br>Little is known of The Hand's origins, even among its own membership - that is, save for its highest-ranking Claws. Indeed, while The Hand does hire a sizeable workforce, a large percentage of its membership - somewhere around 40% - are entirely homegrown and indoctrinated from birth to believe in The Hand's right to conquest of the planet and, someday, the Galaxy at large. To this end, The Hand even generates its own media for internal distribution: its own news, its own dramas, its own books and newspapers, even its own cartoons aimed at its youngest members that frame their society and its ways as the true Heroes of the world. When dealing with a member of the Hand, you could be fighting someone in it for a paycheck - but just as readily you could be fighting someone convinced beyond a shadow of a doubt that you are ontologically evil.<br><br>What is known is that The Hand was grown out of a secret society who spread across the world during the colonization of America. Its founder is believed to be a Mage of incredible power who has taken several apprentices and allies who specialize in different fields, such as technology and business. Over time, the ambitions of this society grew, their membership swelled in their chapters across the world, and their version of the truth began to take hold.<br><br>On a final note, the Palm does more than mere accounting. The leader of the Hand has their residence there, though the Palm is thought to be kept in a plane beyond that of Earth for the sake of security and reach. The Palm employs several Supervillains, be they Metas, Mages, or individuals equipped with supertechnology or augmentations. This roster can be shuffled from Finger to Finger as needed... or even used in solving disputes between them.", hover: "A Global-threat Supervillain Group with ambitions of world domination.<br>The Hand are spread across the entire world, operating through shell orgs known as Fingers.<br>Each Finger is specialized to specific activities, operations or research.<br>Each is headed by a Director - the Claw - and an Enforcer - the Knuckle.", see_also: ["Magnanimous", "Electric Blue", "Six Shots"], see_also_number: 3, subheading: "Supervillain Group/Criminal Organization", }, HELL_4_U:{name: "HELL_4_U", full_title: "HELL 4 U", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "HELL 4 U is a mercenary outfit that consists entirely of Demons, be they Divine - of Hells - or Fae - of the Realms Realized - in origin. While technically their services are available to all bidders, it does not take a genius to consider what sorts of people want the services of gun-toting Demons on their side.<br><br>HELL 4 U began when a number of displaced Demons of Divine origin decided that if they were going to be stuck on Earth, they might as well be comfortable. That requires money. Simple!<br><br>While the obvious draw of hired Demons is their innate powers - which vary wildly from Demon to Demon depending on their Sin(s) (Divine) or Lineage (Fae) - HELL 4 U's members are just as readily equipped with all of the tools one might expect out of a private military contractor. Guns, melee weapons, explosives, vehicles and tools, ranging from the mundane to Magitek powered by dark Magic. They are considered a National-threat, for while their combined membership could very well pose a Global-threat, the cost of hiring that many of their highest earners at once would bankrupt all but the most successful of Supervillain Groups, who, by that level of success, have less need for mercenaries. Thus, the threat they pose is tempered by their own motivations and greed.<br><br>HELL 4 U owns a private island that, shockingly, is open to the public - even with most governments doing their best to forbid anyone from going there. For one, it's another source of income for the profit-driven Demons, and for another... the hijinks that occur there can be an excellent source of new Demons.", hover: "A Villainous mercenary outfit comprised of Demons.<br>Their membership does not discriminate between Demons of Divine or Fae origin.", see_also: ["Divine", "Realms Realized", "Fray", "Ember", "Covet"], see_also_number: 5, subheading: "Supervillain Group/Criminal Organization", }, Crush:{name: "Crush", full_title: "Crush", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Crush are a Supervillain Group and crime syndicate formed in the 2000s. Among the heavy hitters of the Villainous community, they are viewed as upstarts and small-timers. This perception is not improved by any means given their extremely low standards for entry and their atrociously high turnover rate of their goons. They are primarily based in New Chicago, though they have a chapter in Sotapolis operating out of Old Boston.<br><br>While Crush have been defeated plenty of times - and, indeed, a large number of their Villains are currently incarcerated - the high turnover doesn't just apply to the hired help. Many a new Villain has gotten their start in Crush, but none save for its core membership view the group as anything other than a stepping stone.", hover: "A Supervillain Group with an extremely high turnover rate.<br>Despite their poor reputation, they've achieved National-threat, at least.", see_also: ["New Chicago", "Sotapolis", "Old Boston", "Snarl"], see_also_number: 3, subheading: "Supervillain Group/Criminal Organization", }, Soot_Corps:{name: "Soot_Corps", full_title: "Soot Corps", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Soot Corps are a Supervillain Group founded and led by the tainted Pixie known as Choke. A displaced resident of the Realms Realized - along with a small population of her fellow Pixies - Choke's aspect was tied to plantlife, as were her kindred. Her specific speciality, however, was poisonous plants: great for pranks. Over time, Humankind's expansion ate away at the woodlands she called home, but she found herself captivated by Man and his machines and structures. She watched, wide-eyed, as their cooling towers grew even as her trees shrivelled away, along with her kindred, and along with the life in her eyes.<br><br>However, Choke did not die. Her affinity for poison allowed her aspect to shift to one of pollution. No doubt driven mad by the loss of her community, Choke nonetheless held no animosity towards Humans. Indeed, she loves them just as much as any good Fae should. No, it's <i>that</i> she loves them wherein lies the problem, for her perception of Humanity was warped by her experiences. Clearly, Humans <i>love</i> pollution. Why else would they make so much of it? Ergo, she'll help! She'll make them happy, at any costs.<br><br>That is why the Soot Corps exist. With Magitek technology powered by Magic and via extremely potent but inefficient means, the Soot Corps largely consist of Choke's creations and hired help. They have been responsible for a number of ecological disasters, and are notably at war with another Villain org known as Woodwraith.<br><br>Working for the Soot Corps is undeniably unethical, but they are remarkably good at making money - and the sorts of people in charge of the sorts of energy the Soot Corps like to promote are all too happy to find workarounds to see that money safely delivered into their pockets. Thus, the group has been remarkably hard to smother, especially given that the majority of its workforce are mindless slaves to Choke's whims.", hover: "A Supervillain Group led by the tainted Pixie known as Choke.<br>It exists to further her ambitions to see the world cloaked in pollution.", see_also: ["Realms Realized", "Fae", "Choke", "Peskilence", "Woodwraith"], see_also_number: 5, subheading: "Supervillain Group/Criminal Organization", }, Woodwraith:{name: "Woodwraith", full_title: "Woodwraith", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Woodwraith are an eco-terrorist organization who employ a number of individuals who are officially classified as Supervillains, though individual perception of this classification will vary. Indeed, Woodwraith have been responsible for several high-profile attacks against companies they view as being responsible for ecological disasters, be they damage via long-term abuse or short-term accidents of negligence.<br><br>Woodwraith claims that they are the voice of the voiceless: as Supervillain organizations go, they have perhaps the single widest 'approval rating', though such a thing is not exactly officially polled. Their activities go far beyond simple attacks and destruction of ecologically-hostile company property and operations; they employ hackers to perform cyberattacks on control systems, use shells to play the stock market for funding their activities - often profiting off of the collapse of company share prices - and, most curiously, often recruiting activist civilians to aid in carrying out their operations, such as by running distractions.<br><br>Unfortunately, not all of Woodwraith's responses are measure. The organization has killed, and will likely do so again. To the world at large, they are clear that if the situation improves, there will be no need for Woodwraith. Until that time, however, they will continue to fight for the Earth. Currently, Woodwraith are stuck in a prolonged conflict with the opposing Supervillain Organization, the Soot Corps.", hover: "Eco-terrorists who seek to protect the planet at any cost.<br>Public support is split on them: they take things too far, but somebody's gotta do it...", see_also: ["Soot Corps", "Harvest"], see_also_number: 2, subheading: "Supervillain Group/Criminal Organization", }, Bedlam_Eternal:{name: "Bedlam_Eternal", full_title: "Bedlam Eternal", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "When the Supervillain known as Bedlam was defeated - a defeat that culminated in his death - his ambitions were not entirely put to rest. For one thing, he'd converted an entire island population into his infamous Beasts of Bedlam - aka the BoBs - who, given years of mental conditioning, were unwilling to accept his defeat. This effect was less pronounced in the majority of the BoB population, but for Bedlam's chosen few - who received far more aggressive and frequent conditioning treatments - his death meant nothing. His will remained in them, and so, it would be carried out.<br><br>Bedlam Eternal is comprised of those few BoBs still hale enough to fight, their offspring (those who have not escaped this cycle of influence), and the Villains more loyal to Bedlam's ideals of domination than those who were loyal to his chequebook. While they are a shadow of their former might, and indeed a far cry from Bedlam's army at its height, Bedlam Eternal remain a constant nuisance in the Oceania area, particularly within the subregion of Polynesia.<br><br>The Isle of Bedlam itself, home to many first, second and third generations BoBs, has developed significantly since Bedlam's defeat, and its populace has moved on from his memory. They strongly condemn and reject Bedlam Eternal, which makes them the occasional target of the remnant's ire.", hover: "The remnants of the Supervillain Bedlam's army, marching on in his memory.<br>While significantly weakened since his death decades ago, they remain a problem.", see_also: ["Bedlam", "Beast Of Bedlam", "The Demise Of Bedlam", "Isle Of Bedlam"], see_also_number: 4, subheading: "Supervillain Group/Criminal Organization", }, Ambrowik_Clan:{name: "Ambrowik_Clan", full_title: "Ambrowik Clan", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Ambrowik Clan is a large family of Vampires born of the marriage of two historical, wealthy clans. The Ambrosia Clan were historically beekeepers with a sizeable honey industry who originated in Romania, while the Alnwick Clan operated out of and owned much of the English dairy town of the same name, Alnwick. Representatives from both clans met in the early 1900s and, after the daughter and son of the respective clan's heads fell in love, the two clans were merged.<br><br>This turned out to be a powerful move. The combined clan was able to bolster each side's respective business interests, and as the world of the Supernatural became more open, Vampires in particular needed to differentiate themselves from the image of monsters 'hostile' to mankind. After all, these metamorphic Fantasticals are known for one thing above all else, and that is the consumption of Human blood. Or rather, Human essence.<br><br>As the Ambrowik Clan discovered, it turns out that there's some flexibility to these requirements. 'Human', for example, may be the most available of mortal essences, but it is not the sole possible diet. Furthermore, blood is not the only viable foodstuff for the Vampire's otherwise sanguine diet. It wasn't long before the dairy side of the Ambrowik's business began to process cattle of a more <i>exotic</i> nature, which - while extremely useful for the sake of keeping Vampires off the wrong end of a stake - quickly expanded in scope to less legal territory.<br><br>The Ambrowik Clan is extremely careful to safeguard their operations, which are known to paranormal investigative units but difficult to pin down in the court of law. Likewise, their identity as Vampires is not exactly public knowledge, though it is the subject of substantial 'conspiracy': their pockets run deep and they have an excellent albeit morally bankrupt PR firm on their side. Furthermore, Heroes who snoop too closely to their business may well find themselves on the wrong end of a milking machine.", hover: "A powerful Vampiric clan born of the marriage of the Ambrosia and Alnwick clans.<br>They have a shockingly large stake in the global milk industry.", see_also: ["Ambrose Ambrowik", "Cyan", "Vampire", "Fantastical"], see_also_number: 4, subheading: "Supervillain Group/Criminal Organization", }, The_Black_Ichor_Army:{name: "The_Black_Ichor_Army", full_title: "The Black Ichor Army", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Black Ichor Army is a Supervillain Group led by a mother and daughter pair, that being the unstable assimilator Hatex, and the refined assimilator Assimihate: a pair of nanotech-augmented Villains. The group was formed when Hatex - attempting to turn her nanotech research into a viable cure for her daughter Lillian's injury-ravaged body - earned the ire of the shareholders of her employing company, who sent in security to have her removed from the labs. While her cure was incomplete, she knew if she were to lose access to her facilities now, she would never be able to fix her beloved daughter.<br><br>The scientist injected herself with the unfinished compound and became Hatex. The guards sent to remove her, meanwhile, became the first drones of the Black Ichor Army. Using her abilities to corrupt and control the bodies and minds of others, Hatex would commit a string of crimes to build up a new facility for herself, ultimately refining the treatment for use on Lillian. While this worked in repairing her body, Lillian's mind had grown twisted in the depths of her despair and thus was she reborn as a force of hatred towards the world of Supers. She took on the name of Lilith and convinced her mother that the Black Ichor Army should expand: in an effort to make her happy, Hatex agreed, and thus did Lilith become Assimihate, the second-in-command of the growing army.<br><br>In reality, however, it is fairly common knowledge that Assimihate is the true shot-caller of the army. Hatex at her best is the stronger of the two, but the simple fact is that her best is not her usual. Her body is unstable and thus requires frequent treatments and rest periods, during which Assimihate takes charge.<br><br>The Black Ichor Army commits crimes and schemes for the sake of growing in wealth and power, putting these things to good use in launching assaults on Superhero Teams and Supervillain Groups alike. While they have cooperated with other Supervillains before, any who attempt to cross the army will likely find themselves wrapped in black and championing their banner before long. Their explicit goal is to erase the world of Heroes and Villains alike, for it was a fight between two such individuals that led to Lilith's injuries in the first place. Further evidence of belief in this ambition is that the army has been directed to defend Earth against major threats... along with their unique 'hiring' policy.<br><br>83% of the Black Ichor Army is a forcibly conscripted workforce. Of this percentage, 75% are civilian in nature: either taken by force or accepted as volunteers. A civilian abducted in this manner will find themselves cloaked in black, given the ability to shapeshift, and will have their minds hazed towards total obedience to the army. However... once their two-week conscription is up, they'll wake up back home in the best health of their lives. There have even been reports of 'victims' of the army with severe illnesses or injuries waking up with no memory of what they were forced to do, their illnesses cured, and their injuries regenerated. The remaining 8%, however, are permanent conscripts: Heroes and Villains and Superneutrals who have crossed the army in some way and now serve it for eternity. A converted Super is more likely to retain some aspect of their former selves, but this is channelled into templating them into the army's most powerful shock troopers.<br><br>The remaining 17% of the army's workforce primarily consists of researchers and scientists who work to further refine the nanotech and create new weapons and tools to further the army's ambitions. The army is extremely cautious in safeguarding the identities of these researchers: to this day, less than 20 have ever been caught, and none of these individual arrests led to any major intel against the army due to the presence of emergency memory blocks embedded in each staffer's head.<br><br>Finally, the Black Ichor Army will hire trustworthy Villains for specific operations: however, failure is not tolerated lightly. Even so, the army attracts the sorts of Villains who are motivated by ideology over personal gain, and thus, while their alliances are few in number, they're ironclad in strength. Public opinion against the army is difficult to measure, especially given how many citizens they've objectively improved the lives of - however, an obvious point that shouldn't be overlooked is that the army could well be curing and rehabilitating far more people than it is, and that they use this capability as a method of PR to sway public opinion. While people have been helped by them, so, too, are some haunted by the knowledge that they may well have been forced to do terrible things they can no longer recall.", hover: "A rising star in the Supervillain world, led by the disgraced scientist Hatex.<br>Her daughter, Assimihate, runs most of the organization's day-to-day operations.<br>The BIA is known for assimilating captured Supers to serve as shock troops.", see_also: ["Hatex", "Assimihate", "SLAB", "Amelia Crowe", "Coagulate", "Squire"], see_also_number: 6, subheading: "Supervillain Group/Criminal Organization", }, AllComm:{name: "AllComm", full_title: "AllComm", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "As far as anyone can remember, AllComm is a company that specialized in the manufacturing of home and personal computing devices. Beginning as a private company, it achieved a modicum of success with its range of personal data assistants in the mid-2010s, and went public on the stock market... which is when an unexpected guest arrived. With a shining black body clad in sleek, platinum armour plating, the visor-faced Final Offer appeared in a flash of electrical energy and announced that in her timeline, AllComm had already achieved a 100% market saturation: <b>globally.</b> So, clearly, this wasn't an opportunity to miss out on!<br><br>When the then-CEO of AllComm denounced this stunt as not being officially endorsed by his company, Final Offer announced a hostile takeover and used him as an example of the latest, future model of the AC-PDA: a set of smart eyewear that immediately transformed him into a robotic servant. For obvious reasons, the market building was evacuated, and a team of Heroes arrived to beat back the obliviously optimistic Final Offer, who continued to shill her products even as she was aggressively dismantled. AllComm was immediately dissolved as a corporation, and the remains of Final Offer were taken in for observation to try to understand what this technology was and how it could be reversed.<br><br>So, imagine the surprise of all involved when, the very next week, the internet was flooded with advertisements for the AC-PDA v2, now available via private order and stocked in all good stores. The devices had simply appeared on the shelves of various tech-vending storefronts across America and Europe: it wasn't until a hovering drone was caught in the act beaming the shiny, stark-faced boxes onto storefronts via a matter transference beam that anyone could understand how it happened.<br><br>Every major vendor now has additional security checks to find and dispose of any AllComm gadgets as and when they appear, for they are, without fail, methods of assimilation to further advance the AllComm brand. Final Offer herself was rebuilt in a matter of days by her drones - both mechanical and converted in nature - and will occasionally launch attacks and incidents that she refers to as 'promotional opportunities' and 'product launch parties'. Reverse engineering of her technology has been conducted in order to create a method of reversing the infection; however, in turn, Final Offer improves the security of her devices every generation, making them increasingly difficult to 'jailbreak', which is strictly against the terms of service.<br><br>Even more insidiously, AllComm has - since 2021 - taken to creating 'generic' versions of its devices that it then sells under shell companies that brand them with different logos and make small casing tweaks, along with wholesale copying popular items from Asian online storefronts to make their own, hazardous versions of. As soon as one of these trojan brands is discovered and barred, another quickly takes its place.<br><br>AllComm! One way or another, you will love our products. ♥", hover: "A home and personal computing device manufacturer that, in another timeline, conquered the world.<br>Ruled by a rogue AI known as Final Offer.<br>The machine travelled to our timeline to repeat this process.", see_also: ["Final Offer", "Incentive"], see_also_number: 1, subheading: "Supervillain Group/Criminal Organization", }, The_Swarm:{name: "The_Swarm", full_title: "The Swarm", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "When the technologically-advanced but isolated Starzuru Collective - an Empire of different insectoid Alien races who all hail from the same planet - embarked on a plan to conquer the Galaxy, the first phase of this plan involved sending infiltrators to different populated planets to gauge the strength of their populace and defences, and to observe any obvious weaknesses. These lofty ambitions were stifled, however, when reports came back detailing the sheer power that some individuals in this Galaxy possess. A growing caucus for slower, peaceful expansion grew all the faster and larger when news of this information was leaked to the wider Starzuru public, and, within two years, it had become the majority opinion that the invasion plans must be scrapped.<br><br>Unfortunately, elements within the Collective - and especially within the expansive military - disagreed with this assessment. Citing the rate at which their world had been stripped of its resources due to having to provide for so many (and ignoring counterarguments regarding the ever-improving efficiency with which the Collective was living its existence), a growing schism turned into a brief civil war that threatened the very continuation of the Starzuru. Using data gathered from various Alien planets, the schism set about creating what they believed to be the ultimate warrior: a Moth-like amazon of a woman known as Stardust. However, Stardust's massive strength was joined with a strong sense of empathy and a patient, meditative attitude, much to the frustration of the schism's commanders.<br><br>The civil war was decided when Stardust turned on her creators with an impassioned plea, offering clemency to those who stood down but showing grim determination in destroying anyone who stood in her way. The schism quickly drove itself into exile to get away from their own living superweapon, which included the then-reigning Queen, succeeded by her daughter with views significantly more friendly to the peace caucus.<br><br>Years later, the collected exiles - now calling themselves The Swarm - invaded the planet Earth in an effort to conquer it. Unfortunately for them, by this point the Starzuru had already announced their presence to the wider Galaxy and, as a show of good faith, revealed the existence of their infiltrator program and pledged that they would henceforth act as protectors - if so permitted. Earth was one of the planets that cautiously welcomed these former infiltrators, albeit on the proviso of submission to observation. As a result, Earth already knew about the Swarm and their capabilities, and they were met with a coalition of Heroes and their fellow Starzuru. The Swarm were defeated with relative ease - at least compared to the horrors of the Boston Invasion - and their leadership was either captured or killed. The remaining members of the Swarm split into squabbling factions and went to ground, some leaving Earth and others remaining stuck upon its surface as remnants.<br><br>Now, the majority of the Swarm still living on Earth are wanted criminals. Some of them have integrated back into Starzuru society quietly and carefully - a process that has been unofficially welcomed by the Starzuru. For the rest, however, a contest to take over the dredges of what remains wages on and on, with the disparate groups reduced to mercenaries at best, and simple raiders at worst. Still, for those Villains willing to give these Aliens a try, they're remarkably cheap (given their desperate situation) for the strength and varied capabilities they bring to a fight.", hover: "An aggressive, conquest-driven schism of the insectoid Starzuru Collective.<br>Disparate and broken, these Alien insects now work as mercenaries at best, raiders at worst.", see_also: ["Starzuru Collective", "Stardust", "The Invasion Of Boston", "Myrrh", "Mito"], see_also_number: 5, subheading: "Supervillain Group/Criminal Organization", }, Degenerate_Star_Features:{name: "Degenerate_Star_Features", full_title: "Degenerate Star Features", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Degenerate Star Features is a colossal adult entertainment corporation of Alien origin, and is the single largest corporation of their type anywhere in the known Galaxy. They produce as much legal content as they do illicit, and are known for the production and distribution of extreme pornography, trafficking of sapient species, maintaining and operating adult venues from softcore to hardcore, the manufacture and distribution of illicit drugs for use in the bedroom, and a further litany of legal, illegal and barely-legal activities.<br><br>DSF have held a particular interest in Earth ever since the Boston Invasion made headlines across the Galaxy: one of the most feared warlords in all of known space met his end on an unassuming blue and green speck floating in nowheresville, which was worthy of attention in and of itself. In this sense, Earth was the latest, hottest commodity to focus on. But investigations by DSF's talent scouts quickly discovered two important things about Earth. For one, it has a lot of perverts who are interested in Alien smut. For another, a lot of Alien perverts are very much interested in Earth's Supers for a wide variety of reasons, the largest of which is their high standards of beauty due to the celebrity lifestyle Heroism and Supervillainy brings.<br><br>DSF are quick to find value in a person - even if it's not the value they, themselves, think they have. A less-discussed issue in the aftermath of the Boston Invasion was the sheer amount of spam mail and other such forms of unwanted contact that Heroines and Heroes, Villains and Villainesses of all stripes were bombarded with in the aftermath of the Galaxy hearing of their exploits... and wanting to see them exploited. Given that very few of these recipients responded positively, DSF quickly moved on to plan B: abductions. Given that they maintain a private army that is one of the largest of its kind, this was more troublesome than it might initially seem, even for a planet under the protection of the Galactic Government.<br><br>DSF was banned from Earth space as swiftly as the law would allow - tangled up, of course, by DSF's extremely experienced legal department. However, the specific wording of this ban allows DSF to maintain a presence within the Sol system itself and they have, of course, set up an outpost in Sol space that - per this loophole - cannot be a permanent colony, which is why it's a space station that routinely changes orbit to other locations within Sol, most commonly within the hellish atmosphere of Venus.<br><br>While legal action against them continues to move at a glacial pace, DSF's aggressive marketing and recruitment drives of Earth's Supers - be they terrestrial, visiting Aliens or extradimensional (such as the Fae) - continue unabated. Earth, after all, remains a fascinating little planet of drama for the Galaxy to observe... be it with one or two hands. Perhaps the most surprising part is that while the number of positive responses remains low, it is certainly <i>higher</i> than it used to be. And for the remaining majority? Well, that's what tractor beams, 1,000 page contracts and the most comprehensive catalogue of aphrodisiacs in the universe are for.", hover: "The single largest adult entertainment corporation in the Galaxy.<br>Utterly devoid of morals, they are banned from Earth but flagrantly ignore this.<br>Known to recruit or 'recruit' Supers in particular.", see_also: ["The Invasion Of Boston", "Galactic Government", "Fae", "Mr Boreas", "Galore", "Vok", "Lii’Vaa", "Zii’Luu", "Pennii", "Sjiir", ], see_also_number: 10, subheading: "Supervillain Group/Criminal Organization", }, Rust_Dwellers:{name: "Rust_Dwellers", full_title: "Rust Dwellers", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Rust Dwellers are a gang born of the marriage of the now-absorbed True Boston Dwellers and the Rust Raiders. The True Boston Dwellers were a community of Mutants descended from people who refused to evacuate Boston during the Boston Invasion, even going as far as to remain in their ruined homes - if they had homes to begin with - when the foundations of Sotapolis were laid on the reinforced cover of the sunken remains of Old Boston. The Rust Raiders, meanwhile, were a collective of mercenaries and criminals who combed the undercity for abandoned Alien technology for the sake of sale, many of them becoming addicted to Alien substances and ultimately joining forces with remnants of that invading army who had been hiding in seclusion for years.<br><br>While these two groups were bitter rivals for many years, in 2014, the daughters of the leaders of both respective communities sprung a plot against their disapproving fathers. Having met years prior and beginning as rivals, the gun-handed Hannah 'Han Cannon' of the Rust Raiders and the aquatic menace Plenti of the True Boston Dwellers saw begrudging respect turn into lust turn into love, even in spite of their parental rejections. Together, they launched simultaneous takeovers of their respective gangs, marrying not only one another but the clans themselves, forming the Rust Dwellers.<br><br>Since then, the Old Boston Undercity has gone from a mild concern to a genuine nuisance. Now that they aren't busy fighting one another, the Rust Dwellers launch frequent surface raids to steal whatever takes their fancy, as well as setting up stations to do things such as tapping into the energy grid to steal what they need to power the cobbled-together streets of their 'outcast paradise'. They continue to plunge the depths for Alien tech, and often sell it on the black market for a tidy profit.<br><br>While the Rust Dwellers are technically limited to high-Local-threat given that their operation of influence does not expand beyond Sotapolish and Old Boston, they are nonetheless a major danger to an unprepared Super. Their territory is a labyrinth under their direct control, riddled with defences ranging from the simple to the diabolically complex: only a Rust Dweller truly understands how their 'Scraptek' works, reverse engineered as it is from deeply-submerged Alien wreckage.", hover: "A gang of Mutants, Alien remnants and Scraptek Cyborgs who rule the Old Boston Undercity.<br>Most of their crimes are committed for the sake of improving their quality of life.", see_also: ["The Invasion Of Boston", "Old Boston Undercity", "Han Cannon", "Plenti", "Scav", "Mumble"], see_also_number: 6, subheading: "Supervillain Group/Criminal Organization", }, New_Chicago_Outfit:{name: "New_Chicago_Outfit", full_title: "New Chicago Outfit", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The New Chicago Outfit is a gang based in the titular city. A Mafia family, they profited tremendously from bootlegging during the Prohibition era. However, they suffered tremendous losses in the infamous Saint Valentine Day Bloodbath, wherein their execution of many North Side gang members was interrupted by the arrival of a third gang, which was, in turn, orchestrated by a 4th party. The Parrillo Family - also known as the Bloody Bats - turned the NCO's massacre around on them, and in the aftermath they swept into power of the illicit activities of New Chicago and its surroundings territories.<br><br>When the Parrillo Family's 'Commission' was dismantled after the sudden death of the family Don, the New Chicago outfit finally clawed back some measure of their lost power, adopting a number of the Parrillo's methods and policies; such as hiring outside help in the form of Metabeings and other such Villains. They once again became the largest gang in New Chicago for a time, albeit one during the chaotic post-Commission period. When the then-Mayor of the city fled the country after an embezzlement scheme was exposed, they attempted to get one of their men elected to further cement their hold over the city.<br><br>The woman they hired to facilitate the dirt-digging on their opponents was none other than Smoke and Mirrors, an (at the time) small-time crook and assassin with the ability to break objects down into smoke, store them in her lungs, and then 'breathe them out' as required. Concerned about the state of the city and wanting a better future for her child, SaM hijacked the NCO's electoral plans and - despite suffering a major injury to one of her lungs in an assassination attempt - ended up witting the election.<br><br>In the modern day, New Chicago has been transformed by SaM's policies and re-investments of ill-gotten gains back into the city. The New Chicago Outfit were almost wiped out during her post-election purge of her rivals, with many of its made men ending up in prison. Paroles, jailbreaks and aggressive recruitment since those dark times have seen the Outfit regain a modicum of its capabilities once more, and it yet again has its sights set on dominating the rejuvenated city... and, of course, getting their revenge on the woman who betrayed them, now living the high life.", hover: "A historic Mafia gang from New Chicago who have operated for over a century.<br>Despite many lows, they persist to this day.", see_also: ["New Chicago", "Saint Valentines Day Bloodbath", "Collapse Of The Commission", "Smoke And Mirrors"], see_also_number: 4, subheading: "Supervillain Group/Criminal Organization", }, Boston_Beasts:{name: "Boston_Beasts", full_title: "Boston Beasts", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Boston Beasts are a Biker Gang with historic Boston roots, who remain based in Old Boston despite the construction of Sotapolis. They're responsible for driving much of the drug distribution in both Old Boston and Sotapolis, and they make regular excursions into the outskirts of Sotapolis to cause trouble.<br><br> Several old Boston Beast members were inducted into the Rust Dwellers (or the preceding Rust Raiders). As a result, the two gangs have some shared DNA - despite the mutations - and operate on mostly friendly terms... bar the occasional bar brawl.", hover: "A Biker Gang who operate out of Old Boston.<br>They run drugs and various other small-time illicit businesses.", see_also: ["Sotapolis", "Old Boston", "Rust Dwellers"], see_also_number: 3, subheading: "Supervillain Group/Criminal Organization", }, Driftwoods:{name: "Driftwoods", full_title: "Driftwoods", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Driftwoods are a violent gang of lunatics from Rafton who have fully embraced the anarchy of the artificial island. They were formed back when the Sorceress conquered the place, banding together for protection after seeing what she could do to her foes with a mere thought. They mostly focused on survival at first, but when she was assassinated the Driftwoods became significantly more bold and ambitious.<br><br>While they run all manner of illicit activities in the territory they control, the Driftwoods also have the significantly more lofty goal of kicking all Mages out of Rafton.<br><br>Thus far, they have been less than successful in this trial.", hover: "A gang of 'Naturals' from Rafton who banded together for protection.<br>They hold extreme anti-Magic views and control sizeable territory.", see_also: ["Rafton", "Rafton Is Conquered By The Sorceress", "The Sorceress Is Assassinated", "Magic"], see_also_number: 4, subheading: "Supervillain Group/Criminal Organization", }, Coven_Of_The_Horned_Skull:{name: "Coven_Of_The_Horned_Skull", full_title: "Coven of the Horned Skull", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Coven of the Horned Skull is an ancient and heavily conservative coven of Witches. Their membership is entirely female - for with but one exception, every Witch born to the Coven has been born such. Their name stems from their worship and observation of the Dreadgaze Comet, a leering, skull-faced celestial body that visits the Earth every 200 years precisely.<br><br>The last time the Dreadgaze Comet passed by the planet, a child was born to the Coven... born male, at that. He was given up for adoption - after much debate as to what should be done with the ill omen, spared death as per the demands of the most zealous of the Coven's Witches. The so-called 'Son of a Witch' would grow up to become a Mage of renown, though this Coven refuses to recognize any such connection to them.<br><br>Indeed, it isn't the only thing that these Witches strenuously deny. The numerous allegations against them for - allegedly - assisting in a number of crimes and Villainous plots, for example. While nothing has ever been definitively linked to the Coven of the Horned Skull, individual members of the Coven are suspects in a number of unsolved cases. They are believed to sell their Magical services to bidders who cannot receive such services from more legitimate sources, and it is believed that they are uniformly taught powerful memory manipulation spells to best cover their tracks.", hover: "A conservative coven of Witches - all female - who worship the Dreadgaze Comet.<br>While politically neutral, they've been implicated in several crimes and villain plots.", see_also: ["Magic", "Witch", "Son Of A Witch"], see_also_number: 3, subheading: "Mage Collective", }, Sapphire_Syndicate:{name: "Sapphire_Syndicate", full_title: "Sapphire Syndicate", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Sapphire Syndicate is a long-lived and vast Coven of not only Witches but, as of the last three decades, other Magical Disciplines as well. They are seekers of knowledge who now seek to expand their horizons further than their own honed Discipline, and they have Coven chapters all over the globe: England, Ireland, France, Norway, the USA and Canada. They are also strong allies of the Anomalous Investigations Unit, though such an alliance does not come free for the AIU: in return, they must share knowledge with the Sapphire Syndicate, though this relationship goes both ways.<br><br>Outside of this quest to understand the greater Supernatural universe, Mages of the Sapphire Syndicate are one of the largest and most reliable sources of Magical services in the world. They are selective of who they do business with, refusing to associate with known Villains. They will gladly work with Heroes (so long as they can prove they are who they say they are, both in the identity sense and in the true Hero sense), and have been responsible for a great many iconic Heroic 'gadget' in the modern age.", hover: "A Coven of Witches that also accept other Magical Disciplines.<br>Seekers of knowledge and allies of the Anomalous Investigations Unit.<br>A source of Magical services to trusted buyers.", see_also: ["Magic", "Witch", "Disciplines Of Magic", "Anomalous Investigations Unit", "Gloom"], see_also_number: 5, subheading: "Mage Collective", }, Freehold_Float:{name: "Freehold_Float", full_title: "Freehold Float", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Freehold Float refers to both a sector of the floating city of Rafton and the community that resides there. The location is a once-abandoned agricultural island used to provide the city with a measure of its food needs, whereas the community is a Druid-led civilian group that took over this abandoned space and, with the help of their Magic, rejuvenated it into a verdant paradise. A splash of vibrant green in an ocean of blue, it stands in stark contrast to the main body of Rafton itself, protected and nurtured by the Freeholders.<br><br>While the general infrastructure of the island - its artificial base, its warehouses, facilities and abandoned vehicles - remains in place, much of it has been overgrown with new domiciles formed out of the Supernaturally natural growth. The central processing warehouse has been renovated, with trees and mighty vines snaking through the windows and doors of the brick-red building. This serves as the headquarters of Gaia, the current Druidic Archmage. Gaia did not form this community, but she commands absolute respect within it, having come to Rafton to finish her training to harness the element of water. After she unlocked this potential, she decided to stay and protect this vital resource to the people who remain in Rafton.<br><br>While the former agricultural island provided around 27% of Rafton's food needs, a combination of its lowered population and the vastly increased yield of the wild-grown jungle - fed by a system of oceanic waste generated by attracted fish - has seen this percentage shoot up to 81%. Those who are willing to embrace the ways of the Freehold are provided for, whereas excess abundance is collected and bartered with the rest of the city.<br><br>The Freehold has to contend with constant raid attempts by the gangs - Magical or otherwise - that contend for control of Rafton. While many of its members are Druids, other Mages exist within the community, either seeking to expand their Disciplines or simply wishing to partake of its culture and the boons it provides. The remaining population of the Float are mostly Naturals who consider it their best bet of survival in this hostile, anarchist zone.", hover: "The Druidic community of Rafton, led by the Druid Archmage, Gaia.<br>They reside on an abandoned agricultural island, now lush and overgrown.<br>They welcome anyone willing to work and respect the space.", see_also: ["Rafton", "Druid", "Magic", "Disciplines Of Magic"], see_also_number: 5, subheading: "Mage Collective", }, United_Nations_Bulwark:{name: "United_Nations_Bulwark", full_title: "United Nations Bulwark", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The United Nations Bulwark - hereafter the UNB - is a branch of the United Nations military devoted to protecting the Earth from all threats Supernatural, Supervillainous, and Extra-terrestrial. Its ranks are primarily made up of Naturals equipped with the cutting edge of weapons and gear, with Metas, Fantasticals and allied Aliens typically holding specialist positions within the organization. Many a Hero of National-rank or higher has had cause to cooperate with the UNB at some point during their career. It is not a Superhero Team; it is more accurate to call it a MeKO Team (Meta Knock-Out Team) on a vast scale.<br><br>The UNB was formed after the Invasion of Boston and the consequences it had to the Earth's environment and population - not only the total obliteration of the historic American city, but also the severe tidal and tectonic effects caused by the Alien excavation operation. It caught the world - and individual governments - completely by surprise, and the difficulties faced in achieving mass cooperation during the response to the invasion would spur the UN to redouble its efforts to achieve the unity its name boasts.<br><br>The UNB is funded by each member nation of the UN according to their means to do so. While expensive, particularly for the leading superpowers of the world, the expense of doing so is substantially less than the cost of maintaining such a force via their own means. While many countries do maintain such forces, they do not need to be at quite the scale of the UNB, who maintain garrisons all over the world and have members on ready alert status to respond to major threats. In particular, many of these garrisons are placed in proximity to Supervillainous hotspots, such as near known Finger bases of the infamous Supervillain Group, The Hand.", hover: "The United Nations task force created to defend Earth and its member states.<br>It specializes in dealing with Supernatural disasters and Villain attacks.<br>", see_also: ["MeKO Team", "The Invasion Of Boston", "The Hand"], see_also_number: 2, subheading: "Governing Body", }, MeKO_Team:{name: "MeKO_Team", full_title: "MeKO Team", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A Meta Knock-Out Team (More commonly known as MeKO Teams, or simply 'MeKO') is a special response unit tasked with bringing down dangerous Meta, Supernatural or other such non-Natural entities. A natural evolution of the concept of SWAT Teams, while those handle severe but mundane threats, MeKO handles threats a step above that.<br><br>Most every government in the world maintains some form of MeKO Team, with many large cities in superpower countries having their own dedicated units. MeKO Teams are primarily staffed by Naturals equipped with cutting-edge gear designed to - under ideal circumstances - non-lethally take down any above-Natural threats and neutralize them for containment and incarceration. Some MeKO Teams will hire above-Natural entities such as Metabeings, but this can vary from country to country, city to city. Typically, most MeKO Teams will be happy for the added equalizer in power, but there are some places where a culture of exclusion - of 'them versus us' - unfortunately exists.<br><br>While MeKO Teams serve a vital purpose in protecting the populace from major threats, it's common for Heroes and MeKO to butt heads over handling of specific situations. Ideally, these two groups should be able to cooperate, but rivalries are common, either on a person-to-person basis or on an organization-to-organization basis.", hover: "Meta Knock-Out Teams are special response units tasked with bringing down dangerous Metas.<br>They are equipped with hi-tech weaponry, and may employ Metas themselves.<br>Most governments and large cities have their own MeKO Teams.", see_also: ["Superpowers"], see_also_number: 1, subheading: "Governing Body", }, Io:{name: "Io", full_title: "Io", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "International Observation - far more commonly referred to as 'Io', as stylized from their abbreviation - is a cooperative venture between various governments and the United Nations to maintain and update the Threat Levels, along with running the Official Hero Rankings.<br><br>A major facet of Io's work is to debate and decide upon the individual threat levels any Supervillain or other such Supernatural threat poses to their surroundings, thus ranking them as Local, National, Global or even Cosmic. These same rankings are then applied to Heroes, based on their capability, their competency, their success rate and their activity rate.<br><br>Io occasionally comes under fire - especially from counterculture movements within the Heroic community - for their handling of the Official Hero Rankings. Some object to the concept outright, while others voice concerns that a single organization has control over these rankings and possesses the ability to - and has, in the past - strike individuals from the rankings entirely based on controversy. Such objections led to the formation of the volunteer organization known as MetEye, a similarly collaborative group that operates the Unofficial Hero Rankings and the Unofficial Villain Rankings.", hover: "International Observation, a task force dedicated to maintaining and updating the Threat Levels.<br>They operate and update the Official Hero Rankings.", see_also: ["Threat Levels", "MetEye"], see_also_number: 2, subheading: "Governing Body", }, Anomalous_Investigations_Unit:{name: "Anomalous_Investigations_Unit", full_title: "Anomalous Investigations Unit", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Anomalous Investigations Unit is an organization that originated under order of the American Government in the late 1800s. However, it has long since expanded its scope beyond this initial governance: the AIU as it exists today is a global organization beholden to no specific government. Its mission purpose has changed over the years, having been initially created to capture and study 'Anomalous Entities' - that is, anything Supernatural - and keep their existence a secret from the public. As Magic returned to the world - especially in the wake of the mysterious Rewrite sometime in the 60's - the AIU's mission changed from one of secrecy and containment to one of public trust and a hand offered in friendship - shaken firmly - to such Supernatural entities.<br><br>The AIU, as it exists today, is focused on fostering trust with the sorts of anomalies it used to imprison, helping them to acclimatize to civilization on Earth while at the same time defending the populace from any anomalies that either refuse to or are wholly incompatible with such acclimatization. Many of its members are themselves anomalous, particularly its Agents who are expected to deal with potentially dangerous anomalous scenarios on a regular basis.<br><br>Naturally, these Agents are not sent into danger unprepared. The AIU has a massive budget generated via the licensing of a number of technologies reverse engineered from either Magical or Extra-terrestrial origins, many of which serve as the foundation for modern technology on Earth. This budget is well spent in researching, developing and deploying the very latest in weapons, defences and tools to keep these Agents safe while they keep you safe.<br><br>The AIU's existence is known to the wider world, perhaps surprisingly. As the Supernatural became increasingly difficult to contain, it was unanimously decided that it would be more prudent to ease Mankind's discovery that they are not alone rather than to struggle vainly to keep them in the dark, threatening a mass hysteria once the shroud became fully lifted. These days, it is common knowledge that the Supernatural exist. While still a source of wonder, they are not a source of terror, which is a sign that the AIU continues to do an admirable job. However, their reputation from the old days lingers as a spectre that can be turned against them by certain anomalous entities who simply do not trust them; thus, the AIU still has work to do rehabilitating its image.<br><br>The AIU were present when Aliens first made contact with the Earth, and were responsible for negotiating a total memory wipe down to the far more mutually beneficial Aegis Accord. Indeed, the AIU also hires a number of Alien personnel, within the limits of the technology sharing agreements laid out by the Accord.", hover: "An organization devoted to investigating Supernatural entities and containing the dangerous ones.<br>Historically a shadow operation, after the Rewrite, the AIU went public.<br>They aim to foster beneficial relations with the Supernatural, and aid in their societal acclimation.", see_also: ["The Rewrite", "First Contact At Roswell", "Aegis Accord", "Helen", "Jaycie"], see_also_number: 5, subheading: "Governing Body", }, Galactic_Government:{name: "Galactic_Government", full_title: "Galactic Government", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Galactic Government is precisely what it sounds like. It is somewhat akin to Earth's United Nations, except on a Galactic scale: a grand council representing different planets and Empires sits at the very top of the chain, with a great number of branches and agencies existing below that to carry out the will of the wider populace.<br><br>Earth is not a member of the Galactic Government at this time, for the civilization has yet to achieve certain prerequisites. Under normal circumstances, any Alien contact with the planet would result in intervention and memory wiping until such time as these prerequisites are met. However, when the Galactic Government became aware of the Earth following a crash landing of escaped Sneerz fugitives, they in kind became aware of the planet's unique circumstances - both its unusually high level of Metabeing manifestation, and also the presence of the ancient Inverse Aegis which protects the Earth from being interfered with by any entity of sufficient might.<br><br>Recognizing that Earth could be a potent safe haven for important refugees, the Galactic Government sent representatives to perform a more thorough study of the planet in cooperation with the Anomalous Investigations Unit, who skilfully negotiated for a mutually beneficial deal that would come to be known as the Aegis Accord.<br><br>As it stands, Earth accepts a number of Extra-terrestrial refugees and other such at-risk individuals every period, and, in turn, it is bestowed a number of protections and benefits typically reserved for member planets of the 'GG'. Every now and then - typically every couple of decades - the terms of the Aegis Accord are revisited to ensure they remain equitable and within both parties' capabilities.<br><br>By this point, however, it is something of a moot point regarding any efforts of secrecy. Plenty of Aliens have visited Earth since first contact, including the notable Boston Invasion - and the even more notable manner in which it was repelled. While much of the Galaxy is aware of Earth, and most if not all Earthlings are aware that they are not alone in the Galaxy, the inner workings of Galactic society are fairly unknown to the majority populace. If you told them a 'Galactic Government' exists, they'd probably either roll their eyes, assuming it was a joke, or simply go 'yeah, why wouldn't it?'.", hover: "The ruling government of the collective planets of Galactic society.<br>Earth is not officially a member of the Galactic Government.<br>However, the Aegis Accord provides the planet with certain boons.", see_also: ["Anomalous Investigations Unit", "Aegis Accord"], see_also_number: 1, subheading: "Governing Body", }, Aeternus_Empire:{name: "Aeternus_Empire", full_title: "Aeternus Empire", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "When the Divine era came crashing to an end with the erecting of the Inverse Aegis, the various gods were not satisfied to leave their war at that. After all, they could still interact with the Earth via the means of either their weakened Avatars... or their half-mortal children, the Demigods. While being pawns of their parents was nothing new, the intensity of such demands became overbearing in the years following the Aegis, leading to many lesser-known Demigods to heavily resent their Divine sides. So it was that Demi was made to fight Demi, and so it was that Demi began to plot with Demi.<br><br>For a while, the Aeternus Cult was a mixed pantheon of Demigods from different kingdoms and their followers, brought under one umbrella. Once the various Divines who sired them caught wind of their behaviour, they attempted to punish their unruly spawn. Sick of their lot in life, the Aeternus Demigods quit the very Earth itself, gathering their followers and combining their powers to ferry them to another world entirely. There, they settled, tamed the land, and made it their own.<br><br>Centuries later, in the modern day - 1999, to be precise - the Aeternus Empire returned to the Sol system with a small invasion force, calculated to be more than enough to conquer the planet that their Divine sires never could. They quickly learned - before touching down - that the Earth had already beaten back a larger invasion force in the Invasion of Boston, giving them pause and causing them to change their mission parameters from one of immediate invasion to one of shoring up their forces and supplies, making landfall on the inhospitable planet of Mars and using their powers to terraform a portion of its surface into a paradise of their own making.<br><br>For over two decades now, the Aeternus Empire has maintained and built up this outpost, occasionally sabre-rattling to Earth and renewing their spoken claim to its surface, its resources and its people. While they are a remarkably advanced civilization in terms of technology - fully space-faring, for one thing - culturally they woefully lag behind most modern Earth civilizations, for they are ruled to this day by the very Demigods that founded them to begin with. Their architecture has been updated and integrated with their technological progress, but it remains a fusion of the styles that the early cultists were familiar with. While the conquests of Rome led to plenty of influence of Roman, Greek, Egyptian and such, the cult's reach was not limited to that Empire's borders, joined as it was by the higher communications of the dispossessed Demi-Divines. As a result, influences exist featuring Mesopotamian, Mayan, and other such cultures of the era, albeit to lesser degrees. Many of the cultural touchstones seen on the Martian colony are those that would have been in place back during the heights of these ancient Empires, ranging from thermal bathhouses to gladiatorial arenas to, unfortunately, slavery.<br><br>This is perhaps what the Aeternans are best known for among the Superpowered community: the ruling Demigods and the powerful Nobility (often Demi-blooded to lesser degrees) are a highly competitive lot, and have taken to desiring Metabeings and other such Supernatural individuals from the Earth; be it wishing them for their arena rosters, their harems, or other such entertaining servitudes. Aeternans are a nuisance: but a nuisance that could see one's career take a drastic and unexpected turn!", hover: "An extra-terrestrial Empire of Earthlings, ruled by Demigods of the Divine era.<br>Having quit the Earth centuries ago, they have now returned to claim it.<br>This is more difficult than they expected, however.", see_also: ["Divine", "Inverse Aegis", "The Invasion Of Boston", "Immortan’s Gaze"], see_also_number: 3, subheading: "Governing Body", }, Starzuru_Collective:{name: "Starzuru_Collective", full_title: "Starzuru Collective", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Starzuru Collective are a covenant of insectoid Aliens who all stem from the same planet of origin: a rare example of multiple intelligent species developing in tandem on the same world. Their home planet possesses an atmosphere extremely high in oxygen, which facilitated the growth of these fledgling species far beyond their limits on Earth, to use as a point of comparison; a fine comparison indeed, for these Aliens are remarkably similar to Earth insects in terms of their functioning biology, driven by similar limitations. Indeed, this unusual atmosphere allowed such a melting pot of different breeds of the same intelligence to flourish, but so, too, did it cause rapid consumption of the limited resources available on their world. Even worse: finding other habitable planets is tricky enough when you aren't also operating under the requirement of such high oxygen levels.<br><br>Fearing the destruction of their varied races, the Collective was first formed by a coalition between two of these species: the Tarakau (graceful yet massive roach-like humanoids with immense psionic power) and the Arisii (towering wasp-like humanoids with aggressive tendencies). The Tarakau used their powerful telepathic abilities to bring the other intelligent species of the planet under their banner, which would come to be known as the Starzuru Collective. The Arisii, meanwhile, would become the foundation of the military caste of the Collective, being the blade wherever the brain failed to drive the conquest. Within twenty years, all of the intelligence races of the planet were now part of a singular Empire, able to turn their full attention towards surviving the unique circumstances of their birth.<br><br>There are six primary castes of Starzuru races, with each race belonging to one of these castes, each caste containing multiple races - bar one. The Royal Caste, the Au, is exclusive to the Tarakau, who rule the Collective with their powerful minds. The Guidance Caste, the Aa, are those who govern the Empire and enact the Au's will. The Science Caste, the Ee, are responsible for research and development, not just of technology but also in improving and honing the genetic sculpts that the Starzuru adhere to as part of this caste system. The Military Caste, the Ii, are fairly self-explanatory, though once the Collective was fully formed, they turned their attention from conquering themselves towards conquering the stars, laying out a plan of Galactic conquest. The Creator Caste, the Oo, range from artisans to architects to merchants, and finally the Hive Cast, the Uu, are the general labouring populace.<br><br>The Starzuru used their rapid development of science to genetically modify themselves, further pushing each species into their roles within the caste system via specialization. In addition, these modifications made their bodies less reliant on oxygen-rich atmospheres, along with developing terraforming techniques that would allow them to meet potential planets 'halfway' in sustaining them. It wasn't long before the Collective had developed space-capable transit and was ready to expand to pastures green.<br><br>In an effort to scout out promising planets - and potentially useful species to either welcome into the Collective or to repurpose as slaves, the Collective launched the infiltration program. A mixture of Aa and Ii Caste individuals received special training and equipment to travel to populated planets and disguise themselves among their populaces, to gather intel on these worlds to determine their value and - if appropriate - aid in their conquering.<br><br>This is where the Collective got cold feet, so to speak, when it became clear that the Galaxy is full of entities of strength previously unimaginable to them. The concept of Metabeings was extremely rare within the Empire, for they had so tightly controlled the pace and direction of their evolution. The discoveries on Earth, in particular, were shocking! A previously stifled peace caucus grew louder and bolder with rapid speed, pushing that the Collective should instead use its scientific prowess to further refine and reduce its consumption of resources, allowing for a slower, more defensive expansion of its Empire. A large section of the Ii Caste, however, disagreed with this assessment: in the end, a civil conflict was inevitable.<br><br>The Schism saw the so-called 'conqueror faction' use their Ee Caste loyalists to create a number of augmented Starzuru. One of these - now known as the Cosmic-rank Superhero of the Zone Vigil, Stardust (a highly-enhanced member of the Pervaa moth-like species) - would defy her creators, their attempts at weaponizing her empathic abilities backfiring on them badly. This exiled faction comprised of various Starzuru species would become the Swarm, and would later attack Earth at great cost to themselves.<br><br>For now, however, with the conflict over - and with the ruling Tarakau Queen deposed, replaced by her substantially more progressive daughter - the peace caucus took control of the Empire and ordered the end of the infiltration program. Concerned about the consequences of such a program being uncovered, the new Queen decided she would directly contact the Galactic Government - making their planet and people known to the wider universe - and own up to the scheme, along with pledging these former infiltrators as planetary defenders should the governments of those worlds accept them. While not all of them did, Earth, at the very least - after negotiations with the Anomalous Investigations Unit and the United Nations Bulwark - agreed to allow the exposed infiltrators to remain on the planet (under observation) to act as registered Heroes. This would prove a vital component of defeating the later Swarm invasion.<br><br>In the current day, the Starzuru continue to refine themselves and slowly expand their Empire to several fledgling colonies on otherwise unoccupied worlds. Some have begun to explore the wider world beyond their own, and the current ruling ideology of the Collective is slowly but surely seeing the caste system soften its strict regulations and guidelines as the need for resources diminishes, freeing up room for the arts, cultural growth and freedom of expression.", hover: "A collective of different insectoid Alien species who come from the same home planet.<br>While somewhat authoritarian, they have turned away from ideals of Galactic conquest.<br>They now seek to learn more about the wider Galaxy.", see_also: ["Starzuru Tarakau", "Starzuru Pervaa", "Starzuru Orumcee", "Starzuru Arisii", "Starzuru Cekirgii", "The Swarm", "Galactic Government", "Anomalous Investigations Unit", "United Nations Bulwark", "Stardust", "Myrrh"], see_also_number: 11, subheading: "Governing Body", }, Serasera:{name: "Serasera", full_title: "Serasera", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Serasera is the world's largest medical corporation and the leading authority in cybernetic research. They have been responsible for a great many breakthroughs in genetic therapy and modification, and are known for a laundry list of philanthropic ventures the world over. The corporation's CEO is its founder, the Global-rank Hero known as Pandaemonium.<br><br>Pandaemonium is herself a walking advertisement for Serasera's medical tech: the towering tanned Hero is over 75% augmented, her arms and legs totally replaced with their signature white and gold, sleek stylings. Though the means by which it happened are not a matter of public record, she was severely injured at some point in the past, which was a major driving factor in the corporation's research and development.<br><br>While Serasera is a much beloved institution, critics have raised concerns over its ties to a private Meta-penitentiary facility that specializes in rehabilitating Supervillains so that they may re-enter society. No specific allegations of wrongdoing - at least, of a concrete nature - have ever come to fruition, however.<br><br>In addition to selling its cybernetic augmentations and prosthetics on the civilian market, Serasera also offers its services to the Heroic community - be it for specialist gear, unusual medical procedures, or bespoke augmentation.", hover: "A major pharmaceutical and cybernetic research corporation.<br>Its CEO is the Global-rank Hero, Pandaemonium.<br>Defined by a strong brand image of white and gold.<br>Surprisingly large stake in a private Meta-penitentiary.", see_also: ["Pandaemonium", "Angel Plus"], see_also_number: 2, subheading: "Corporation", }, Cosmic_Exploration_Society:{name: "Cosmic_Exploration_Society", full_title: "Cosmic Exploration Society", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Cosmic Exploration Society is a joint effort between America and China, with lesser membership from a number of other countries. They are devoted to the research of Alien technology, they function as a liason with the Galactic Government beyond Earth (with oversight by the Anomalous Investigations Unit), and maintain a sizeable space station that is designed to function as a shipyard for creating vessels capable of expanding Earth's reach into the greater cosmos: Celestial 02.<br><br>While the CES is subject to government oversight from both of its major benefactors, it is considered a private corporation.", hover: "A joint-effort between American and Chinese private enterprise.<br>They research alien technology and develop spaceships and space stations.<br>They maintain one such space station in orbit.", see_also: ["Galactic Government", "Anomalous Investigations Unit", "Celestial 02"], see_also_number: 3, subheading: "Corporation", }, ExSPEED:{name: "ExSPEED", full_title: "ExSPEED", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "ExSPEED are a Norwegian manufacturer of luxury hypercars, often made in extremely limited runs if not being outright one of a kind. Ever since the late 2000s, ExSPEED have integrated Glow Reactors into their highest-end models, achieving performance previously only thought theoretical. However, this makes these vehicles immensely valuable, and thus, they are commonly the target of criminal and Villainous plots, either to steal the vehicles themselves or to salvage their Glow Reactors.", hover: "A luxury hypercar manufacturer known for utilizing Glow Reactors in their designs.<br>This makes them a common target of criminal and Villainous plots.", see_also: ["Gloriabella Particle", "Glow Reactor"], see_also_number: 2, subheading: "Corporation", }, Make_You_More:{name: "Make_You_More", full_title: "Make You More", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Make You More - often stylized in logos as 'MuM' - is a cynically-named luxury medical corporation that offers premium gene treatments to its clientele. While many of these treatments are for the sake of (on the surface) aesthetic extreme body modding, such as giving oneself scales or changing one's eye colour to something bright and beyond the typical palette of Human eyes, they are most famous for selling designer superpowers.<br><br>MuM have been implicated in several cases where people who purchased powers from them went on to use those powers in criminal activities. MuM, however, disclaims that what a customer intends on using their powers for is their own business, and has nothing to do with MuM - however, they will refuse service to anyone with a criminal record unless they can undergo an extensive evaluation period.<br><br>Or so the official statements say.", hover: "A controversial but - for now - legal luxury medical corporation that sells designer Superpowers.<br>It also offers a wide range of genetic modifications designed for aesthetic purpose.", see_also: ["Designer Superpowers", "Superpowers"], see_also_number: 2, subheading: "Corporation", }, Damn_NATION:{name: "Damn_NATION", full_title: "Damn NATION", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Damn NATION is an adult eatery and bar that is themed entirely around its waitstaff being Demon girls. Of course, this is just an elaborate cosplay: Damn NATION does not exclusively hire Demon girls. It will, however, sometimes hire Demon girls if they should happen to be available, so long as they can do a good job of appearing legitimately Demonic without being too obvious and/or corrupting the souls of customers, because that's bad for repeat custom.<br><br>The chain has been a runaway success, leading to not only the expansion of femboy-themed locations, but also plans in the works for an Alien-themed spin on the same concept, with the menu to match.", hover: "A beer-wings-and-girls style restaurant themed to Demon girls.<br>Recently, they expanded into Demon boys, too.<br>Some of the Demons are occasionally real.", see_also: ["Divine", "Realms Realized", "Demon"], see_also_number: 3, subheading: "Corporation", }, Michaels_And_Michaels_Overseas:{name: "Michaels_And_Michaels_Overseas", full_title: "Michaels And Michaels Overseas", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Michaels and Michaels Overseas (or M&MO) was formerly one of the world's largest shipping corporations. They were based out of Rafton, and even after the city fell into economic crisis, they remained headquartered there as one of its largest remaining companies due to the island's utter reliance on their shipping, which they almost entirely controlled the routes and rights to.<br><br>When the Sorceress conquered Rafton, her first act was to petrify the entire board of directors of the company and transform their tower into her palace. Even after her assassination, the board was never cured of their condition, still trapped at the (former) top level of the transformed tower.<br><br>Half of the company's fleet was sold off to Leviathan, auctioned away by whatever governments the individual ships happened to be abandoned within the territory of. The remaining half, unable to find buyers, were consigned to ship graveyards.", hover: "Formerly one of the world's largest shipping corporations.<br>Entirely dismantled when the Sorceress petrified the entire board of directors.<br>Half of its fleet was purchased by Leviathan.", see_also: ["Rafton", "Sorcerer", "Rafton Is Conquered By The Sorceress", "The Sorceress Is Assassinated"], see_also_number: 4, subheading: "Corporation", }, Konson:{name: "Konson", full_title: "Konson", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Konson are a major arms manufacturer responsible for some of the most cutting-edge weapons and vehicles. Their clients for this gear include various militaries, MeKO Teams, and private individuals (albeit with a reduced selection compared to their military grade lines). Their facilities are jealously guarded against Supervillainous assaults. While they've had controversies, they've never fallen afoul of the law... at least, not in any way that led to successful litigation.<br><br>They have a section devoted to developing gear for Superheroes in the field, taking interviews to design custom gear for Heroes who may not fully know what they themselves want. Konson even hire a number of Harnessers for their latest generation of weapons, vehicles and tools, though this has made them the target of vigilante action from Worldhackers, who believe that Konson are at worst dealing under the table, and is, at best, an arms manufacturer regardless: and thus a viable target for disruption.", hover: "An arms manufacturer, considered the cutting edge.<br>They also design gear for Heroes on a bespoke basis.<br>Hiring Harnessers has led to them becoming the target of Worldhackers.", see_also: ["MeKO Team", "Harnesser", "Worldhacker"], see_also_number: 3, subheading: "Corporation", }, NuZone:{name: "NuZone", full_title: "NuZone", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Founded by a man named Salem Hugh, NuZone - named after the concept of 'Neutral Zones' - is a chat application that serves Superpowered clientele, particularly Heroes... and Villains. Indeed, while it can be used to permit Heroes to communicate with one another securely, and that the same goes for Villains, so, too, can a Hero speak to a Villain and vice versa. It is entirely secure and encrypted, and has never been hacked, nor has it ever surrendered sensitive information to authorities.<br><br>Salem created the app after becoming inspired by the sad tale of his parents, who loved one another dearly but were unaware of their secret lives: his father was a Hero, while his mother was a Villain. When they found out, they felt they had no choice but to divorce, with Salem being raised by his father. He wished for them to have a way to privately talk once more, and thus developed NuZone.<br><br>In order to register for NuZone, a user must prove they are who they say they are. This information is deleted once verified. Salem has rejected over a dozen offers to purchase his company and app over the years, and has even stood his ground when threatened by a Supervillain.", hover: "An encrypted chat application for Superheroes and Supervillains alike.<br>It can be used for secure chat between parties from either side of the law.<br>Often threatened, but has never handed over sensitive information.", see_also: ["Superpowers", "SupR"], see_also_number: 1, subheading: "Corporation", }, SupR:{name: "SupR", full_title: "SupR", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "SupR is a hookup app for Supers. While it just as readily facilitates encounters between fellow Superheroes and fellow Supervillains, its more infamous aspect is facilitating the hookups of one with the other. Its 'Spoils' section - which requires double confirmation to access and can be deleted at any time - allows the Super in question to fine-tune their interests and mark themselves as interested in the titular Spoils: either taking them as the victor, or surrendering them as the loser... or both. The limitations set by a Super range from hard limits to a complete lack of them - with that extreme option requiring yet another double confirmation to activate. No app store will host SupR, but it's easy enough to install if you want it... so long as you're a Super!<br><br>It is unknown who created SupR, further fuelling concerns as to where this information is going (if it's going anywhere at all). However, the app has never been hacked, nor has any data ever been leaked.", hover: "A hookup app for Supers.<br>Considered a hoax by many, it's very much a real thing!<br>Infamous (among those who know) for its 'Spoils' section.", see_also: ["Superpowers", "NuZone"], see_also_number: 1, subheading: "Corporation", }, MetEye:{name: "MetEye", full_title: "MetEye", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "MetEye - rebranded from 'Eyes On Metas' in 2011 - is a website and app devoted to maintaining the Unofficial Hero Rankings, as well as the Unofficial Villain Rankings. While UHR functions as a more populist (and far more in-depth and user-interactable) version of the Official Hero Rankings, the UVR fills a void deliberately left open by Io (the government agency that runs the OHR and the Threat Levels). Figuring that ranking Villains might be seen as glorifying their actions or perhaps encourage them to compete with one another (which is, in fact, an intended effect of the Official Hero Rankings), Io voted against running a Villain version.<br><br>MetEye initially began by just running the Unofficial Villain Rankings, but quickly expanded to covering both sides of the Super spectrum - including listings for so-called Superneutrals, as well as maintaining listings for Heroes and Villains who have retired, reformed, or otherwise been stricken from the records kept by Io. It also functions as an extensive user-kept wiki for Supers of all stripes, with each page being semi-protected to prevent vandalism (a problem often perpetrated by rival Heroes and Villains back in the early days, or their fans). User comments are also facilitated, as well as threads available on a person's page.<br><br>It is not an opinionated statement to declare that MetEye's rankings are significantly more popular than Io's Official one. The two Hero Rankings in particular will often have different placements, not the least because the Unofficial Rankings have a larger roster of 'valid' Heroes, but also due to a wider voter base deciding on these things. In fact, some say that the Unofficial Rankings end up influencing the Official Rankings anyway - though Io deny this.", hover: "A volunteer online organization that runs the Unofficial Hero and Villain Rankings.<br>These Rankings are largely preferred over the Official ones run by Io.", see_also: ["Superpowers", "Io", "Threat Levels"], see_also_number: 3, subheading: "Charity", }, Build_Back_Better:{name: "Build_Back_Better", full_title: "Build Back Better", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Build Back Better - also known as B3 for short, and more commonly referred to as such - is a team of experienced construction crews and builders who specialize in rebuilding critical infrastructure after Villain attacks. Not only do they reconstruct things like homes and roads after such events, but they also have specialist teams devoted to specialized work, as teams trained to stabilize power plant facilities of different kinds should they receive damage.<br><br>B3 employs several Metabeings to aid in their work, and it is extremely common for Heroes looking for a reputation boost - or simply to do the right thing - to volunteer with them. It is also a very common rehabilitation method for Villains to be sent to work for B3 as part of community service sentences, or as part of parole work.<br><br>When times are quiet, B3 will selectively use its yearly budget to work on matters outside of its typical scope. Examples include humanitarian missions to developing nations, to things such as surprise renovations of retired Heroes' homes (or those of their relatives).", hover: "Also known as 'B3'.<br>Build Back Better is a construction charity that rebuilds after Villain attacks and disasters.<br>It is common for Heroes to volunteer for them.", see_also: ["Superpowers"], see_also_number: 1, subheading: "Charity", }, Bolster:{name: "Bolster", full_title: "Bolster", category: "Codex - Organizations and Corporations", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Bolster is a semi-charitable organization that specializes in various methods of improving the lives of Metas, Fantasticals and Aliens who require special needs to be comfortable on the planet Earth. This can manifest in a number of ways, from being as simple as selling clothing that is designed for people with additional limbs or other such nonstandard body types, all the way up to specialized surgery or the construction of equipment to make homes more liveable.<br><br>While their products are not free, they are as cheap as they can possibly be given the scope of what they do. While many of their designs are bespoke, they will - where appropriate - create product lines specific to common needs, such as to specific Alien species who generally all require the same type of assistance to life on Earth (such as rebreathing equipment for species who would ordinarily not be able to breathe Earth's atmosphere, or air in general).", hover: "A semi-charitable organization that specializes in assisting Metas with special needs.<br>They sell clothing for those with non-standard body types, and gear to make life on Earth livable.", see_also: ["Superpowers", "Fae"], see_also_number: 2, subheading: "Charity", }, /* ^^^ NATURALS END HERE vvv PEOPLE - SUPERHEROES BEGINS HERE */ Stardust:{name: "Stardust", full_title: "Stardust", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A Hero of the Zone Vigil and the most powerful member of the Starzuru Collective of Alien races, Stardust is an artificial supersoldier created for destruction who turned on her creators in order to bring about peace. She is one of the Galaxy's few 'Cosmic'-ranked Heroes, a club numbering just a single digit in membership. An insectoid, she is an amazonian Moth-like woman, a Starzuru 'Pervaa' - though she towers over others of her kind due to her modified nature. Possessed of immense, world-cracking strength, she is also an empath who must remain in a trance-like meditation to control her own strength: as a result, she speaks with a strange, echoing monotone that she will often preface with her intended emotional response, assuming she doesn't just beam the emotion into your head.<br><br>Stardust stands at a mighty eight and a half feet. She is pink-skinned, with solid black eyes and downy, fluffy hair that wraps around her neck like a fur collar, with purple bangs that frame her face and mirror a pair of feather-like antennae that spring proudly from her head. A series of intricate black swirling marks grace her face, and her eyes flash purple when she speaks in tune with her syllables spoken. The natural chitin armour her kind produces was enhanced in her growth vat, and is now mixed with a biometal alloy that leaves her with shiny black pauldrons, bracers, elbow and knee joint guards, claw-guards, hip-guards and longboots. She has three large clawed fingers and a thumb on each hand, and her feet terminate in two-clawed talons. She has a honed physique and is typically seen in a flexible but armoured periwinkle-and-black bodysuit with sleek, swooping armoured accessories, such as the belt around her hips and thighs. The suit's legs terminate in wide flares with cuffs around her armored feet, and a pair of massive wings reside upon her back, trailing like twin capes when not unfurled: not only do they enable her to fly, but when spread they massively focus her Psionic capabilities in one direction.<br><br>A kind woman devoted to justice for all life-forms, she joined Zone Vigil when the Starzuru made their presence known to the wider Galactic community, effectively offering herself as a tribute as a sign of good faith. She quickly rose the ranks within the organization, and assisted the people of Earth when the Swarm - the very fellow Starzuru who created her - came to invade the planet. She would later revisit Earth repeatedly, most recently on an assignment to track down a Swarm war criminal in hiding, a mission that sees her stuck in a stalemate as her quarry hides. As a result, she temporarily resides on Earth for the time being, and has become very fond of the baffling blue-and-green dot.<br><br>Stardust is a close confidant of the current Queen of the Starzuru, Queen Nezihau. That the Queen of an entire collective of species is willing to come to Earth to visit her on occasion is a testament both to the respect Stardust commands among her people and to the appeal of the Earth as a tourist destination - not in the least due to its somewhat exclusive status due to the protections laid out under the Aegis Accord. Surprisingly, it is reported that this mighty Hero has taken on an informal apprentice in the form of Dyme, a low-powered Cadet of the Zone Vigil with a keen mind.", hover: "A proud member of the Zone Vigil and the strongest Starzuru Alien alive.<br>A Starzuru Pervaa - Moth-like insectoid humanoids - she was created as a Swarm supersoldier.<br>She turned on her creators and brought about the end of the Starzuru civil war.<br>Currently on Earth in pursuit of a hiding war criminal.", see_also: ["Starzuru Collective", "The Swarm", "Starzuru Pervaa", "Zone Vigil", "Aegis Accord", "Queen Nezihau", "Dyme"], see_also_number: 7, OHR: "Cosmic - 006", UHR: "Cosmic - 006", }, Pandaemonium:{name: "Pandaemonium", full_title: "Pandaemonium", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The CEO of Serasera and one of Earth's most popular Heroines, Pandaemonium is an amazonian Cyborg almost fully transformed by her company's own prosthetic technology. Injured in an event that was never made public, she is a walking embodiment of her company's progress and promises to the Earth for a better tomorrow. She's known as a major philanthropist and a talented rescue-and-response Hero, though if crossed she can be a terrifying force on the battlefield, fighting with the strength of her prosthetics as well as unleashing an army of drones from her body that are controlled simultaneously with her mind.<br><br>'Panda' as she's sometimes known is a bronze-skinned beauty with dark-painted eyes always serenely shut. She has bright blonde hair that cascades down in front and behind her shoulders, and dresses in platinum white: this theme of bronze, white and gold is reflected in her extravagant cybernetics, broken up only by the occasional inset of jade green. She is most commonly seen with a coat that resembles that of a scientist's with a Greco flair, with gold buttons adorning the front of the garment and gold sashes around her hips and waist. Long sleeves cover the majority of her mechanical arms save for her golden hands, and a short skirt reveals the full extent of her armoured-looking golden and platinum legs, which end in sharp-heeled metal boots. A pair of mighty curved metal horns jet from her head, almost meeting at the top to form a split 'halo': meanwhile, a full Halo with spiked protrusions emerging from the North, Northwest and Northeast cardinal points hovers at her back or above her head at all times: it is a drone nest that can split apart at will to perform a variety of functions.<br><br>It is said that if she should ever open her eyes and falter from her serene smile, someone must have done something truly heinous in her presence, so renowned is her grace and calm.<br><br>She has a daughter, the plucky Angel Plus, who shares her bronze complexion and cybernetic augmentations: unlike her mother, Angel's augmentations were entirely voluntary for the sake of becoming a Heroine.<br><br>Questions have been raised as to Pandaemonium's substantial stakes in a secretive Meta-penitentiary, though she has countered that she believes in second chances and, indeed, a great many of those previously incarcerated at this facility now work for Serasera.", hover: "CEO of the corporation known as Serasera, a meditech and cybernetics firm.<br>She is a heavily converted cyborg who serves as a walking ambassador of her brand.<br>A much beloved philanthropist and accomplished Hero.", see_also: ["Serasera", "Angel Plus"], see_also_number: 2, OHR: "Global - 006", UHR: "Global - 007", }, Parmazing:{name: "Parmazing", full_title: "Parmazing", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A goofy and gallant girl and one of the most popular Heroines alive, Parmazing has taken a bizarre Meta mutation and made it into a force to be reckoned with. Plagued with diagnoses of extreme lactose intolerance as a child, she eventually discovered that when eating small amounts of cheese, she gains temporary and incredible power. Eating too much, on the other hand, causes her brain to overload and knocks her out cold. The power she wields depends on the type of cheese she has most recently consumed: in a pinch, she can combine different types, but this runs the ever-increasing risk of temporarily scrambling her brain.<br><br>She is a tanned girl with blonde hair and a brilliant smile, her eyes a dazzling blue. Her hair is typically worn quite daringly short and spiked. She has a scar on her right cheek in a crescent shape, about an inch and a half long. Parmazing dresses in classical Hero style, with a pale yellow bodysuit that shows off her athletic figure. It is capable of stretching and conforming to her body when she eats certain types of cheese that cause Metamorphic transformation: for example, stilton makes her muscles swell dramatically. This suit is joined by navy bracers, ankle-guards and a collar, along with a belt which features various cooled pouches for storing bite-size pieces of cheese in easy-to-eat cubes.<br><br>While she was roundly mocked when she first appeared on the Hero scene in 2013, few can deny the progress she's made from a bumbling Local Heroine to one of the world's greatest: and still climbing. Despite this rise, Parmazing has never acknowledged the Hero Rankings at all, nor has she ever accepted sponsors or any such monetized deals. She simply wishes to do the right thing.", hover: "A beloved Hero who has turned a bizarre power into a great strength.<br>Upon ingesting cheese, she gains abilities depending on what kind of cheese it was.<br>A down-to-earth and likeable woman who sees the good in everyone.", OHR: "Global - 009", UHR: "Global - 008", }, Awesome:{name: "Awesome", full_title: "Awesome", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A veteran Hero and one of America's first ever, Awesome is one of the three founders of Justice and the only member still active in duty. A Metahuman powerhouse, he is blessed with super strength and agility, the ability to fly, and a bevvy of elemental capabilities such as fire breath. While he's getting on in years and has suffered major injuries throughout his career - most notably in the defeat of the terrifying Bedlam - he nonetheless remains one of the Earth's strongest defenders.<br><br>Awesome is an imposing sight, to say the least. Over seven feet tall with short silver hair with darkened tips, he has an extremely grizzled face with a substantial scar over his right eye, which is a gunmetal-gray cybernetic replacement. A harsh beard adorns his strong jawline, carefully trimmed and sculpted to provide sharp definition to his chin. Despite this, he is rarely seen without an encouraging smile. As broad-shouldered as a buffalo, his Superhero costume remains almost unchanged from his origin era: a platinum-white bodysuit, sleeveless, with shiny silver bands around the forearms and ankles. A bright blue sigil of Justice - the Earth with a lightning bolt through it from the top right down to bottom left - is emblazoned on his chest.<br><br>Outside of Hero work, Awesome remains highly active in the charitable community and regularly volunteers for projects with Build Back Better, for whom he is an unofficial spokesperson encouraging other Metabeings and Supernaturals to lend their aid. He briefly ran for political office to become Governor of his native Iowa, but decided halfway through the primary that it would be too much to juggle with his Heroism and charity work.", hover: "Despite his age, Awesome is still one of Earth's mightiest Heroes.<br>One of the three founders of Justice, and the only member still active.<br>Super strong, super strong and capable of flight: simply awesome.", see_also: ["Justice", "Bedlam", "Build Back Better"], see_also_number: 3, OHR: "Global - 011", UHR: "Global - 009", }, Cosma:{name: "Cosma", full_title: "Cosma", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Born from the death of a star far, far away, Cosma is an enthusiastic and popular Heroine. She is a member of a race who are born from seeds implanted in stars, slowly gestating over millions of years and emerging once those stars finish their natural lifespans. Her kind are immensely powerful gravity-manipulators with dark-fluid bodies that can achieve limited shapeshifting, often requiring 'scaffolding' clothing to properly support their bodies from collapsing in on themselves. It is customary for her people - who are limited in number, for obvious reasons - to spend time exploring the Universe before they settle down. Cosma arrived on Earth in 2016, and has no plans of leaving any time soon: she loves this world and adores the Hero lifestyle.<br><br>Cosma has a pitch-black body of a semi-solid gel-like substance, through which is dotted a great many glittering 'stars' that give her the appearance of a silhouette cut out of a perfect night's sky. The sole exception to this ebon darkness is her bright, glowing white eyes, solid and shining... and, should she deign to open her mouth, the brilliant white fangs that lurk beneath her surprisingly gaping maw. A large, flowing top-knotted 'ponytail' juts from the top of her head, which trails around her as if suspended in low gravity when she moves. Even casually, Cosma must wear a suit of supportive clothing to protect her body from its own power: at its barest, this consists of a pair of white-alloy long gloves up to the shoulders and long boots up to the hips, ending in sharp lance-like points for the feet and for slendered, sharp-clawed gauntlets for the hands. This armour is completed with a sleek suit with an angular chestplate and slender leg guards, though she rarely wears this full ensemble outside of planned Hero work: indeed, Cosma's dress sense is somewhat liberal and she is commonly seen wearing what can best be described as a matching bikini, though she does thankfully own a wardrobe of outfits suitably matched to her support-wear.<br><br>While she has a heart of gold, Cosma is extraordinarily naïve about the world she loves. On at least two embarrassing occasions, she has been fooled by Villains into doing their dirty work, which has hampered her place in the Hero Rankings. She has also been involved a number of scandals about her enthusiastic pleasure-seeking behaviour, be it as innocent as clearing out the inventory of an ice-cream parlour in a single order, from as titillating as the time she blundered into starring in a porno for Degenerate Star Features.<br><br>Despite the circumstances of how her people are born, they still get aroused like most species do: Cosma is no exception, and every three months or so she enters a highly distracting rut period. This is known thanks to that aforementioned adult film. In her people, this rut serves to create the seeds from which they are born, which must be created by mixing genetic code with another lifeform, who will then bear and eventually lay them. Until solar gestation, however, these seeds are inert.", hover: "An Alien protector, she is of a race who are born when stars collapse.<br>Immensely powerful, her armour serves to keep her body stable.<br>Despite her good heart, she is regrettably naïve about the world.", see_also: ["Degenerate Star Features"], see_also_number: 1, OHR: "Global - 023", UHR: "Global - 019", }, Skipclaw:{name: "Skipclaw", full_title: "Skipclaw", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The leader of Justice, having held that title since the 60's after the defeat of Bedlam. Formerly known as Skip, Skipclaw is a teleporting Meta who was enhanced against his will into a Beast of Bedlam by the aforementioned Supervillain. Intended to be one of the lieutenants of his army, Skipclaw resisted the mental conditioning that accompanied his transformation and, when the opportunity provided itself, escaped Bedlam's volcanic lair to warn his fellows in Justice of the Villain's apocalyptic plot. He was defeated, but at the cost of severely injuring Awesome, one of the team's founders and its then leader. Skipclaw, having demonstrated exceptional leadership in coming up with the plan to defeat Bedlam, was given the leadership role of the entire Team - something he initially tried to refuse, but ultimately grew into.<br><br>Skipclaw is a Reptilian man of slender build who fights with an acrobatic martial style that incorporates his whip-like tail and teleporting capabilities. While far from the strongest Meta on Earth, his transformation does make him quite a bit stronger than the average Human, and he has decades of combat experience and an extended lifespan that puts him - despite his age - still roughly in the tail end of his prime. He has smooth green scales all around his body, taking on a yellow hue around his torso and an emerald green down his arms, legs and head. He has yellow eyes flecked with green, and a mostly-humanoid face with a mouth full of sharp teeth and a forked, long tongue. He has a crop of dark green hair which he keeps in a military-style cropped cut. His Justice costume consists of a platinum bodysuit with allowances for the thagomizer-like plates that sprout down his spine, the electric blue sigil of Justice emblazoned on his chest - a planet with a lightning bolt through it.<br><br>It is notable that in spite of his many accomplished cases, Skipclaw is remarkably unscarred. He is a minor regenerator, and his last serious injury - publicly known, at least - was in 2017, during which he lost his tail, which has since grown back at a darker green hue than it used to be.", hover: "The leader of Justice, a title he has held ever since the defeat of Bedlam.<br>Converted into a Beast of Bedlam by his nemesis, Skipclaw - formerly Skip - is a teleporting Hero.<br>While he isn't the strongest member of Justice, he is an exceptional commander.<br>His condition has lengthened his lifepsan.", see_also: ["Justice", "Awesome", "Bedlam", "Beast Of Bedlam"], see_also_number: 4, OHR: "Global - 018", UHR: "Global - 021", }, Blackberry_Jam:{name: "Blackberry_Jam", full_title: "Blackberry Jam", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A sardonic and sharp-tongued shapeshifter, Blackberry Jam - also known as Berri -was born from the fusion of unknown Alien DNA with a Human host: Blackberry began life as a symbiote bonded to this Human, but would later separate from her and become her own person. Born from the subconscious 'dark side' of her host, Blackberry sometimes jokingly calls herself an 'evil twin'. In reality, however, her personality is a reflection of the woman from whom she developed, instilled with her desires and fears, her confidence and anxieties, her deepest hopes and her most vaulted despair. As a result, Blackberry will be the first to tell you that she's still figuring herself out, contending with an effectively immortal lifespan while she does so.<br><br>She has rich purple skin broken up by harsh but sleek grooves that run throughout her flesh, creating spirals and patterns akin to tribal tattoos. These grooves are inset into her skin by about half an inch, and contain a glimpse at the shining black ooze that comprises her body beneath the flesh layer. Indeed, calling it a flesh layer is a misnomer: Blackberry's entire body is a non-newtonian, sculptable ooze of raw biomass that she can rearrange into just about any organic substance at will, with more complex substances taking slightly longer to form. She can further break down organic mass - say, food - into this biomass, and then densify her body to increase the range of things she can turn into at the cost of making herself heavier. While flesh is an obvious example, she's just as capable of creating bone, keratin, chitin, or - with the proper formation of glands - substances such as silk.<br><br>Blackberry has no true form, but by far her most preferred appearance is that of a woman in her twenties standing at 5 foot 3 inches in height, with a wild mane of black hair partially tied up in a high topknot, clasped by a gold tube inlaid with swirling patterns. Her eyes - which, if she deigns to have them, always appear this way no matter what - are akin to exploding supernovas, gold with slit pupils (akin to a cat) flecked with swirls of purple, pink, orange and yellow. She typically covers them with sunglasses, even while indoors. Her hair is dyed similarly to the colours found in her eyes, with streaks of purple, gold and pink throughout: that which is not tied up in her ponytail instead rests upon her shoulders and splits in front and behind.<br><br>While Blackberry has a wide range of clothing tastes, she heavily leans gothic. Thankfully, she's never short of clothing: she can create silk and leather on the fly, after all, so in the time it takes her to assume a form (which takes mere seconds), so, too, can she create an entire outfit from scratch. Nor is she limited to just fabrics, incorporating metal for the sake of things like belt buckles, buttons and zips - or, indeed, her sunglasses. She can do this because, while she cannot create inorganic substances, she can absorb them, break them down, and repurpose them: such as for her clothing, but also for things like weaving titanium around claws she's grown for a fight, or creating bladed tentacles.<br><br>With these powers, she briefly had a run as a fashion designer, but ultimately decided to instead do part-time work on commission for Bolster, a company who create bespoke clothing and adaptive gear for Metas and Supernaturals who need specialized aid. This was inspired by her own special needs as, unlike her original host, Blackberry's body is not entirely stable and she must focus effort on keeping her form in shape, particularly in her extremities: without focusing on maintaining fingers, her hands will morph into lumpen 'mittens'. The easiest way around this is to create clothing to function as scaffolding, particularly in the form of sturdy leather long boots and long gloves. Her outfits typically either support this look, or conceal or replace its function - a biking bodysuit, for example, serves just as admirably.<br><br>Blackberry almost constantly wears a withering glare on her face and she's known to be casually spiteful in conversation, though vulnerable and jovial around friends in private. Despite the potential lethality of her powers, Blackberry has never killed or permanently injured anyone in her pursuit of justice. Indeed, she strongly believes that people are more than their mistakes, and that everyone deserves a chance at redemption. Her attitude has always been at odds with the media, with whom she has a hate-hate relationship, but things came to a head in 2019.<br><br>On that date, Blackberry was called to action to protect Sotapolis from a rampaging Supervillain. Blackberry was once friends with this individual despite them existing on opposite ends of the Heroic spectrum, but was instrumental in his defeat. However, when it came time to arrest him, Blackberry demanded to know what would become of him. Discovering that he would likely spend the rest of his life in maximum security suspended animation, Blackberry refused to cooperate with his capture, and he was ultimately able to find his second wind and escape. As a result of this incident - and the infuriation it caused the United Nations Bulwark - Blackberry was officially charged with aiding and abetting a Supervillain, a charge she accepted in court with a blistering speech against what she viewed as complacency in refusing to put serious effort into rehabilitating Supervillains. She was scheduled to spend five years in prison, but ultimately only served nine months due to mounting public pressure surrounding her views and the nature of her arrest. Even so, Blackberry is currently disbarred from the Official Hero Rankings and officially unregistered as a Hero - though this incident saw her place on the Unofficial Rankings skyrocket.<br><br>Even so, Blackberry is, for the time being, retired. Despite her reputation for success and effectiveness providing her with an offer to teach at a prestigious university with a Superheroing course, she instead elected to take a similar job at a nowhere night school in New Chicago, where she's known to be an effective but demanding teacher. Outside of this work, she continues to volunteer for Bolster, often takes odd jobs to make ends meet, and continues to Hero in an unofficial capacity, often 'stumbling into' incidents on her way from point A to B. It is rumoured that she is in a romantic relationship with DJ AnB, the Psionic DJ Heroine.<br><br>Blackberry has starred in a number of adult films where she puts her shapeshifting capabilities to good use, which has only added to her popularity among adults. The clothing she weaves to support her unique body only further adds to this appeal, and she plays up its appearance as a full harness set depending on her role in those films.", hover: "A sardonic shapeshifter created from the mixture of unknown Alien DNA with a Human.<br>She has the ability to break down organic mass and reform it into other biological substances.<br>Officially disbarred as a Hero after she refused to cooperate with the UNB regarding a Villain's capture.<br>This unprecedented move only boosted her popularity in the Unofficial Rankings.", see_also: ["Sotapolis", "United Nations Bulwark", "DJ AnB"], see_also_number: 3, OHR: "Disbarred", UHR: "Global - 042", }, Ballad:{name: "Ballad", full_title: "Ballad", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Born and raised by the Supervillain Organization known as The Hand, Ballad defied their upbringing to become a mighty Hero for mankind. Born a Human male, this Hero is now a total-conversion Cyborg with 95% of their body totally replaced with cybernetics, capable of digitally storing and summoning advanced weapons on demand. Given the potential lethality of this arsenal, Ballad is a Hero specialized towards fighting major threats to Humanity: foes against which they can bring their impressive firepower to the forefront.<br><br>Ballad was adopted from a young age by a Finger of The Hand based in the United Kingdom, with a specific focus was on developing next-generation Power Armour suits for the organization's armoured corps. One of thirty candidates for testing variations and competing prototypes of this next generation, Ballad was severely injured in their teenage years during a training exercise gone wrong. They were given cybernetics to bring them back to a baseline level of day-to-day functionality, but no further: despite the Finger having the capability to give Ballad a far more comfortable full conversion, this would have interfered with the test program, which required unaugmented pilots. This rationale was difficult to balance against the daily pains Ballad now faced, and it began to chip away at the conditioning they had experienced from as early as they could remember.<br><br>When Ballad discovered that they would be taking part in a 'live fire exercise' using a small village as a target, an opportunity arose to steal the latest prototype to be used in this test and escape. This prototype was outfitted for long-range flight and capable of storing weaponry and munitions in a digitized storage realm, transforming to reconfigure to different loadouts. Ballad fled to America and began to use this stolen armour to fight as a Hero, but they could not outrun The Hand forever. An assassination attempt during an unrelated Villain attack left Ballad on the brink of death with their armour all but destroyed, but with the aid of a good friend, Ballad's life was saved by using the ruined armour as the basis for a new cybernetic body. Kept in suspended animation until it was ready, Ballad's brain and a portion of their spinal cord and nervous system were surgically removed and implanted into the new body, a partially biomechanical machine armed with the same capabilities as the old armour.<br><br>With a new lease on life and a transforming body, Ballad finally took time to explore their own identity. They experimented with presenting female, but these days they have a habit of changing their appearance on an almost daily basis depending on mood: in their words, they're still 'figuring this whole thing out'. Regardless of gender presentation, Ballad's name is derived from their fascination with the American West - an amusing contrast to their heavily British accent - and their corresponding fashion sense, often affecting a poncho, the accessories and lifestyle of a roaming gunslinger. They have silver skin, bright yellow eyes set against black sclera, short black hair, rounded caps on their ears and dark seam lines running across their face and body. Portions of metal plating exist on their shoulders, hips, elbows and knees. Their body is a mixture of hard metals and biomechanicals, though the ratio of these two components is somewhat interchangeable, given the ability to transform. Typically, they will wear some amount of armour with their outfits: Ballad favours purple and gold in their colour scheme, and at a minimum will usually have sleek, curved bracers and boots in this style. They typically stand at a nice round six foot on the dot, and favour an athletic physique with somewhat broad shoulders.<br><br>Ballad is currently unaffiliated with any Hero Team, but has history with Resolute and connections to the Demos movement. Their desire to avoid collateral damage extends to not wishing to harm any fellow Heroes: Ballad is most comfortable in fights against behemoths who they can justify bringing out the big guns against.", hover: "An easy-going total conversion Cyborg who was raised by The Hand.<br>Despite Villainous origins, they saw the reality of the world for themselves and slipped their handlers.<br>Tech stolen from The Hand would later be used as the foundation of their new body after a severe injury.<br>Capable of storing and summoning an arsenal of weaponry.<br>Big Western fan. Tends to only fight Global and high-National threats.", see_also: ["The Hand", "Power Armour", "Demos"], see_also_number: 2, OHR: "Global - 045", UHR: "Global - 040", }, Magmaid:{name: "Magmaid", full_title: "Magmaid", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A Fire Elemental from the Realms Realized, Magmaid is a popular Heroine with a strong gimmick: she dresses like a maid and 'cleans up crime' with her incinerating heat attacks. She can fire concentrated beams of energy from her hands, either two separately or one more focused, wider beam if she brings her hands together. When pushed, she can abandon her costume entirely and intentionally destabilize her body into a raging inferno, growing larger and increasing the intensity and range of her attacks.<br><br>Obviously, her powers could easily kill a criminal or Villain, but she exhibits fantastic control and situational awareness. She's capable of pinpoint, surgical attacks with her powers to destroy weaponry, gear or weakpoints of armour without severely injuring her opponents, and delights in the show of sweeping up the ashes of a Villain's precious weaponry right before their eyes.<br><br>Magmaid has a body hewn from red, lava-like gel, and has a curvy body with several portions visible through her black and white maid dress. She has no mouth, her only facial features being a pair of bright white eyes set against a black, obsidian 'mask' that frames her face; this same obsidian substance is visible in armour-like growths down her arms and legs, ending in gauntlets and boots of a sharp, angular design. When unstable, the 'skin' of her gel-like body breaks down and her flames escape the silhouette of her form, her body turning a bright blue accordingly to the heat she exudes. She is currently a member of Supernatch, the Supernatural-exclusive Superhero Team.", hover: "A Fire Elemental Fantastical who leans fully into her gimmick persona.<br>Dressing like a maid, she incinerates threats and then cleans up the ashes.<br>Is careful not to incinerate people, having the control to instead burn their weapons and gear.", see_also: ["Supernatch"], see_also_number: 1, OHR: "Global - 063", UHR: "Global - 070", }, Angel_Plus:{name: "Angel_Plus", full_title: "Angel Plus", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The daughter of Pandaemonium, Angel Plus is a much-loved Heroine and rising popstar who, like her mother, has a substantial loadout of cybernetic enhancements that include total replacement of her arms and legs. Bronze-skinned and emblazoned with gold and platinum alloys, she tends to dress in pastel blues, pinks and whites and wears a thin-slit visor across her eyes with a pink indicator that shows where she's currently looking. She has long, silk-spun blonde hair that she typically ties back in a ponytail, and she dresses with a somewhat retro-90's style: a padded jacket and frayed jeans are a common sight on her 5-foot-2-inch frame.<br><br>Angel primarily fights with energy beams, which she can emit from her palms and visor. Charging up beams can enhance their strength and penetrating power, but the more power she drains, the longer she has to wait between recharges. Outside of this, her limbs are equipped with gravity-manipulating pulse nodes that enable her to fly, enhance her strength, and - to limited degrees - enable her to create barricades and shields to halt speeding objects, such as bullets.<br><br>While her mother's cybernetics were the result of her suffering a major injury at some point in her life, Angel became a Cyborg voluntarily so that she could become a Hero. She is simultaneously an ambassador for cybernetic enhancement as well as a voice a caution over the need to regulate such enhancements to ensure they aren't used for the sake of evil purposes.<br><br>As a popstar, Angel's music is defined by her ability to modulate her own voice live on the fly, which creates unique and interesting vocal performances. She can play guitar with her mechanical hands, allowing her to strum with incredible speed and precision, and her music is typically backed with heavy synths. Her concerts will incorporate Serasera drones repurposed for displaying special effects and pyrotechnics.", hover: "Daughter of Pandaemonium and much-loved Heroine.<br>A Cyborg like her mother, Angel is a darling of the battlefield.<br>While she prefers to do rescue and disaster response work, she fights all the same.", see_also: ["Pandaemonium", "Serasera"], see_also_number: 2, OHR: "National - 031", UHR: "National - 025", }, DJ_AnB:{name: "DJ_AnB", full_title: "DJ AnB", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A celebrity DJ and Psionic Heroine, DJ AnB is a cheerful British woman with pop-punk sensibilities. She is a member of the psychic Jacobson Family, and among one of the more powerful Human Psionics alive today. She's trained hard ever since she was a child to hone a range of telepathic and telekinetic talents, and her unique ability - something which all Jacobsons possess - is that of being an empathic sponge, able to generate power from positive emotions around her.<br><br>This creates the 'loop' that AnB (pronounced 'A un B') engages in: Her 'A Side' is that of her celebrity persona, holding concerts and raves to play her electronic music and thus soaking up all the good vibes created by her audience. Energized by these vibes, she then employs her 'B Side' in the pursuit of justice on the streets, pummelling Villains and criminals with telekinetic assaults and mental projections. A good concert can give her energy for days to weeks, depending on activity level - without the empathic boost, she remains competently powerful, but she's by far at her best when she can tap into this additional reservoir.<br><br>Jane Jacobson (sometimes known as 'Jay Jay' to her friends) is an eerily pale woman who stands at just shy of six feet in height. Bright pink, electric blue and silver are her colours of choice, with her side-shaved, lopsided hair dyed pink on the right and blue in the center and shave. Her eyes are a bright pink, a common trait in her family of Psionics. A series of silver studs adorns her left eyebrow, and she's usually seen with clip-on earphone cans to guard her ears. A blue jacket with pink trim has silver spike studs woven down the sleeves and padded bracers, and her pink gloves have blue metal knuckle plates to enhance her punches. Her jacket's thick collar contains an autotuner gadget to adjust her voice on the fly, used for live performances but also to intimidate and irritate her foes in combat. She tends to wear fishnet tops and leggings with simple cropped sportswear tops and shorts, and favours a pair of ripped blue pants that give way to a pair of signature knee-boots with silver plates and harsh spiked steel caps. A belt strewn with thick silver chains adorns her hips, containing pouches with useful items but also those chains themselves, which she can fling at enemies with her telekinesis to bind arms and legs.<br><br>In recent months, Jay Jay has more tightly tied her celebrity and Hero personas together with an elaborate costume that features more protection. A padded long coat in the same style as her jacket, a helmet with a black visor display capable of projecting her thoughts onto its surface, and psycho-enhancement crystals built into gauntlets that can amplify her mental projections in strength and durability.<br><br>She is cousins with the Ace Hero, Aviette. She is currently a member of Lustre, a Superhero Team known for treating their fights like live shows. While on paper she seems a typical fit, AnB is an experienced Hero now on her third team: she's been a boon to Lustre's slightly negative reputation by providing them with leadership experience and knowing when enough is enough, careful to never let the show get in the way of dispensing justice or keeping people safe. She is thought to be in a relationship with the blacklisted Hero, Blackberry Jam, though she dismisses questions about this topic with a simple 'that's none of your business, loves'.", hover: "A pop-punk Psionic and member of the psychic Jacobson Family.<br>A multi-talented mentalist, AnB is empowered by positive emotions, such as at her raves.<br>She then uses this energy to fight crime, burning it like fuel for her powers.<br>Her name is in reference to her two sides, like the sides of a record.", see_also: ["Psionic", "Jacobson Family", "Aviette", "Lustre", "Blackberry Jam"], see_also_number: 5, OHR: "National - 048", UHR: "National - 044", }, Bastet_Case:{name: "Bastet_Case", full_title: "Bastet Case", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Bastet Case is an imposing statue representing the Egyptian Goddess, Bastet. She is animated and alive, an Avatar of her Goddess who was created - along with the other Alloy Avatars - to safeguard the world until such time as the Inverse Aegis falls and the Divine can once again wage war for control of the planet. Thankfully, that time is a long way off - if it should ever come to pass at all - so Bastet Case and her fellows remain on the side of Humanity.<br><br>Standing just above eight feet in height, Bastet Case is every bit as heavy as you might imagine a being of living minerals to be. She is hewn from gold, obsidian, lapis lazuli and alabaster. Her body is primarily golden with alabaster inlays that glow with the intensity of the sun, spiralling across her arms, legs and stomach. Skimpy armour hewn from obsidian is slung about her body: feet-exposed boots up to her knees inlaid with alabaster and lapis lazuli stripes, bands around her golden thighs, a loincloth that tightly hugs her hips that flows like fabric despite its construction, a sling-like halter top, pauldrons in the visage of wild cat heads (with lapis lazuli eyes), and spiked bracers and gloves with bands of lapis lazuli and alabaster. A tall bracing collar of obsidian and lapis lazuli layered stripes keeps her posture tall and focused, and while her head is entirely golden save for lapis lazuli eyes, her hair is obsidian and flows like silk in an extravagant ponytail clasped with an alabaster band. Her hands and feet, while humanoid in design, terminate in vicious obsidian claws.<br><br>Despite her weight and durability - there is not a single scratch on her body despite her involvement in numerous major fights throughout the centuries - Bastet Case's golden body feels like sun-heated flesh to the touch, according to a tell-all interview with an extremely bold Human fan who once hooked up with her. Indeed, like many of the Alloy Avatars, the increase of Magic in the world has seen them reserve their strength less and less and thus explore the world and what it has to offer. She is reportedly a rather aloof if not stuck-up individual, but even she is not immune to Earth's charms. It is worth noting, however, that the man interviewed did so from a hospital bed due to a shattered pelvis, to which he remarked 'worth it'.<br><br>Bastet Case is often paired with the Bull-aspected and Bull-headed Apis Gazer, who has a far more brash and fun-loving attitude in contrast to her grouchy demeanour.", hover: "An Alloy Avatar, Bastet Case is an Avatar of the Egyptian Goddess, Bastet.<br>She appears as a mighty feline statue hewn from gold, lapis lazuli, alabaster and obsidian.<br>Partnered with - but often butts heads with - Apis Gazer.", see_also: ["Alloy Avatars", "Inverse Aegis", "Divine", "Apis Gazer"], see_also_number: 4, OHR: "National - 081", UHR: "National - 080", }, Apis_Gazer:{name: "Apis_Gazer", full_title: "Apis Gazer", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Apis Gazer is a hulking statue of a Bull-headed man hewn from obsidian, enchanted by the Avatar influence of the Egyptian God, Apis. Towering at over eight feet in height and being damn near as wide, he shakes the ground with every step of his shining ebon hooves. As an Alloy Avatar, he is directed to defend the world from those who would see it destroyed or conquered until such time as the Inverse Aegis falls and the Divine may wage their war for supremacy across the Earth once more. Of all the Alloy Avatars, Apis Gazer takes this duty perhaps the least seriously, having gone fully 'native' according to his fellows.<br><br>While he is every bit as heavy as a body hewn from obsidian and gold might appear, he can still move with surprising speed when push comes to shove: just don't ask him to turn on a dime. He dresses 'skimpily', to say the least, with the majority of his body pitch black with digitigrade legs ending in hooves, powerful trunk-like arms ending in massive fists, broad shoulders attached to a broad torso, and the head of a bull with mighty golden horns and a gold ring through the nose, with amber inserts for eyes which glow when he speaks in his booming voice. His body is covered in Egyptian regalia, with his modesty barely protected by a golden loincloth that flows like fabric despite being made of the precious metal, along with golden bracers around his wrists and ankles. Confusingly blending in with the 'flesh' obsidian of his body are hard obsidian sheets of armour, notably his pauldrons and hip guards, which are inlaid with gold trim that helps to separate them visually from the rest of his body.<br><br>Apis Gazer is widely considered the most sociable of the Alloy Avatars, rarely spending any time at rest due to absorbing plenty of Magic in the air of day-to-day life. He is credited with a notable increase in religious observation of the ancient Egyptian pantheon, and he has something of an egotistical streak about it, along with all that might entail. Indeed, the Bull considers himself something of a lady's man and has a sizeable fan club to prove it - though he is known to see red if you refer to him as any kind of 'Minotaur'. As to the question of whether or not he is anatomically correct: plenty of people can attest that yes, he is indeed.<br><br>He is typically partnered with Bastet Case, a far more reserved Alloy Avatar, whom he delights in his contrast against. It's clear that his attitude is slowly but surely rubbing off on her.", hover: "An Alloy Avatar, Apis Gazer is an Avatar of the Egyptian God, Apis.<br>A mighty bull-man statue hewn from obsidian, gold and amber.<br>Partnered with - and often infuriates - Bastet Case.", see_also: ["Alloy Avatars", "Inverse Aegis", "Divine", "Bastet Case"], see_also_number: 4, OHR: "National - 082", UHR: "National - 083", }, Reco:{name: "Reco", full_title: "Reco", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Reco is an electric-aspected Pixie who was born in the Realms Realized. She was visiting the Queendom of Faizaria before it was forcibly merged with the mortal plane, leaving her stranded on Earth. While fascinated with Mortal-kind as much as the rest of her Kin, she deeply missed her home. She decided that if she could not return, then she could instead get as far away as possible from it: and it's harder to get much further away than the depths of space. Thus, when a Zone Vigil Hero visited her local area in search of a fugitive, she was fascinated by them and begged them to let her sign up. After some convincing, the squad leader gave her a training regimen to follow and promised to return in three months. While Reco couldn't be sure if it was legitimate, she followed the regimen regardless, learning the basics of combat and training her diminutive body. Sure enough, the leader returned and accepted Reco as a recruit into the Zone Vigil: a squad in which she remains to this day.<br><br>Reco is two feet in height, with electric blue skin and bright yellow eyes like thunderbolts. She has a wild mane of black hair with yellow streaks throughout it, and her skin lightens to a paler tone down her arms and legs... or it would, in the case of the former, if she still had them. Severely injured a number of years ago, Reco's arms were replaced with cybernetics up to the shoulders, which were themselves augmented with shielded sockets to attach said arms to. It took her some time to acclimate to them, but now her arms - black and yellow in colouration, with a sleek, curved design sensibility to them - contain electrical transmitters in the palms and compartments for batteries and ammunition. Reco has a slender build and formerly had gossamer, dragonfly-like wings, but those have now been augmented to match her arms, featuring a hex-grid pattern down the wings and jet assistance built into the biometal wing casings that adorn her back. She wears the same uniform as the rest of her squad: a pale purple armoured vest made from an alien alloy, baggy white pants tucked into armoured boots, a utility belt with the Zone Vigil sigil in the center, and an armoured mask with a slit visor to protect her face.<br><br>Alongside her electrical powers, Reco fights with a pair of rapid-fire gatling mechanism energy pistols, which draw from her electrical reservoirs and accept magazine blocks of a feeder alloy that is consumed to fire plasma shots. She favours a 'defeat by a thousand shots' technique in combat, pestering and peppering her foes with her lightning-like speed as she bombards them relentlessly before finishing them off with a tazer strike from her wire-guided rocket punch hands.<br><br>While she has served Zone Vigil with distinction, she is currently posted back on an Earth patrol route after coming to miss her home-away-from-home. Indeed, she wonders if she'll ever truly get over the loss of her original home, but, in the time being, she's learned to be thankful for the homes she's gained over the years.<br><br>Surprisingly, she has a presence in the Galactic arena combat scene. She signed up to a tournament as part of her training years ago, and since then she's competed in several competitions, where she has an overall win rate of 63%, having scored some remarkable upsets against far larger, more favourably booked foes.", hover: "An electric-aspected Pixie from Earth who was recruited by Zone Vigil years ago.<br>This diminutive blue bomber is lightning-fast and favours a 'defeat by a thousand cuts' fighting style.<br>Her arms are cybernetic up to the shoulders due to a major injury sustained in the past.<br>Requested a station on Earth when she became homesick.", see_also: ["Realms Realized", "Queendom Of Faizaria", "Zone Vigil"], see_also_number: 3, OHR: "National - 098", UHR: "National - 096", }, Regalia:{name: "Regalia", Regalia: "Regalia", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Regalia is a raven-haired Princess of an Eastern European micronation, and current heiress to her throne. She is currently studying abroad in America, where she has taken up the role of a Hero in order to promote her nation and bring it honour. A relatively new Hero, her rise through the ranks has been quite meteoric, thanks in no small part to her potent ice-controlling powers and the grace with which she uses them. Curiously, her family has no history of Meta mutations, leading some to believe that her abilities were induced via a Designer Superpower agency. This conflicts with her mastery of her powers, however, and Regalia's spokesperson insists that she is a natural-born Meta.<br><br>Pale as ice, Regalia's long black hair turns sheer white when she uses her powers for any extensive amount of time. She has crystal blue eyes and stands at around five and a half feet in height. She has a slender build, akin to an ice sculpture, and her typical attire is a white and powder-blue dress with functional white dress shoes and long gloves. She can exude chilled air from her mouth, hands and feet, and can use this power to boost the height and distance of her jumps as well as to superfreeze the air and create platforms and barricades. Extensive overuse of her powers will cause ice to form around her extremities, creeping further up her body towards her torso: at worst, this can totally immobilize her, but she is immune to harm such cold would ordinarily bring.<br><br>Regalia is a friendly but reserved woman who has become fond of America, but loves her country above all other matters. She briefly joined the Hero Team known as Resolute, but left it due to differences of opinion and brand image issues.", hover: "The heiress of an obscure Eastern European micronation, Regalia is an ice-controller.<br>She's rapidly rising in popularity due to her extravagant and effective fighting style.<br>A merciful Hero who strives to avoid even injuring her opponents.<br>Currently studying abroad in America.", see_also: ["Designer Superpowers", "Resolute"], see_also_number: 1, OHR: "National - 106", UHR: "National - 106", }, Alchemmie:{name: "Alchemmie", full_title: "Alchemmie", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Alchemmie is a former Villain, abducted as a homeless child by a shell organization of The Hand. As part of an experiment in their advanced indoctrination techniques, Alchemmie was brainwashed into believing The Hand's version of reality, the so-called 'Truth' that Heroes are a sinister cabal working to bring mankind to ruin. Once fully indoctrinated, Alchemmie was moved to another facility where she volunteered to undergo a dangerous process of artificial Metapower induction: one that generated impressive results, but without fail would induce injury in its participants. Alchemmie knew her brothers and sisters in arms had undergone the procedure and lost limbs, senses, and some even their very lives. Regardless, she volunteered - if one can consider one capable of 'volunteering' whilst brainwashed - and gained a remarkable power at the cost of her <i>skin.</i><br><br>Put into emergency surgery ready to deal with all manner of cybernetic needs created by this process, Alchemmie was given an artificial skin graft across her entire body. This substance, skin to a matte black latex, now coats her from head to toe, and cannot be reversed due to how long it's been bonded to her. Once she recovered from this ordeal and was put through training with her new powers, Alchemmie was put to work carrying out covert operations to undermine the 'Hero World Order' with her fellows. This drew attention to this Finger plot, and the facility was eventually raided by a joint operation of the United Nations Bulwark and Resolute, a Hero Team. It was one of the most successful operations against a Finger of The Hand in public record, with both the Claw and Knuckle of the operation captured and later incarcerated for life. Alchemmie did not fight in the defence mounted in this operation, for she was undergoing a top up of her indoctrination: the process was interrupted in the fight, causing severe memory loss and issues that plague her to this day.<br><br>Along with her siblings in arms, Alchemmie was apprehended and taken in for care by a social worker arm of the UNB with a specialized background in dealing with mind control and brainwashing. Deprogramming these poor kids took a long time, and it's a process that's still underway for a lot of the victims of this Finger branch. Alchemmie, however, given the gaps in her memory caused by the interrupted process, was fast-tracked for reintegration into society under careful observation. Given her age lined up with a fresh intake of students to a specialized Meta school, Alchemmie was sent to study with a focused curriculum on scientific topics relevant to her powerset, and an extensive history course.<br><br>With regards to those powers, Alchemmie's name is derived from them: the process she underwent created several specialized glands throughout her body, which she can use to create just about any chemical in the world, so long as it is gaseous, liquid, or a water-soluble solid. She can further combine these chemicals within her own body and then expel them through a variety of methods, such as nozzles built into her fingers, breathing or spitting them out, or even crying them - assuming that she does not directly apply them to her bloodstream where appropriate to do so, such as when rapidly creating and deploying painkillers. <br><br>This process has two drawbacks, both of which are exacerbated by her conditions. For one, Alchemmie is only capable of creating a chemical if she understands its composition. Thus, she must study and memorize them; however, she has short-term memory issues that make this difficult, often having to learn the same thing over and over again before it can stick. Thus, she carries a cheatsheet with her at all times. Secondly, this process generates heat, regardless of what she's making. Even worse, one of the most effective uses of her powers is to create flammable or explosive compounds, allowing her to emit explosive blasts or flames from her fingers, palms, or mouth, or even use them to fly by expelling them violently from the soles of her feet and vents down her legs. However, her replaced skin - while highly durable - is incapable of sweating. Adjustments were made to this cybernetic layer when her shortcomings were realized by the Finger, and later, further adjustments were made at her request to her care team. Her arms and legs are covered in tactical cuts and grooves that act as cooling vents, which are a dull orange against the ebon black of her flesh until she heats up, at which point they glow with increasing intensity.<br><br>Regarding her flesh, Alchemmie underwent cosmetic touchups. She has long, artificial hair coloured a rich plum purple, which she typically wears tied back loosely. She has purple eyebrows permanently marked onto her face, matching purple lips. Her eyes glow a bright orange, brighter when she's overheating, set against stark white sclera. She has slightly pointed ears, and a set of silver studs in the right and a small hoop in the left. She has something of a sharp face, typically twisted into a resting glare.<br><br>Her education and extensive rehabilitation would eventually see Alchemmie designated as fit for release into wider society without observation. After a couple of years of civilian life, Alchemmie would take on the mantle of a Hero. However, she is highly critical of modern Hero culture, for while she understands that her indoctrination was motivated by evil, she points out that many of its arguments - while taken to hyperbolic extremes - were rooted in grains of truthful observation about excess, the pursuit of fame and glory, and the motivation of celebrity life. Her sharp tongue and skillful displays have earned her a large if not cynical fan following, and she joined the Hero team Resolute - the very Team who saved her years ago - in 2023, though she often butts heads with her team members.<br><br>When it comes to clothing, Alchemmie prefers to always keep her legs exposed, even in winter, as she can easily generate heat but cannot easily cool herself. She favours sturdy but short boots, and either shorts or leotards, usually purple like her hair. While keeping her arms exposed also helps her cool down, she's very attached to a biker jacket she had on her when she was rescued: a black leather garment, bulky and heavy with multiple pockets and patches, which has seen extensive repair over the years. Most typically, she'll wear this jacket over a rib-textured turtlenecked leotard. Lately, she's been seen wearing long pants with harem-style puffiness and slits throughout them, often billowed out by the heat emitted by the vents in her legs.<br><br>To this day - and likely for the rest of her life - Alchemmie suffers from memory issues that can result in her forgetting new faces until she's met them a few times. A coping mechanism is that she will assign nicknames to people when she meets them: there are friends whose names she has been unable to learn for years, yet she can always remember a name if she herself applies it. Expressing annoyance with the name she assigns you is a surefire way to ensure she'll always use it.", hover: "A former Villain who was abducted and brainwashed by The Hand.<br>She can generate and combine chemicals within her body, so long as she knows the formula.<br>Her powers were induced via a method that damages the body: her onyx black skin is a replacement.<br>Highly critical of modern Hero culture, but a determined Hero in her own right.", see_also: ["The Hand", "United Nations Bulwark", "Resolute"], see_also_number: 3, OHR: "National - 201", UHR: "National - 187", }, Aiiro:{name: "Aiiro", full_title: "Aiiro", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Aiiro is a female Android from a dark timeline. This electrical manipulator was part of a mass-produced series of riot control droids from a world where the Earth was subjugated by a single Empire, before being plunged into a desperate civil war of resistance that ultimately culminated in the destruction of the solar system's sun, Sol. Built to serve the Empire as a brutal prison control unit, Aiiro achieved sentience and joined the resistance to atone for her sins, staging a major prison break. Unfortunately, she was powerless to stop the destruction of her world and was one of a few select individuals sent back in time to try and stop it from happening. Alas: her timeline, as she discovered, was a disparate and severed connection. Instead of finding herself back in the pivotal moment, she found herself on our timeline, her mission failed before it could even begin.<br><br>Now, Aiiro roams this world as a Ronin, a 'Hero for hire' - though her price is never anything more than a roof over her head for the night.<br><br>Aiiro is an advanced combat machine, though she insists that she pales in comparison to a true combat unit of her world. Her electrical manipulation was designed to facilitate her intended role as a prison warden, delivering electrical attacks from long or close range, from intensities varying from 'stun' to 'execution'. Outside of her original mission parameters, she has extensively studied martial arts and melee combat, favouring a pair of retractable blades built into her arms which can themselves carry electrical current, either to absorb it to recharge herself in the field, or to emit it to enhance her strikes.<br><br>She has dull silver synthflesh, once brighter but darkened with age. A plate of this flesh is grafted over her right eye, which is missing and cannot be replaced: Aiiro's mechanical systems are a mystery to the science of this world, and finding replacement parts is an exercise in futility in most cases. Her remaining eye glows, with white sclera, a purple ring iris and a bright blue pupil. She is somewhat short, just under five feet in height, but her body is sculpted with a rather stout physique, with the imitation of tone in her arms and legs. Seams run between the plates of synthflesh that adorn her body, and she has a somewhat large chest and hips in accordance with her stocky build. Her arms and legs are both broken up by bands of purple metal alloy with blue seam markings, and her shoulders, elbows and thighs are artificial muscle bundles with a transparent flesh layer worn over them.<br><br>Outside of this, she has a set of armoured modules to be worn over her body: a full armour layer of dark purple and deep blue runs down her arms and legs, terminating in sharp boots and bulky gauntlets, the designs angular, sharp and intimidating. These are paired with an armoured vest onto which a hip shawl has been affixed, longer at the back and trailing to the backs of her knees, down to her thighs at the front. The look is completed with a purple layered pauldron on her left shoulder, purple hip guards, and a dark gray metal rice hat with an armoured rim. The shawl around her hips is marked with a sigil of the resistance she once served, and serial numbers of her original construction dot her arms but have been crossed out. Seams that run down her armour vest, around the rim of her hat and across her arms and legs glow a bright blue, fading dimmer the more charge she loses: these are often arranged in intricate patterns.<br><br>Aiiro has gained a reputation as a cheerfully morose Hero who wanders this foreign Earth in search of a home for herself. She has spent time in space and explored local areas of the Galaxy on bounty hunting business, but she always finds herself drawn back to the Earth, as if captured in its gravity. If she cannot save her world, then perhaps she can keep this duplicate of it off of the path to ruin...", hover: "An electric-manipulating Android from a dark timeline, who affects the look of a samurai.<br>In Aiiro's world, Humanity destroyed itself in a brutal civil war.<br>Now she roams this world as a Ronin, searching for a place for herself.", OHR: "National - 259", UHR: "National - 259", }, Trip_D:{name: "Trip_D", full_title: "Trip D", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Originally created by the renowned Z-tier Villain known as Marisa the Malcontent, Trip D (or 3D) was created to be a bodyguard to her evil ambitions. Trip D, however, instead desired to be a Hero, and simply walked off, knowing that Marisa would be unable to stop her. Despite this... 'Villainous' origin, Trip D is a mighty and effective Heroine and a curious case of a machine born with artificial sapience despite being created from such standard parts: a by-product of Marisa's unusual invention powers.<br><br>Trip D was primarily created from a heavily modified retro games console as her computing core, her body being built around that - despite being humanoid and having a head, her central intelligence is actually located within her chest. A port on her back, just to the right of her armoured spinal column, accepts cartridges for this game system: when inserted, Trip D powers up and achieves new capabilities based on the inserted game, often transforming her body to suit this new array of abilities. She can only have one cartridge inserted at a time: no Lock-on Technology applicable here.<br><br>Trip D has almost black skin, with glowing yellow eyes and a blue power gem embedded in her forehead that resembles a third eye. Her artificial hair is a darker black than her skin, and features two thin bangs and a spiked back, exposing her aural sensors, which are a pair of round caps with small aerial spires jutting from the top and top-back cardinal points. The rest of her body is similar to her face, with seams sparingly connecting her synthskin plates at the wrists, elbows, shoulders, neck, waist, thighs, knees and ankles. Her feet and hands are more armoured and robotic than the rest of her body, and a permanent, bulky collar resides around her neck to keep her head secure. Her armour worn over her body is black with burgundy trim, which is featured at the terminal ends of each plate, band and piece of armour. Her right arm can transform into a sizeable energy buster cannon, which can further transform based on what game she currently has inserted: the barrel has a clear component running down its length that glows with the same azure blue as the gem in her forehead, and indeed these glow can be seen on a number of diodes across her arms, legs, collars and waist. Her chestplate is angular and capped with a dull-gold emblem with no apparent meaning behind it: a half-hexagon balanced atop a smaller, reflected half-hexagon beneath it.<br><br>This armour can shift forms and colouration depending on what game she currently has inserted, and when the buster cannon is not deployed, her hands are protected by angular bracers with a power gem akin to the one in her head embedded into each guard. Finally, a subligar protects her hips, featuring swept 'wings' that guard her sides, back and front, the front wing being the longest.<br><br>Just like her creator, Trip D has small pupils that give her a constant 'bewildered' stare, though she wears this far less neurotically than Marisa does. Despite initially abandoning her, Trip D eventually returned home and is now on cordial terms with Marisa, but has warned her that if they should cross paths as Hero and Villain, she will treat her like any other opponent.", hover: "A combat android created by Marisa the Malcontent using a games console as her core.<br>Despite this 'Villainous' origin, Trip D is a mightily effective Heroine who carves her own path.<br>Inserting a game cartridge into her back bestows her with new powers. Only one at a time!", see_also: ["Marisa The Malcontent", "Synthetic Sentience"], see_also_number: 1, OHR: "National - 278", UHR: "National - 279", }, Gojiranna:{name: "Gojiranna", full_title: "Gojiranna", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "While working an internship at a nuclear waste disposal facility, the woman who would become Gojiranna was caught in a severe accident brought about by a natural disaster. A massive earthquake in 2011 reached the remote facility and caused damage to the storage room where she was working, leading to a containment breach of a secure container of radioactive waste. The chamber was flooded with radiation, triggering an automatic lockdown: she was the furthest from the door and was unable to reach it in time before it sealed shut, trapping her within. Knowing with utmost certainty that she would die, she sat down against the door, curled up, and prayed it would be quick.<br><br>Regaining control of the facility, evacuating non-vital personnel and ending the lockdown to send in a team to secure the broken container - and handle the body - took 45 hours in total. When the door was raised, the intern slumped backwards, her skin darkened like charcoal with black spikes protruding from her shoulders and back. As a medical examiner in a hazmat suit knelt down in confusion to examine her body prior to taking it away, Gojiranna opened her glaringly bright blue eyes, parted her parched lips, and asked for a drink of water.<br><br>She was, needless to say, confused when her rescuers screamed, turned tail and ran. She was even more confused when she discovered - upon later examination - that the chamber was completely clear of its radiation leak. And when she was finally given a mirror... well, she wasn't that surprised, for she'd already noticed that she was now over eight feet tall. That, and the spikes punching through her ruined clothes.<br><br>The intern was now Gojiranna, mutated by radiation and saved by a previously dormant Metapower. There is no cure for her condition: she is now a living sponge of radiation, the sole silver lining being that she, herself, is not radioactive unless she intentionally harnesses this power.<br><br>Gojiranna is a towering amazon with a bulky, fit body. She is somewhat chesty. While the front of her torso is flesh - and a slightly paler gray than the rest of her - her sides, arms and legs are darker and covered in thick scales, many of which are scarred and calcified from previous battles. In addition, several twisted black spines grow from her shoulders and back, flanking a series of thagomizer plates down her spine, which carry on to a Reptilian tail lined with curved spikes on either side. All of these spikes and spines contain grooves that glow the same glaring blue as her eyes, which is also present in harsh crystal-like growths on her base knuckles (of her fingers and toes), and in a crystal growth in the center of her chest, as well as dotted around her ribcage and hips. Notably, her most scarred scales also take on this same glow and crystalline corruption, leading to random spots of it around her arms and legs. Her face, the fronts of her hands and soles of her feet are not scale-clad, and are a similarly lighter tone like the front of her torso. She has black hair with a few streaks of faded blue through it, long and worn loosely tied back: it is extremely difficult to cut, and thus she tends not to do so. Her mouth is filled with sharp fangs, and she has a long, forked tongue which glows blue like her eyes do.<br><br>While she was once a reserved and quiet woman, Gojiranna's new body would contrast severely against such a temperament. Indeed, these days she is an angry individual, still seeking a cure for her condition but knowing, deep down, that she will never find one. She has trouble finding clothing to fit her body, given her height and the Reptilian protrusions, and tends to just wear whatever she can, ignoring the holes and cuts as fabric catches on her spikes and scales. The exceptions are a harness-like undershirt and a pair of simple black briefs that hug her hips, along with a set of specially-made bracers hewn from a black metal alloy and the boots to match. These clothes and this armour were built to facilitate her abilities.<br><br>Gojiranna can harness stored radiation to emit nuclear fusion beams from her mouth, as well as consume it to enhance her strength and agility in bursts of activity. Beyond this, Gojiranna's most notable ability is that she can grow to up to ten times her typical size, a power she is highly reluctant to use but has deployed against major Villainous threats in the past. Her clothing and armour are capable of resizing with her, but anything else she's wearing is inevitably destroyed by this process. The radioactive nature of her attacks is a cause for concern, but her ability to absorb this radiation means that she is never at risk of polluting a battlefield. Even so, she vastly prefers to fight away from population centers if possible.<br><br>Gojiranna has been a member of Resolute for 7 years now, and is one of their top members. She is, however, a major contributing factor to their ongoing reputation for cynicism. She is a troubled woman who is unlikely to find the answers she seeks in life unless she can accept her nature for what it is.", hover: "Mutated in a severe nuclear accident, Gojiranna is a morose reptilian punk.<br>She can increase her size substantially at will, and unleash fusion-powered heat breath.<br>A member of Resolute for several years, she still searches for a cure for her condition.", see_also: ["Resolute"], see_also_number: 1, OHR: "National - 327", UHR: "National - 315", }, Voohiinaam:{name: "Voohiinaam", full_title: "Voohiinaam", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Voohiinaam is a young Neuvo, an elder Alien race of powerful Psionics who commonly act as servants and advisors to Imps, a fellow elder race. In a Neuvo's youth, it is traditional that they explore the Galaxy to learn of and from its people before they settle into their chosen role in life. Voohiinaam is doing just that here on Earth, having lived here for the past two decades, where she is likely to remain for at least a century before moving on.<br><br>While a Neuvo typically strives to be a passive observer, it is common during this period of pilgrimage to engage with local culture. Thus, Voohiinaam has taken up the mantle of a Hero, simply to see what that's like. She is well equipped to do so, for her kind are powerful Psionics. She is armed with an arsenal of mentalist powers, from the ability to trick the mind with telepathy up to the ability to manipulate the world around her with telekinesis. Even a young Neuvo such as Voohiinaam's tender 203 years of age is more than a match for all but the most powerful of Earthling psychics, and thus she has distinguished herself as a powerful foe. However, her interest in Heroics tends not to extend past her local area: her position in the Hero Rankings largely stems from a couple of high-profile Villain attacks that befell Sotapolis, where she currently resides.<br><br>Voohiinaam is a slender being, as her race so often are. She has three-fingered hands and long legs that end in slim 'hooves', and tends to float just off the ground when she moves, which adds a little extra height to her impressive stature of just shy of seven feet. She is pastel pale, a faint green in skintone with a bone-white natural 'mask' over her face. As with all Neuvo, she lacks a mouth, and her mask guards sunken, void-like eyes that flare with emerald intensity whenever she speaks via telepathic communication. The sides of her mask split like a pair of elven ears on each side of her head. The minerals that grow from her head are a pale amethyst and are swept back, styled short at the sides with a longer ridge running down the back of her head. She has a slight chest and slim hips, and wears attire typical of her kind's traditional sects; a flowing white gown with a strap over the right shoulder, pinched at the waist with a pale green sash.", hover: "A Neuvo, a Psionic elder Alien race who typically act as servants to Imps.<br>Voohiinaam is young and has been living on Earth for a couple of decades.<br>This is part of a pilgrimage her kind take to observe the universe they are destined to guide.<br>In her time on Earth, she has defended it - and herself - from various threats.", see_also: ["Neuvo", "Imp", "Sotapolis"], see_also_number: 3, OHR: "National - 377", UHR: "National - 341", }, Bimboo:{name: "Bimboo", full_title: "Bimboo", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A bubbly and optimistic Ghost girl, Bimboo is a member of the Superhero Team known as Supernatch, and one of their most popular figures - for a litany of reasons. Before she became spiritually inclined, she was a college girl studying Nuclear Physics, in complete contrast to the face value assessments one would be forgiven for making about her. With a thick valley-girl accent, a love of colour and an outrageous party-going lifestyle, Bimboo would always submit her work with prompt timing and a passing grade, and even take time to help her co-eds with their own work wherever they struggled. It was deeply unfortunate, then, that during one fateful spring break, she climbed onto the railing of an open-decked tour bus her class had booked, announced her immortality to the world, and then fell off headfirst onto the road below when the vehicle swerved for unknown reasons. She was killed instantly on impact.<br><br>Despite Bimboo's intelligence, one of the things that added to her bimbo reputation was her absolutely terrible memory. There can be no greater example of this issue of hers than what occurred during a class assembly on the first day back of the college semester, held in memory of the popular student. With her usual seat reserved in her honour, a quiet moment of contemplation and memory was interrupted by a loud wail of hysterical sobbing from the woman of the hour herself - pale as a sheet, see-through as a hologram, leaning on the terrified boy to her right and asking, through choked sobs, who had died.<br><br>Indeed, the forgetful Bimboo had forgotten she had died, leaving her stuck as a Ghost.<br><br>It's not all bad, though! She's come to embrace her fate and the advantages being a Spirit can provide. She finished her college course - with honours - but changed her intended career path after a chance encounter on the streets led to her saving a mugging victim when she used her Poltergeist powers of possession to enchant the stolen purse and jam it around the fleeing robber's neck, knocking him to the ground with bewilderment. Feeling an exfiltrating rush from being a Hero, Bimboo would fully embrace both her Ghostly nature and the insult that'd followed her all her life and into her undeath, adopting the punny moniker with glee.<br><br>Having served as a solo Hero for two years, she joined Supernatch in 2019 and quickly rose through their ranks to practically become the face of the Team. And what a face! She's a leading figure in public education regarding the Undead and other Fantasticals like her, and has even appeared in fashion magazines in issues devoted to Supernatural models. As a Poltergeist, she has the power to lift items telekinetically as well as possess them to warp and levitate them, her fighting style a mixture of scares in stealth and blizzards of projectiles in action. If a foe is particularly rattled, she's even capable of possessing them!<br><br>Bimboo is, like all Ghosts, capable of changing her form and attire with enough concentration. She typically wears bright pinks and blues, with her most favoured outfit being the one she died in: a fishnet top and torn fishnet leggings, a cropped sweater, a very torn and slitted jacket with a wide, comfortable hood and sleeves that transition from pink to blue, and matching shorts worn over a black thong, with black boots that reach almost to her knees. Her hair is a swirl of blue and pink, swept to one side, and her eyes have heavy black eyeliner dotted with sparkles for the sake of helping them to show up against her transparent nature.<br><br>It should be noted that outside of her Hero and fashion work, Bimboo has featured in several adult films, and privately advocates for destigmatizing such behaviour. Your body, your rights - dead or alive, girl!~", hover: "A party-girl Ghost who died in a tragic accident, but forget about her own death.<br>Now stuck as a Ghost, she finished her College degree - with honours - and is now a Hero.<br>Despite fully embracing the 'bimbo' moniker, she's got a degree in Nuclear Physics.<br>Member of Supernatch, the Supernatural-exclusive Hero Team.", see_also: ["Ghost", "Supernatch", "Fantastical"], see_also_number: 3, OHR: "National - 398", UHR: "National - 338", }, Nebula:{name: "Nebula", full_title: "Nebula", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A self-styled alien 'Princess', Nebula is an Alien Superhero whose popularity has been mired by scandals regarding the legitimacy of several of her solved cases. She is an electrical manipulator - or so she claims - who is almost never seen without her bulky, retro sci-fi style spacesuit, a style similar to a uniform worn by the Zone Vigil during their 'silver era' - though, notably, she has no official affiliation with the Galactic Hero Team.<br><br>Nebula has bright pink-purple skin and pale green eyes, with a beautiful face usually wearing a confident smile. She has hair of a mint green similar to her eyes, with face-framing bangs and a long fringe that partially covers her left eye. Outside of her suit, she has a slim but athletic build and trends towards quite formal, semi-masculine clothing, such as suits in white and pastel pink. Usually, however, she is seen with her spacesuit, which is of a similar colour scheme: the undersuit is a cream-white with insulating padding all over, whereas the armour plating that runs down her arms, legs, gauntlets, wide boots, hips, chestplate and jetpack are all a candy purple. A pair of tesla rings adorn her shoulders and crackle with electrical charge when she fights, and her head is protected by a tall clear dome with a rounded top.<br><br>It is rumoured that despite her claims of being a Metabeing with electrical powers, Nebula is in fact mundane as far as her species goes and is instead wearing a suit of Power Armour. Her agency never responds to questions regarding this claim, which has led to an atmosphere of damning silence. Furthermore, many high-profile Villain cases undertaken by Nebula on a solo basis were later found to have faced no jail time or long-term incarceration, and, indeed, all of these fights were against other Aliens. The accusations that Nebula is a manufactured Hero are only made all the worse by a reality TV show that chronicles her time on Earth.", hover: "An Alien Superhero who's never seen without her bulky, retro-scifi style spacesuit.<br>It enhances her electrical attacks, shocking foes into submission.<br>Rumours circulate that many of her solved cases were, in fact, staged...", see_also: ["Power Armour"], see_also_number: 1, OHR: "National - 462", UHR: "National - 573", }, Belle_Hare:{name: "Belle_Hare", full_title: "Belle Hare", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A plucky Hare-aspected Animan, Belle Hare is a brash, proud Heroine who's up and coming on the National scene. The daughter of Jackhammer, the 'Brave Bunny' Heroine of the last generation, Belle Hare has inherited Jack's speed and strength along with the Psionics gifted to her by her other parent. This makes for a damn powerful combination, as she uses her dazzling Psionics to enhance her speed and strength to even higher levels than would otherwise be possible. She is currently a member of Lustre, and is one of the more prominent examples of that team's issues with bravado and bluster... though her record of success does speak for itself.<br><br>Belle is five foot on the dot, and has gray-brown skin akin to ashen wood. She has ice blue sclera with intense electric blue eyes, a byproduct of her Psionic potential. Her hair is various shades of icy blues, worn to the right side in a stylized fringe - two stiff, tall ears emerge from this mane, inflexible and always alert. She has a pretty but sharp face, and is usually seen smirking, with purple-painted lips and a single right piercing through the left of her lower lip. She favours heavy, dark eyeshadow. Her Hero outfit is awash with dark purple, bright gold and shiny black, with an armoured vest - gold around the waist and purple at the chest - linking to an armoured gold collar further linked to black and gold bands of a neck guard. Her arms and legs are largely unarmoured, but she wears a pair of black gauntlets and boots with gold and purple trim, featuring knuckle guards and armoured toe caps to enhance her punches and kicks. She has wide hips that somewhat dwarf her chest size, and her arms are toned but pale in comparison to her powerful thighs, a product of her 'Bunny' side (though, to be specific, she is a Hare.)<br><br>Belle is estranged from Jackhammer, despite the latter having emerged from her coma of two decades a few years ago. While the fate of Jackhammer should serve as a cautionary tale to the at-times arrogant Belle, it seems that this is a lesson she is doomed to learn the hard way... assuming, of course, that she ever does. For now, her star keeps rising: perhaps her Psionic edge can keep her from stumbling as Jack did, but even so, her mother is known to keep a close eye on her fights, ready to save her from herself if push comes to shove...", hover: "Daughter of the Brave Bunny Hero, Jackhammer.<br>Belle Hare has her mother's mutation and her other parent's Psionics.<br>A proud and brash Heroine who fights with acrobatic grace and mental powers.<br>Some say she's doomed to follow in her mother's footsteps...", see_also: ["Animan", "Jackhammer", "Lustre"], see_also_number: 2, OHR: "National - 473", UHR: "National - 495", }, Aviette:{name: "Aviette", full_title: "Aviette", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A popular rescue-and-response Heroine, Aviette is a member of the Jacobson Family of Psionics. However, it was not until her late teens that her power was discovered, initially thought to be mundane in nature. While born in England, Aviette moved to the Isle of Bedlam to be with her Grandfather after getting into trouble at school back home. Her Grandfather, himself a celebrated Psychic of yesteryear, was living out his retirement, taking the occasional odd job as a seaplane pilot to run deliveries and, on occasion, cooperate with the local coastguard to assist in search and rescue operations. Aviette joined him on these runs, and became very fond of the old plane, even learning how to fly it. When her Grandfather passed away when she was 18, Aviette inherited the plane and decided to stay on Bedlam, taking over his business of deliveries and expanding it.<br><br>It was in 2012, one year later, when a freak storm hit the island range. Aviette was mid-flight when the unexpected weather phenomenon struck her path, and it threatened to tear her plane asunder. Pouring her hopes into the vessel so richly imbued with the presence of her Grandfather, Aviette was startled by a sudden rush of propulsion and the total cessation of the plane's metal-stressed creakings as she suddenly rocketed out of the top of the storm layer and into the clear skies above. Blinking sunspots out of her eyes, she looked to her right out of the canopy and gasped at the sight of the missing prop engine, now a jet.<br><br>On that day, Aviette's powers were awoken, bonding her to her Grandfather's trusty plane. She has complete psionic control over the vessel, able to transform it with her mind into a variety of configurations. She's even able to control its size, shrinking it down to the size of a toy, or outright dismissing it from this plane - no pun intended - and summoning it again with a thought. She can remotely pilot it from a distance of up to ten miles, and she trains to unlock further potential, gear and weapons that she can conjure up to the vehicle.<br><br>Now a celebrated pilot and Heroine, Aviette continues to primarily reside in the island ranges surrounding Bedlam, owning a few small outposts to facilitate her business but typically living out of her bonded plane. While her focus as a Hero is search and rescue, reacting to disasters or delivering aid, she has on more than one occasion been called to action as a combatant against a variety of foes. This has earned her the distinction of being a modern fighter ace, achieved in aerial action against a pirate band in 2022.<br><br>Aviette is surprisingly pale for someone who lives in a tropical region, a fact which endlessly irritates her, attributed to her Jacobson heritage. She has chestnut brown hair and bright pink eyes, standing at five feet and ten inches in height. She keeps physically fit with an active lifestyle, and accordingly, she has an athletic physique. She favours hot-climate clothing, but can't help but wear her Grandfather's old bomber jacket on nearly every occasion, often at complete odds to a halter top and shorts. For official Hero business, she'll further play up the 'fighter pilot of yesteryear' look, with thick brown flight trousers to match the jacket and a helmet with goggles. She is in her early 30s, but looks more late twenties due to her good health.<br><br>Aviette is cousins with DJ AnB, whom she is supportive of but personally not a fan of her music, something she teases her younger cousin about (within appropriate degrees). She is Rivals with the Alien fighter ace and Degenerate Star Features top-earner, Lii'Vaa, having caught her attention - a regrettable thing to do - when she successfully fought the Sneerz and her advanced starfighter to a standstill in aerial action over the Bahamas. They have since come to blows repeatedly, with neither able to conclusively down the other.", hover: "A celebrated rescue response Heroine and Psionic, member of the Jacobson Family.<br>Her unique ability is a psychic bond to her Grandfather's plane.<br>She's capable of transforming it with a mere thought, and even dismissing and summoning it.<br>She almost exclusively devotes herself to rescue and relief efforts, and has a sizeable fandom.", see_also: ["Psionic", "Jacobson Family", "DJ AnB", "Lii’Vaa", "Degenerate Star Features"], see_also_number: 5, OHR: "National - 499", UHR: "National - 490", }, Thorn:{name: "Thorn", full_title: "Thorn", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Thorn is a half-Dryad, half-Human Hero who has inherited the power to control the growth and movement of plantlife. At twenty years of age, she is a member of Supernatch, and what she lacks in experience she makes up for with natural talent. Her mother is a Dryad who was displaced on Earth many centuries ago, having spent most of her life in Germany before she emigrated to the United States during its colonization, where she eventually decided to have a child. Thorn was raised almost entirely by her mother, but has always been a child of two worlds. She entered the public education system at a late age, but was determined to catch up and did so with flying colours - though she reportedly barely passed mathematics.<br><br>While largely human in appearance, Thorn has very slightly green skin of a pale-mint tone, and slightly sharp-tipped, elf-like ears. Flowers will occasionally grow in her dark green hair, the type changing depending on the season. She has yellow eyes that glow slightly, and she possesses an ethereal beauty as a result of her Fae heritage. She stands at just shy of six feet in height, with a slender build. Her nails - on her hands and feet - are a dark red at their tips, a natural colouration akin to the thorns of a rose, and her canine teeth are particularly sharp.<br><br>Thorn is capable of inducing rapid growth in plantlife, which she can then control. She carries seeds and growth formula on her at all times so that she can plant and summon flora to aid her in battle. While she has total control over the plants she grows in this manner, she can also control plants she did not grow herself so long as she asks their permission first: this often causes laughter from her foes, but laughter only tends to last as long as it takes for a tree to sprout root-woven legs and slug them in the chest with a fist weaved from branches. Her Hero costume is a simple black dress which splits at the hips, along with long boots and gloves in a burgundy wood-red.<br><br>Thorn feels a strong affinity for nature, and she finds it difficult to hold back her anger if she sees plants or animals being abused. Notably, she once struck the CEO of a logging company across the face after saving him from a Villain attack - the case was settled out of court.", hover: "A half-Dryad Heroine, a half-Fae born to a Dryad who was displaced on Earth long ago.<br>As a half-Fae, she strides the line between two worlds.<br>A plant-controller, she feels a strong affinity with the natural world and wishes to protect it.", see_also: ["Realms Realized", "Fae", "Supernatch", "Fantastical"], see_also_number: 4, OHR: "National - 575", UHR: "National - 570", }, Ranger:{name: "Ranger", full_title: "Ranger", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Ranger is one of the three founders of the venerable Hero Team, Justice. Of the three, he was the only one without powers, armed with extensive martial arts training and a litany of gadgets with which to fight crime. While sometimes considered a Vigilante, he was, regardless, one of the most popular heroes of his era. He retired back in 2005 after a long, long career and passed away in 2019 after a long illness. He is survived by a great many protégés who carry on the fight in his name, often retaining aesthetics and fighting styles close to the ones he spent decades perfecting.<br><br>His continued presence in the Unofficial Hero Rankings National tier is a testament to his enduring legacy.", hover: "One of the three founders of the venerable Hero Team, Justice.<br>Long-since retired, now deceased.<br><br>Had no powers, instead utilizing Supertechnology.<br>Has inspired - and trained - a long line of Heroes that have followed in his wake.", see_also: ["Justice"], see_also_number: 1, OHR: "Retired", UHR: "National - 583", }, Hib:{name: "Hib", full_title: "Hib", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "An enthusiastic Alien partygirl, Hib is a Starzuru Cekirgii: a short, slender Alien girl with locust-like features. She originally came to Earth as one of a number of Infiltrators for the Starzuru Collective back during their early ambitions to conquer the Galaxy. After a civil war put rest to these ambitions, the Infiltrator program was revealed to the wider Galactic community before it could be uncovered, with the Starzuru Collective pledging these Infiltrators to - if accepted - become defenders of the worlds they were originally tasked with investigating and sabotaging. Hib has since proven herself a potent Heroine despite these potentially villainous origins, with a great love of the Earth and all of its action.<br><br>Hib has a purple-skinned body with natural chitin armouring of a darker purple tone running down her arms and legs. She has an ancillary pair of arms smaller than the primary pair, which typically rest behind her back, though she utilizes them to aim her armour's primary weapons when in combat. She must wear a mask at almost all times, only able to survive in Earth's atmosphere without it for around an hour: this mask guards the lower half of her head in all directions and features a clear visor which swirls with an internal breathable atmospheric gas, which is dark and thus cloaks her face in shadow with the exception of her bright, smiling solid blue eyes. She is somewhat diminutive, standing at just four and a half feet in height - that is, if you don't count her impressive antennae, dark purple with chitin plating and interrupted in four segments of decreasing length with bright blue joints, the colour of her energized blood.<br><br>As a genetically engineered example of her caste, Hib's blood is a potent energy source which powers her armour and her weaponry. Her suit of combat armour is a blue insulated undersuit with light, pale-gold armour plating around her legs, hips, chest, shoulders and arms, each broken up around her joints to afford her maximum mobility. A pair of energy cannons are mounted on her wide shoulder-guards, which she guides with her ancillary arms to aim. She is capable of firing these via a mental command, and further possesses a back-mounted thruster unit which these cannons feed from: this unit is capable of drawing Hib's blood in order to reload both her jump pack and her weapons. This limits the number of times she can do either of these actions in a single day, though she regenerates quickly when at rest. As a result, Hib's role in a battle is typically one of backfield ambushing and sabotage, the role her kind were created for. She leaps into the backlines with a specific target in mind and peppers it with plasma cannon blasts before leaping away from danger.<br><br>Despite Earth being hazardous to her health, Hib has gained a reputation for being an absolute party animal - or party insect. She is particularly fond of craft beers and delights in the knowledge that her personal atmosphere - when inhaled in small doses by Humans - is highly inebriating. This has gotten her in trouble a few times, however!", hover: "A Starzuru Cekirgii, Hib is a slender Alien girl with locust-like features.<br>A former Infiltrator of Earth, when that program ended, she decided to become a Hero instead.<br>She loves the planet and has a reputation for being quite the party animal.<br>She has to keep a helmet or mask on at all times to help her breathe in Earth's atmosphere.", see_also: ["Starzuru Collective", "Starzuru Cekirgii"], see_also_number: 2, OHR: "National - 673", UHR: "National - 670", }, Gloom:{name: "Gloom", full_title: "Gloom", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Gloom is a troubled young Mage, studying under the Discipline of the Witch but exhibiting the bloodline talents of a Sorceress. She is a morose woman who is constantly plagued by nightmares she can never recall once she wakes up: as a result, she has a bad habit of staying up as long as possible, best friends with caffeine. A member of the Sapphire Syndicate magic collective, a Witch Coven that opened its doors to other Disciplines in recent years, she lives among them as their charge after they saved her life from assailants of an unknown nature.<br><br>Gloom was raised by foster parents for most of her life, up until her teenage years. One day, she was struck by a terrible nightmare and awoke in the middle of the night. Stumbling into the bathroom to get a drink, she caught a glimpse of herself in the mirror and screamed: her skin was white as snow and her eyes were glowing with a sapphire intensity. She refused to come out of her room come morning... but it wouldn't be long before she was forced to do so. Within hours of this nightmare, three assailants of unknown identity attacked her foster home with the full intention of killing her. She was rescued by the timely intervention of a pair of Witches: but not before she herself struck one of those assailants down with a blast of eldritch might from her palm, much to her own shock. Her foster parents were killed in this attack, and she was spirited away by the Witches to their Coven.<br><br>Ever since that day, the nightmares strike her every time she sleeps. Initially just safeguarded by the Coven, she petitioned them to help her study her Magic in the hopes it would provide her with answers. This was a futile hope: but nonetheless, Gloom has attained a healthy amount of Magical education under the tutelage of the Sapphire Syndicate, who are defined by their thirst for knowledge even by the standards of Witch Covens. Indeed, part of the reason for saving Gloom was an effort to understand her nature, but alas, they are no closer than she is... supposedly. Outside of her learned spells, Gloom will occasionally find herself able to tap into Magical powers she has never studied in her life, such as that eldritch blast technique. Something in her very blood seems to whisper to her, providing her with just the right spell when she finds herself up against the wall.<br><br>Ever since she turned nineteen, her right eye began to glow with a far greater intensity than the left. As this is highly distracting and noticeable, the self-conscious Mage has taken to wearing a custom-tailored, pitch-black eyepatch over that side of her face, through which she can see mostly fine.<br><br>Gloom is as pale as they come, supernaturally so. She stands at five feet two, and has a curvy body with wide hips, a pronounced chest and thick thighs, though in recent years she has done a better job of filling out these curves with a measure of muscle by working out more regularly. Her casual dress style leans heavily gothic, and her hair is a rich, dark purple, worn short and somewhat coiffed, her fringe leaning over her covered eye. Her Hero outfit, meanwhile, is a black leotard, long black boots and gloves, and purple armoured over-gauntlets and shin-guards. Those long gloves keep her fingers exposed, but the over-gauntlets guard her knuckles. These gauntlets and her long boots contain embedded sapphire mana crystals, which she can use to recharge from in the field - as each crystal is drained, it loses its glowing lustre until it can renew itself from Magic in the atmosphere. An unorthodox belt of the same purple magialloy as her armour adorns her waist, and fishnets and black leather straps link her leotard to her gloves and boots. Finally, a black mantle with a neck guard connects to a web-like cape, held in place by a magialloy and crystal brooch. She often carries a small notebook and a pair of scrolls affixed to her belt.<br><br>Gloom lives with the terrible sensation that her time on this Earth is limited. Yet she is also full of defiance. She never again wishes to feel the fear she felt that first day, that first nightmare, that first time she was attacked. And to her credit, she never has. Every sleep is a trial, and yet as she grows in power, she grows in confidence. She became a Hero out of a sense of wishing to repay the Coven that saved her life, knowing that Villains in this world prey upon the innocent every day. If she is not long for this world, then she will use that time to its fullest to save those who could live long, happy lives: even if she believes such a thing was never meant for her.", hover: "A powerful Sorceress plagued by terrible nightmares.<br>Her Magical powers were awoken in her late teens.<br>Hounded by assassins, she was rescued by the Sapphire Syndicate at a young age.<br>While she's trained as a Witch, many of her spells come to her naturally.", see_also: ["Witch", "Sorcerer", "Sapphire Syndicate", "Disciplines Of Magic"], see_also_number: 4, OHR: "National - 746", UHR: "National - 730", }, Ion_Horn:{name: "Ion_Horn", full_title: "Ion Horn", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Ion Horn is a Mountain Soul: Animen who reside upon mountain communities and are often chimeric in nature, possessing multiple animalistic traits and the power to transform into more monstrous visages. Like her younger sister Raza, Ion Horn is primarily a Cat - a mixture of mountainous Big/Wild Cats - but has extensive chimeric features of Bison, such as hooved feet, a fluffy tail and a pair of mineral-enriched curved horns. These horns enable her to channel her electrical powers, amplifying and charging them before unleashing devastating lightning strikes.<br><br>While formerly a high-ranking Heroine who had just achieved Global status, Ion Horn's career was brought to a sudden halt when she unwittingly triggered a massive explosion during a fight with a Supervillain, permanently injuring her opponent and causing substantial infrastructure damage - most notably, the total destruction of a historic bridge. The disruption caused by this was deemed to be highly out of proportion, considering the Villain in question was merely a Local-rank nuisance. Ion Horn retreated from the public eye due to the outcry, and is slowly trying to rehabilitate her reputation - though a refusal to admit fault in the incident has made this difficult at best.<br><br>Ion Horn stands at five feet eight inches in her normal form, but can transform up to nine feet in height - not including her horns, which would bring her to over ten feet given their impressive height. She has deeply tanned skin and fearsome blue eyes, which glow intensely when she channels her electricity. A series of stripes mark her cheek, white in colour but glowing blue with her power usage: these same stripes adorn much of her body, running down her arms, legs, sides and back in particular. Thick fluff grows around her lower arms and legs, terminating at her ankles and wrists. Her hair is similarly wild and untamed, loosely tied back but left to flow with the static generated by her powers, constantly animated in her wake: along with her tail, all of her hair is a pale blue in colour, darkening slightly at the tips. Her claws and hooves are ebon black, and her horns start light at the base of her skull but grow darker at their sharpened tips. When charging, electricity dances between these horns and gathers above her head, where it can be jettisoned in savage bolts of lightning. Her Ensouled form takes all of these features and dials them up to eleven: her horns grow larger and her body becomes more muscular, going from athletic to amazonian. A pair of fluffy, triangular ears adorn her head, often twitching and swivelling to the slightest of noises.", hover: "A Mountain Soul Animan, she is primarily Feline but possesses curved horns and cloven legs.<br>Conductive minerals in her horns allow her to harness fearsome lightning attacks.<br>Formerly a Global Hero, she lost substantial standing after a major incident.<br>Sister of Raza, a fellow Heroine of lesser experience.", see_also: ["Animan", "Mountain Soul", "Raza"], see_also_number: 2, OHR: "National - 583", UHR: "National - 801", UVR: "Local - 1256", }, Queen_Nezihau:{name: "Queen_Nezihau", full_title: "Queen Nezihau", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Queen Nezihau is the current ruling Monarch of the Starzuzu Collective. She has visited Earth on a number of occasions for the sake of visiting the Cosmic-rank Heroine and fellow Starzuzu, Stardust. On one of these occasions, Queen Nezihau played a large role in thwarting an unexpected Villain attack because she was trying to have a conversation with her confidant, which - while not enough to land her on the Official Hero Rankings due to her lack of registration and interest - was enough to get her an entry on the Unofficial Hero Rankings, her position largely driven less by this incident and more by her ethereal beauty, exotic nature and immense size... in height and curves.<br><br>Nezihau is a Starzuru Tarakau: immensely tall insectoids who serve as the Royal Caste of their collective species. She is, like all of her kind, an immensely powerful Psionic with some degree of telekinetic potential but vast telepathic potential, capable of forcing an entire army to lower their weapons with a concentrated thought. She ascended the throne of the Starzuzu after her mother was deposed for her role in supporting the military schism that would become the Swarm: Nezihau has been characterized as a far more progressive leader, and under her guidance the Starzuru's strict caste system has begun to blur at the edges as the Science Caste - the Ee - continue to break new ground in improving the Empire's sources of renewable resources and lowering their consumption of the same, which has permitted a greater allowance of individual freedom of expression. However, she is still a reigning Monarch: she believes, with utmost certainty, that there are many things owed to her in this Galaxy, and while she is polite about this, so, too, is she firm in these opinions.<br><br>Nezihau stands at just over eleven feet in height. Like all Tarakau women - a species which is 95% female, with the males being far smaller - her body drastically shifts between ethereally slender and gigantically curvaceous. A remarkably pinched waist provides her with an exaggerated hourglass figure given the sheer size of her chest and hips, the latter of which are clad in natural chitin plating. While Nezihau's body is an extremely pale lavender shade, her chitin is a regal purple which extends from her hip joints to encompass her entire legs, and from her shoulders down to her entire arms - both pairs, the ancillary lower pair typically crossed beneath her immense bust for support. Her aforementioned slender waist is encased in chitin akin to a tight corset, and so, too, does this substance guard her spire-thin, long neck. Her joints provide gaps in this chitin plating, through which the flesh beneath glows and sparkles whenever it catches the light in the same lavender shades as her regular skin: her knees, elbows, wrists and ankles possess raised, darker purple plates to protect these vulnerable areas. Her hands and feet match this darker shade, with her fingers being almost black and her feet ending in single-clawed tips. While her hips and thighs start thicker than her shoulders, they taper down to very slender feet, and she moves with an ethereal grace by virtue of much of her weight being carried by her own Psionic strength rather than her body itself. While her chitin portions are fairly firm to the touch, her flesh is remarkably soft by comparison.<br><br>Nezihau's face is primarily human, with a retractable set of armoured mandibles guarding her lips but typically relaxed by the sides of her graceful jawline. She has large, expressive eyes in a dazzling supernova of pinks, purples and blue specks that typically rest half-shut, showing the natural ebon-black colouration of her eyelids. Long eyelashes flutter from those lids. She lacks a nose. Two small triangular markings adorn her cheeks, each tilted to 'point' towards her eyes and each coloured a pale blue: these are the marks of her Royal line. A chitin growth resembling a tiara adorns her forehead and provides a splash of purple colour, the tops of which provide an armoured base for her long, prehensile antennae that can retract to as short as a single foot in length and extend up to and exceeding her height to a maximum of twelve foot: these are almost nanowire thin, but capped with dark purple chitin that guards extremely powerful psisensory organs which she can use to direct her Psionic powers with more concentrated force. They are even strong enough to pick up objects or people. Nezihau's hair is a platinum white on the outside, but dazzles with a moving projection of an exploding nebula on the insides: it is long and typically flares out behind her, reaching down to the small of her back and partially obscuring the long, cape-like wings that begin from between her shoulder blades and carry on all the way past her backside to the backs of her knees. Like her hair, these gossamer wings are constantly animated with a dazzling display.<br><br>Given the chitin protection around her body - as akin with all Starzuru Tarukau - Queen Nezihau typically wears a black leotard with an extremely daring open window at the front, as her unarmoured flesh must be partially exposed for the sake of her breathing. Even with genetic modifications, she still requires the regular use of a special inhaler while on Earth's lower-oxygen atmosphere compared to home, otherwise she becomes lethargic. It has been noted that she is aggressively forward with short men and women... as previously mentioned, this Monarch knows - or at least, strongly believes - when she is owed something simply for being herself.", hover: "The Queen of the Starzuru Collective.<br>A towering, plush woman with intense Psionics and Roach-like features - a Starzuru Tarakau.<br>Not really a Hero, but infamously foiled a major attack when visiting her confidant, Stardust.<br>Given this and her gorgeous looks, she gained an entry in the Unofficial Hero Rankings.", see_also: ["Starzuru Collective", "Starzuru Tarakau", "Stardust", "The Swarm"], see_also_number: 4, UHR: "National - 789", }, Tanzinyx:{name: "Tanzinyx", full_title: "Tanzinyx", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Hailing from a timeline of personal ruin, Tanzinyx is a warped version of the previously Global-ranked Hero - now officially disbarred - known as Blackberry Jam. A shapeshifter just like her 'sister', Tanzi ended up in this timeline in 2022 after a heist went wrong, exposing her to an artefact that flung her out of time. Upon arrival, she detected 'herself' and quickly hunted Blackberry down, then attempted to absorb her for the sake of a power boost. Blackberry, however, as the more level-headed of the two, was able to overpower this twisted reflection of herself, leading to her incarceration and rehabilitation.<br><br>This turned out to be easier than initially expected. Despite Tanzi's more intimidating, Demon-inspired appearance, she has a strangely 'innocent' personality. Everything in life is but a game to her: she simply needed to be informed of the rules. Generally speaking, so long as you inform her of why something is the way it is, she'll accept it - no matter how begrudgingly. As a result, within two years Tanzi - having committed no other crimes outside of the attempted devouring of her timeline twin - was released under observation... and sent to live with Blackberry, much to her dismay. Tanzi unwittingly torments her sister at any given opportunity with her relentlessly bubbly personality, not to mention her cluelessness regarding her own provocative behaviour.<br><br>Like Blackberry, Tanzi is a genetic abnormality resulting from the bonding of shapeshifting Alien DNA to a Human host - her timeline diverged from Blackberry somewhere around 2015 (her memory is terrible in this regard) when she was defeated by a Villain who ultimately corrupted her into his right-hand minion. As a result, she looks very similar to Blackberry's preferred default form, but far... edgier. She is purple-skinned, with her body being made of the same non-newtonian biomass as her sister, with grooves and rivers running down her body in indents to reveal the shining black substance that lurks beneath her skin. She prefers to present taller than Berri does - not to mention curvier, with a pronounced chest and a bodacious set of hips. She is beholden to the same rules that Berri is with regards to keeping her body stable: long, long boots and gloves are a constant part of her dress-code, however, she tends to pair these with the absolute bare minimum she can get away with in any given social space: typically, she'll wear little more than a sling-cut one-piece, connecting to her boots and gloves via straps and buckles. She favours the same top-knotted high ponytail as Berri, but her hair is pitch black, and her eyes are purely yellow as opposed to the wild supernovas exhibited by Berri. A pair of thick, twisted horns jut from her skull, starting pitch black and shifting to a bright pink at their tips. A series of black spikes jut from her shoulders and run down her spine, jut from her calves through her boots and run down the backs of her lower arms, and her hands are typically adorned with savage claws.<br><br>Despite this intimidating appearance, Tanzi is a complete sucker for anything cute and can easily be pacified by the sight of fluffy animals or by giving her a simple treat. This is a very good way to get a dangerous shapeshifting Alien bimbo to never leave you alone, however!<br><br>Since her release, Tanzi has been dipping her toes into the Hero scene. She's as effective as her sister, though she favours far blunter approaches when it comes to combat: she rarely shifts too far out of her preferred form, enjoying tricks such as giving herself a spiked tail, growing and armouring her arms, or twisting herself into a savage beast to engage her opponents. She has a problem with collateral damage, and has ended up paying fines more than once... or, rather, Berri has ended up paying those fines.", hover: "Twisted 'sister' of disbarred shapeshifting Heroine, Blackberry Jam.<br>Tanzi was Blackberry in another timeline, but became corrupted.<br>She's largely rehabilitated now, but is a constant nuisance to her sister.<br>She's also something of a public nuisance, dressing highly provocatively.", see_also: ["Blackberry Jam"], see_also_number: 1, OHR: "National - 819", UHR: "National - 769", }, Jakabo:{name: "Jakabo", full_title: "Jakabo", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Jakabo is a Rakumo, a species of Alien Reptilians who hail from a world destroyed by a volcanic cataclysm. United under a single banner of conquest, the species worked to evacuate itself from their doomed world and spread out amongst the stars, where they gained a reputation as excellent labourers and soldiers.<br><br>Jakabo is a easy example of why the Rakumo have their reputation for work and combat: she is over eight feet tall, with a broad body, toned limbs, sizeable claws (on both her hands and feet), and a fabulously easy-to-please diet. She has deep blue scales and burning blue eyes with slit pupils, and a crop of rock-line horns jut from her head, shaved and filed down into a five-pronged swept-back imitation of hair. A confident grin usually plasters her face, with thick brows hewn from the same horn as her hair and a maw full of sharp teeth arranged in two layers, with a long, purple forked tongue hidden beneath those. She has a slight chest for her size - Rakumo do not lactate, but they do store fat in their chests and tails - and a set of reverse-jointed legs akin to a raptor. She tends to wear her old vacuum suit, a bodysuit with allowances for her tail: on particularly hot days, she'll only wear it up to the waist and tie the remaining portion around her hips, sporting a compression top and matching shorts beneath it.<br><br>Jakabo is a former pirate who arrived on Earth under the employ of her Captain in search of an unknown treasure. While the details are fuzzy, Jakabo was betrayed by her Captain and left for dead, recovered by the Anomalous Investigations Unit and nursed back to health. She was offered a liaison to get her back into space, but she wished to repay what she viewed as a debt and took on work with the agency for a spell. While this did not last overly long, it left Jakabo attached to the planet - not to mention an underlying desire for revenge against her Captain, still trawling the world for her treasure. As a result, Jakabo ended up becoming a Hero, where she's proven herself to be effective enough to claw her way onto the National ladder.<br><br>It should be noted that Jakabo is not a Metabeing in any way, shape or form: she's just a damn hard worker and, as aforementioned, a prime example of Rakumo strength.", hover: "A powerful Rakumo, Jakabo has no Meta powers: she is simply a prime example of her species.<br>This Alien Reptilian has sharp claws and fangs and a plate-covered, dinosaur-like tail.<br>A former pirate, she became stranded on Earth when her former Captain betrayed her.<br>An alliance of convenience later saw her develop a genuine care for Earth.", see_also: ["Rakumo", "Captain Kravak"], see_also_number: 2, OHR: "National - 809", UHR: "National - 893", }, Slagdoll:{name: "Slagdoll", full_title: "Slagdoll", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A ditzy Android Heroine cobbled together from Villainous salvage, Slagdoll is a Robot girl constructed from bits and pieces of combat machines salvaged from Leviathan Incorporated, The Hand, and the Bedlam Eternal remnants. Her creator is unknown, but Slagdoll has confessed that she woke up for the first time with several subroutines instructing her to commit criminal acts and to leave the accumulated spoils at a dead drop. However, none of these commands are actually binding, and so, she simply ignored them and went to explore her new surroundings.<br><br>Quickly gaining an affinity for nature and a fascination with Earth and its wildly varied population, Slagdoll fully deleted those subroutines and wrote herself a new set of parameters to follow. She now fights as a Hero, having just achieved National ranking as of 2025 due to a string of successful cases and incidents. For now, she works alone, but she is a member of the Demos movement and will happily cooperate with other Heroes when the opportunity arises.<br><br>Slagdoll has a stark white body, primarily. Her face is humanoid but somewhat simplistic, with seams running down from her eyes to the corners of her mouth and down her jawline. Speaking of eyes, hers are a bright blue on the right and a pale lavender on the left, with the right being a standard cybernetic ocular implant and the left being a specialized targeting suite with a crosshair pupil. She has a punky hairstyle in black, having carefully tweaked it herself with guidance from a stylist - it does not grow back! A pair of spark plugs jut out of her hair akin to horns, which can be used to reboot her in case of emergency. She has no ears, instead possessing a pair of small black domes from which a pair of white, adjustable antennae emerge, each tipped with a small black sphere. Her torso is 'softcase', meaning that it is clad in synthetic flesh save for an exposed, jutting reactor vent in the center of her chest - when her power is pushed to its limits, this vent opens to prevent catastrophic overheating. An orange hydrogen tank is slung across her back at all times, as it's used in conjunction with a solar recharging mechanism to refuel her body. Her torso may be of 'dubious' origins given the size of her chest and the pronounced curve of her hips, but she often acts oblivious to comments of a sexualized nature. Like her face, this torso has seams running down it to separate the placement of synthflesh plates, most prominently in a large upside-down pentagon shape across her belly.<br><br>Her limbs are where things get a little more interesting. Her right arm and left leg were salvaged from a Leviathan combat drone: they are squareish, angular, and coloured a deep blue with navy trim, with a three-layered shoulder plate and an energy blaster rail built into the wrist, which can be retracted at will. Her left arm was salvaged from a Bedlam Deathdroid: some of its armour plating has been removed, but it generally has a far more curved design than her opposing limb, with an electrical shock emitter built into the knuckles. This is coloured a dark purple with black trim, save for a golden shoulder plate of simple, curved design. finally, her right leg was clearly pulled straight off of a standard issue Power Armour from a Hand shocktrooper, filled with a basic drone internal structure before being affixed to her hip socket: it is a stark white with yellow highlights, and is visibly sharper in design sensibilities than her other limbs, ending in a sharp 'hoof' instead of a traditional foot. Despite this, it is balanced so that her legs are of the same length, at least.<br><br>Due to her mismatched limbs, Slagdoll tends to wear quite simple clothing around her torso only. A pair of short bright-blue shorts with some slit damage thanks to getting caught on the pronounced thigh guards of her 'Hand' leg, a cropped simple vest of the same colour (two sizes too large), and a lilac-coloured sleeveless hoodie with generous room for her to slip her arms through.<br><br>Due to her need for regular recharging via solar exposure, Slagdoll can often be found sunbathing as stripped-down as her current surroundings will allow. She often takes the time to write fiction during this downtime, though she has never shown anyone what she writes, getting supremely embarrassed when the topic is brought up. She is sometimes seen talking to animals in the park. As a final note, Slagdoll's voice modulator is prone to occasional malfunction: sometimes she is unable to find certain words, her vocabulary having gaps in it that she cannot overcome. As she knows the words she wants to say, however, a workaround she's discovered is to simply record those words - from whatever sources - and play them as and when she needs to, weaving them into her standard speech with her chipper, cheerful voice broken up by snippets ranging from enthusiastically masculine to dramatic anime dub moments.", hover: "An Android cobbled together with parts from Villainous machines.<br>Her body contains parts from robots connected to Leviathan Inc, The Hand, and Bedlam.<br>Despite this, she's got a heart of gold - literally - and wishes to protect the world and its people.<br>She's powered by solar energy, and carries a hydrogen battery with her at all times.", see_also: ["Synthetic Sentience", "Leviathan Incorporated", "The Hand", "Bedlam Eternal", "Demos"], see_also_number: 5, OHR: "National - 820", UHR: "National - 800", }, Miracle:{name: "Miracle", full_title: "Miracle", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Miracle was one of the three founders of the venerable Hero Team, Justice. One of the most powerful Mages of her era and the former Archmage of Witches, she lived a long and successful career as a Hero and devoted much of her life to destigmatizing Magic to the general public.<br><br>Miracle was a white-skinned brunette known for favouring red and gold in her dress sense, often wearing robe-like dresses and even having her own fashion line on two non-consecutive decades. She starred in several movies - often doing her own stunts and providing special effects by virtue of her Magic - and remained a popular figure right up until she decided that she would explore other worlds.<br><br>In 1999, Miracle left Earth via a teleportation spell to go and explore the Realms Realized, the land of the Fae. She made no promises regarding how long she would be gone, and months became years became decades. To this day, no one has heard from Miracle again - at least, not publicly - but Justice remains hopeful that she will return someday. She would be 108 as of 2025, but she looked to be in her mid-40s in 1999 prior to her leaving.", hover: "One of the three founders of the venerable Hero Team, Justice.<br>A mighty Mage and popular actress of her era, Miracle left Earth in 1999 to explore the Realms Realized.<br>She never returned, but Justice remains hopeful that she will one day.", see_also: ["Justice", "Realms Realized"], see_also_number: 2, OHR: "Absent", UHR: "National - 953", }, Rubberband:{name: "Rubberband", full_title: "Rubberband", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Rubberband is a Grandfather of the Jacobson Family, the world-renowned Psionics who have spawned many Heroic individuals throughout the 20th and 21st centuries. Despite his age - a ripe old 81! - a healthy diet and an active lifestyle mean he remains active as a Hero and radio host to this very day, albeit at a more relaxed pace than in his youth. He is the Grandfather of DJ AnB and a former musician himself, cited as AnB's inspiration for her musical career. Despite this, their preferred genres couldn't be more different: Rubberband was a jazz musician and guitarist, a fitting choice of instrument given his unusual unique power.<br><br>Rubberband is capable of projecting lengths of an elasticated material, the precise length and number of which is determined by his alertness levels - as a result, his capacity to summon these unusual projections has become limited by his age, but the power remains useful, albeit unorthodox. He is an example of a Hero with an initially useless-seeming power who learned how to harness it in different effective ways. As he is capable of affixing either end of a rubberband to an anchoring point, he's used these bands to save people from falls ala a bungee cord, slingshot projectiles with ballistic force, and even sling himself across distances and to enhance the power of his physical blows!<br><br>Rubberband is almost a giant of a man, standing at six feet and nine inches. He is broad-shouldered and remains muscular despite his age. While he does tend to dress that age, his fashion sense leads towards the soft pinks that many Jacobsons wear in one shade or another, and his eyes glow that same, right colour. He has silver hair with some remaining streaks and spots of black, typically cut short and naturally curly. A broad chin and jawline give him a hard face, but he is never seen without a soft, welcoming expression. His hugs are, reportedly, backbreaking.", hover: "An aging Psionic, casual Hero and member of the Jacobson Family.<br>Formerly a guitar player in a jazz band.<br>His unique ability lets him summon tele-projected rubber bands.<br>While mockable at first glance, people hit by an elastic-boosted punch are rarely laughing after.", see_also: ["Psionic", "Jacobson Family", "DJ AnB"], see_also_number: 3, OHR: "Local - 0121", UHR: "Local - 0038", }, Pride:{name: "Pride", full_title: "Pride", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Pride is a Feline Animan and Street Hero, born and raised in New Chicago before moving to Sotapolis in her teens, before ultimately returning to NC. A deeply-tanned amazon with a grab-bag of Feline features, Pride was born Human but underwent Meta mutations during puberty. Friction with an uneasy family life led to her moving out the moment she was legally capable of doing so, but difficulties finding a job led to her putting self-defence skills to use in street fighting competitions. This naturally evolved into using her strength and skills to protect people from criminals while out on the town at night, and thus her career as a Street Hero began.<br><br>Pride stands at seven feet three inches in height, and has richly tanned skin. She has an athletic and gym-honed figure, with powerful tone in her arms, legs and stomach, but without compromising her agility: she is light on her feet, not to mention flexible! That said, her chest is rather well endowed, so it's a good thing her tail provides plenty of counterbalance. Her sharp face usually wears a pleasant smile, though she's not above taunting smirks when engaging her Villainous and criminal foes. She has very wide light blue irises with vertical slit pupils, the whites of her sclera only visible at the furthest roll of her eyes in their sockets. A pair of thick, black eyebrows frame her face, along with natural black outlines around her eyes which she further enhances with cat eye flicks via eyeliner. She has shoulder-length, voluminous hair that is an almost black-blue at the roots and lightened in its various tussles to a brighter blue shade, with her outer ears being this dark navy while the fluffy interiors are bright blue.<br><br>Her long, panther-like tail is black - betraying her true hair colour - but the tip is carefully dyed, bright blue at the end and fading into that black by roughly a foot down its length. A number of stripes adorn her skin in a darker tone than the rest of her body, somewhat akin to the colouration of birthmarks: these stripes are thick in the middle and sharp at the terminal points, and are mirrored across her body: three on her forearms, two on her lower arms, three small ones on her hips, three on her thighs/upper legs, and two on her lower legs, with a pattern akin to a ribcage on her back. Pride's hands and feet are humanoid in nature, but her fingers and toes are slightly elongated and are tipped with tough, claw-like nails that she is capable of retracting at will. Her teeth are mostly Human save for pronounced canines of extra sharpness, and her tongue is notably rougher than a normal Human's.<br><br>While Pride does not have a specific 'Hero' outfit, she tends to dress in lavender purples and dark blues, with sapphire-bright highlights. Her favourite outfit is a navy compression gym top and shorts with a dark blue zipped jacket worn over the top, and a sleeveless lavender hooded vest worn over that - though this final layer is far too small to be zipped around her bust. A pair of shorter but baggier shorts that match her vest adorns her hips, along with a pair of sweatbands for her wrists, knuckle plates to guard her hands with combat studs to enhance her blows, and a pair of specially designed boots to armour her feet and enhance her kicks. Her legs are typically adorned with navy straps placed haphazardly down those tanned limbs. Her neck is commonly graced by a choker with a silver belly affixed to it, and she has pierced lower lips with two discrete inner studs that she can affix clip-on rings to that resemble silver fangs, giving her a sabretooth appearance that can easily be dispelled to prevent injury during a fight: a lesson she learned the hard way after swallowing her original pair after a punch in the face. She's a fan of makeup gems and often arranges patterns of sapphires under her eyes depending on her mood.<br><br>Her Metabeing mutations afford her an enhanced level of strength and agility. Furthermore, her senses of sight, smell, hearing and taste are all enhanced beyond Human levels, and her balance is greatly improved thanks to her heavy, long tail - though she does have a tendency to knock things over with that extra limb. While these powers are fairly mundane, she does have one unusual quirk: whenever Pride befriends a domestic cat (this may work on wild and big cats but she has yet to be fortunate enough to test this), she experiences a small but permanent boost to her strength.<br><br>Pride may not have a perfect success rate as a Heroine, but she's determined, friendly, and much beloved by her local community. Notably, she has come up against Villains far above her Threat level and survived to tell the tale - though only one such case resulted in a successful arrest, at least three cases saw her force a retreat in her foes. Her Unofficial Hero Ranking substantially exceeds her Official Ranking, as she does not do much to promote herself: she is, after all, Street. Pride is a Hero because she thinks that using her powers to help people is the right thing to do, and that's that.<br><br>While Pride is not a member of any Superhero Team, she has described herself as a member of the Demos movement before. The gossip rags insist that Pride has been seen in pleasant company with the professional henchwoman and Madcap Jester Villain, Gallows. She's quick to change the subject when asked, which further fuels speculation that the two are an item.", hover: "A Feline Animan and New Chicago native, Pride is a Street Hero - and proud!<br>A street fighter with enhanced physical attributes, Pride strives to be the best Hero she can be.<br>She's an amazon at over 7 feet in height, and takes after traits of various wildcats.", see_also: ["Animan", "Gallows", "Demos", "Sotapolis"], see_also_number: 4, OHR: "Local - 0215", UHR: "Local - 0138", }, Cactuff:{name: "Cactuff", full_title: "Cactuff", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Cactuff is a Botanikan, a woman of Floral origins who was born from the fruit of a cactus. While she can be rather prickly in personality, she has a good heart and desires to be the best Hero she can be: an attitude that has seen her rapidly climb the Local Hero Rankings. She's known for a blunt but effective martial art style that uses her unique biology to its fullest, but beyond combat, she's also proven herself to be an effective rescue-and-response Hero.<br><br>Cactuff is green-skinned, with lime-yellow eyes with reptilian pupils, a sharp-chinned face, and a bright green crop of hair with a right-swept fringe, darkened tips, and a bright pink-and-purple flower growing on the left of her head. She has sharp, elven ears and faintly purple lips. She has tone-shaped arms of a curious 'ribbed' texture from her shoulders to her wrists, and clawed hands. Her legs are more typical in appearance, with strong, firm thighs, but her calves are swollen like barrel-cacti before returning to normal for her clawed feet. She has a fairly average set of curves, though she is known to swell up slightly if she overindulges in hydration.<br><br>Outside of having above-average strength, Cactuff has several abilities tied to her unique heritage. The ribbing of her arms, for example, is because they're capable of telescoping up to four times their typical length: it's easier to extend them than it is to retract them, and the longer they are, the less control she has over them. Her legs, meanwhile, with her barrelled calves, are capable of explosive bursts by intentionally stressing those barrels to breaking point: when they explode, they add explosive propulsion to her jumps or kicks before they rapidly regenerate. Doing it 4-5 times in a day is alright, but past that, it begins to hurt and regenerates more slowly. Of course, Cactuff <i>is</i> a Cactus: her arms and legs are both capable of extending thick spikes in all directions, and she's even capable of explosively launching them from her knuckles, or simply using them to add a painful sting to her punches. Finally, that flower on her head routinely sprouts a pinkish fruit that, when eaten, bestows the consumer with a burst of stamina and regenerating healing. While she can only grow one of these fruits every few days, the juice keeps for a good while under proper conditions: as a result, Cactuff picks it routinely and juices it down, keeping the vials on her for emergencies, like rejuvenating Heroic allies or aiding injured civilians.<br><br>Cactuff's Hero outfit is a black leotard with a V-shaped cut across her abs and two smaller slits on either side of her chest, joining to an armoured collar and neckguard. She wears a pair of snug black pants over the bottom of this leotard, with holes cut out for her spines to emerge through. A pair of knee-high armoured boots with spiked armour toe caps grace her feet, and a pair of scalloped gauntlets protect her hands. Bright blue straps and belts help break up the darkness of her outfit, such as a collar, two shoulder holsters, and bands strapped around her boots and gauntlets. A belt around her waist - usually pinched tight - has slots on the right for vials of her fruit juices, and the same on the left for vials of nutrient-enriched water. Those are for her!", hover: "A Botanikan born from a fruiting cactus, Cactuff is prickly but good-hearted.<br>A rising star in the Hero world, she's strong, durable, and tenacious.<br>The fruit that grows from her hair bestows incredible stamina into those who taste it, temporarily.", see_also: ["Botanikan"], see_also_number: 1, OHR: "Local - 0150", UHR: "Local - 0148", }, Reenu4321jiju_Brak_Jark:{name: "Reenu4321jiju_Brak_Jark", full_title: "Reenu'jiju_Brak_Jark", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Reenu'jiju Brak Jark - or just 'Reenu' - is a Visobarzi, a race of semi-amphibious Aliens from a destroyed world whose primary population travels the Galaxy in a flotilla. Having been saved from destruction by a Neuvo who sacrificed themselves in the process, many Visobarzi honour the Neuvo race in their dress and the enthusiasm with which they grasp their second lease on life. Reenu is no exception: she is a rush of activity at all times, dancing the tightrope between merriment and hedonism every waking second. Nonetheless, she has exploded onto the Hero scene as an unorthodox but potent fighter for justice, attracted to the Earth by this very scene and the wild events that take place on the planet on a regular basis.<br><br>Reenu has bright blue skin with three pronounced 'tails' extending from the back of her head, akin to hair: these are her 'Neurevu', extensions of her brain. The central tail is the largest, with the second two being slightly shorter and slimmer, equal in size to one another. A headwrap keeps the three separated and frames her face: that is, when she isn't wearing her vacuum suit. She has a slender frame with an aggressively pinched waist that gives her an hourglass figure despite her relative slimness, and her body and Neurevu are marked with navy-blue jagged stripes and bands. Her eyes are a bright purple, her lips are small, pouting and pink, and she has a number of tattoos on her face to mark her home ship - Brak - and her home fleet - Jark, appearing as notches and tallies on her right cheek. Her eyebrows are markings rather than hair - for she is hairless! - and her eyes are framed by dark surrounding lines.<br><br>While she enjoys a wide variety of skimpy outfits, Reenu often performs her Hero work in her vacuum suit. Unlike many examples of suit protective spacewear, Visobarzi vacuum suits are extremely skin-tight: hers is a charcoal gray and is decorated with black marking lines and an array of purple and gold sashes around her arms, hips and legs. A full helmet with a front-facing visor and sleeves for her Neurevu completely conceals her face, save for her mischievous eyes. This visor can be further overcome with projected lights and images, which she'll sometimes use to help communicate her emotions, or to distract enemies in combat.<br><br>On that note, Reenu fights in the same manner she's made a living in life: she is a dancer, having turned the art of seduction and enrapturing movement into a graceful but aggressive fighting style. She deploys hovering chakrams, which can return to her via sensors mounted in her gloves, capable of emitting bladed edges or retracting them to become blunt weapons. Smaller, more disposable throwing weapons and gadgets line the three belts around her pinched waist, akin to the tools of a master thief or ninja.<br><br>Despite being fully covered up, Reenu's outfit leaves her little to the imagination. It is fairly objective to say that her popularity - while decently driven by her success rate - is also at least in part driven by her sex appeal, something she knowingly plays up for audiences and cameras. After all, if you've got it, flaunt it: that's the Visobarzi for you!", hover: "An Alien Visobarzi, Reenu is an enthusiastic dancer and performer.<br>To her, the Hero game is all about live drama, but she takes her role seriously... and scandalously.<br>This bodysuited Alien dazzles and delights fans, and infuriates prudes.", see_also: ["Visobarzi", "Neuvo"], see_also_number: 2, OHR: "Local - 0193", UHR: "Local - 0144", }, Jackhammer:{name: "Jackhammer", full_title: "Jackhammer", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Before 2001, Jackhammer was riding high as one of the top-ranking National Heroes in the world. Known as the 'Brash Bunny', she's an Animan - and actually a Hare, not a Rabbit. Tall, tough and an absolute showboat, Jackhammer was known for her hyper-aggressive fighting style and was often criticized for going too far with her Villainous opponents: which only added to the poetry of her fate. In 2001, Jack went after an unknown Villain alone, without backup, easily outpacing her Team at the time. After her Team lost track of her, they found her three hours later: beaten within an inch of her life, the unknown assailant long-gone, having left her for dead. Jack was comatose: and she would remain in this state for the next 21 years.<br><br>Waking up in 2022, Jack discovered that over 2 decades of her life had simply vanished overnight - at least, from her muddled perspective. Not only that, but her personal wealth from her career had dried up long ago: her Team were only able to sustain her medical expenses for so long, for they broke up a mere 3 years after her crushing defeat. Her powerful gadgets and support gear were auctioned off by her family for the sake of covering her expenses, and by the time she awoke, even the money from that was almost gone. Worst of all: 21 years in a coma had seen her gym-honed body waste away to almost nothing. She stepped out of one nightmare and into another, and on that night she wept for hours, long into the rise of the morning sun. Then, with stinging eyes and a parched throat, she resolved to recover.<br><br>It's been three years since Jack woke up, having undergone extensive physical therapy and rehab since then. She was able to raise money to support her recovery after an old fan launched an online fundraiser for her, and while she will never achieve the prime of her strength again, she has recovered a good measure of her former power. Technology, too, has advanced since the old days: one of the first things she did once she had the money was commission a pair of semi-powered gauntlets, for her arms were the most severely damaged parts of her back when she was beaten.<br><br>Jackhammer stands at seven feet six in height, just shy of eight if you include her stiff, tall ears. She has dusky gray-tanned skin, dark lips, and bright white sclera with pink eyes. Her hair is snow white with faint streaks of pink throughout it, worn semi-short and messy. Her figure is athletic, though it is a shadow of her former body-built perfection - nonetheless, her arms and particularly her legs have a pleasant amount of tone, and her naturally thick thighs by quirk of her Lapine genetics remain. She has slightly long legs for her build. She is decently busty, and her body is covered in no small number of scars and permanent markings: some from her earlier career, most from her beating, and a couple from her relaunched career.<br><br>As a result of her scars, Jack keeps much of her body covered up. A pair of long arm-stocking gloves up just below her shoulders and long socks up to her thighs grace her limbs. She favours a simple pale-pink sleeveless hooded jacket worn over a black vest, her chest covered by a compression top and her neck bundled up in a white scarf. Her upper abs are usually on display, for they are comparatively lacking in scars save for small nicks. A pair of snug, high-waisted light-gray pants with a black belt with a 'v'-shaped silver buckle are tucked into a pair of black, knee-high combat boots, which match a pair of protective black, fingerless gauntlets, and her knuckles on both her boots and gauntlets are adorned with silver protective plates with purple studs. A second, more decorative belt with amethyst-coloured metal segments is slung around her hips, and her pants have clips for a number of pouches that contain basic gadgets and her medications, particularly to manage her pain and energy levels. Belt straps around her legs provide room for more pouches, and pink fabric ribbons are tied around her left arm. She will sometimes don a pair of black armoured semi-powered long gauntlets covered in pink diodes which reach up to the shoulders, complete with pauldrons - the manufacturer of these gauntlets is private, but those pauldrons somewhat resemble harsh-eyed skulls, which is an odd motif for the Hero.<br><br>Perhaps the biggest shock to Jack was learning that she has a daughter, who she sired. Belle Hare is the spitting image of her back in her prime - albeit shorter, and with ice-blue hair. Alas, despite what happened to Jack, Belle is every bit the show-off that her mother was, and the two are not on good terms: attempts by Jack to reconcile with the daughter she couldn't be there for have largely been met by dismissal, given what Belle views as an overbearing and unearned sense of responsibility. Regardless, Jack keeps a close eye on her daughter, hoping that when she makes her fatal mistake, she'll be there to protect her from her own folly. Until that day, Jack trains and fights: not to climb the ranks, but to protect that tiny cord linking her to her old life, and a chance at redemption.<br><br>The Villain that beat Jack close to death was never identified.", hover: "The 'Brash Bunny' Heroine, a former high-National who suffered a crushing defeat two decades ago.<br>Left in a coma all that time, she awoke to find her strength had faded and her fame depleted.<br>She's trying to pick her life back together now.<br>While her body has been rehabilitated, she struggles in a world that has left her behind.<br>Mother of Belle Hare, who acts just like she did before her defeat.", see_also: ["Animan", "Belle Hare"], see_also_number: 2, OHR: "Local - 0234", UHR: "Local - 0238", }, Dyme:{name: "Dyme", full_title: "Dyme", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Dyme is a genetic chimera who was created via clone-growth by a now-defunct arm of Bedlam Eternal. Part of the so-called 'Gremlin' project, she was rescued from a life of menial servitude as an engineer, a job she decided to keep up as it was all she really knew. However, Dyme grew tired of a mundane life as a far-from-mundane individual, and would eventually try her hand at building her own space-capable rocket out of scrap-gathered parts. This ended both surprisingly and predictably: Dyme managed to get into Earth's orbit, but then got stuck. She was saved by the chance interception of the Cosmic-rank Alien Heroine, Stardust, who while chiding Dyme for such reckless behaviour, nonetheless praised her intriguing design. She offered the wide-eyed Gremlin a chance to interview with the Zone Vigil under an engineering internship, which Dyme accepted. Within two years, however, she'd moved on from that hands-on course and instead joined the Vigil's Hero Team, where she now serves as a cadet.<br><br>Dyme is a blue-skinned short woman with aspects of a Cat, Bat and Reptile. She has wild, thick purple hair in a fluffy mane, big, bat-like ears, a lion-like tail with a fluffy tip, and a series of purple scales dotted around her limbs, growing thicker and more tightly spaced around her wrists and ankles, with her hands and feet being entirely scaled and possessing sharp, dextrous claws. She stands at just four feet in height. She has a sharp face with wide, expressive eyes that faintly glow golden yellow, the pupils slit in a combination of Feline and Lizard-like. Her teeth are sharp, and her tongue is long and forked. She tends to wear the space-faring uniform of the Zone Vigil with some aspects of her Engineering corps attire remaining, and she's invented her own external exo-arms to enhance her strength or act as a second pair that can act independently from her real pair.<br><br>Dyme is reportedly an enthusiastic woman and a quick learner, though she's prone to rushing into things - that rocket incident was not a one-off! While she's far from the strongest Hero in the Galaxy, it seems that Stardust has taken a surprising amount of interest in her, and the two regularly meet. It must be intense training indeed!", hover: "A genetic chimera known as a Gremlin, created by a now-defunct Villain.<br>Dyme is blue-skinned, purple-haired, and possesses Feline, Bat and Reptilian features.<br>An earnest Heroine, she enlisted with Zone Vigil to explore the Galaxy.<br>Still a cadet, for now.", see_also: ["Gremlin", "Bedlam Eternal", "Stardust", "Zone Vigil"], see_also_number: 4, OHR: "Local - 0308", UHR: "Local - 0301", }, Cyan:{name: "Cyan", full_title: "Cyan", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Cyan is the youngest daughter of Ambrose Ambrowik, the patriarch of the Ambrowik Vampire Clan and wanted Villain. Cyan is, accordingly, a Vampire herself. Unlike her father, however, Cyan wishes to be a Hero: though whether her desire is truly earnest or just a rebellion against her father has yet to be made clear, but she left the Clan three years ago and has shown no signs of returning.<br><br>Cyan is a ghostly-pale woman who stands at five foot on the dot. She has sharp, elf-like ears, pierced with black hoops. Her hair is a dusky purple and features an extended fringe over her left eye. Those eyes, meanwhile, are her namesake: they glow a bright cyan, and are framed with thick, three-winged eyeliner and dark purple-painted lids. Her canine fangs are pronounced, with one or the other of her top set often peeking out past her lip. She has a fairly fit but seemingly unremarkable body in terms of strength, though this conceals her physical abilities: they are, accordingly to her Vampiric nature, far above those of an ordinary Human. Indeed, she is fairly slender, though she favours clothing that pinches her waist to enhance her assets: she is not above the use of seduction to get her way. The nails on her fingers and toes are pitch black and extremely tough: she requires a strong metal file to maintain them.<br><br>While Ambrowik Vampires vary in their powers, most possess control over shadows in some form: Cyan falls into this category. Her strength is further enhanced the more of her body is within the cover of shadow. She can teleport from shadow to shadow within a limited range, and she can turn invisible for brief periods of time; however, her eyes will continue to glow, appearing as disembodied blue flames unless she closes them, thus blinding herself. When she is within true darkness, she is capable of tearing the physical boundaries of her own form, moving with blistering speed and projecting her physical influence far beyond her normal reach as she merges with the shadows. More than one criminal has spoken in traumatic recollection of a room turning pitch black, only for a dozen clawed hands to pin them to the wall, nothing visible save but for a single 'grinning' cyan eye that seems to devour light rather than emit it.<br><br>As a Hero, Cyan works alone, though she's cooperated with Supernatch on several occasions to the point where she's considered an unofficial member.", hover: "Daughter of Ambrose Ambrowik, the head of the Ambrowik Vampire Clan.<br>Unlike her Villainous father, the rebellious Cyan desires to be a Hero.<br>But is her desire earnest, or simply a way of getting back at daddy dearest?", see_also: ["Vampire", "Ambrowik Clan", "Ambrose Ambrowik", "Supernatch", "Fantastical"], see_also_number: 5, OHR: "Local - 0387", UHR: "Local - 0350", }, V12:{name: "V12", full_title: "V12", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "V12 is an Equine Animan, an amazonian Horsegirl: one of a number of half-Human illegitimate offspring of the disgraced Hero and full Animan, Horsepower. One of the few of his spawn to fully inherit his brutish strength, V12 identifies as a Hero but, like her father, she has a string of controversies lining her wake. She specializes in a kick-based martial art, utilizing her genetic advantages to their fullest, but she is, in general, a brutish and savage fighter who is far from being above dirty fighting tricks. After all: her opponents are Villains! So they don't deserve a fair fight, right?<br><br>Standing at just shy of eight feet in height, V12 has a broad-jawed face and deeply tanned skin. She has naturally dark lips and eyelids, and her eyes themselves are a dull hazel colour set against bright white sclera, giving her a somewhat dead-eyed look. She has black hair with silver-dyed bangs that frame her face, and stiff but short equine ears atop her head. She has an impressive physique, gym-honed and maintained, though her thighs and calves steal the show. A big, brush-like black haired tail juts from the small of her back, billowing out to impressive size and dyed silver across the ends. She has a string of silver ring piercings across her right ear, and one stud in her lower lip on the left.<br><br>V12 favours a fairly monochrome outfit, save for a bright purple and much-loved vest that looks liable to fall off of her at any moment, especially as it strains against her bust. Besides this, she wears a bright gray hooded jacket with slit-cut sleeves linking to knuckle-padded gloves, the protective plates of which stand out black against that gray. She wears simple bike shorts with black trim, snug-fit and leaving little to the imagination, with a black harness top and a harness belt around her chest and hips respectively: the latter of which has room for mounting pouches and restraint tools. Extra restraint straps are tied haphazardly around her mostly-bare legs, with long black boots punctuated by raised silver 'hoof' plates over the toes: these clack loudly when she walks, and add fearsome power to her already wall-crushing kicks.<br><br>V12 is renowned for her forward and often vulgar behaviour, every bit a chip off the block of her father - despite having never met the man. It is less of a joke and more of an unfortunate observation that she seems determined to climb the ladder less by virtue of her Heroic deeds, and more by the technicality of putting a halt to the careers of Heroines above her in the ranking by leaving them with the next generation of Horsepower's family line. She is one of the few Heroes to have an Unofficial Villain Ranking, as maintained by a sizeable hate-following that she relishes in.", hover: "One of many illegitimate offspring of the infamous sleazebag 'Hero', Horsepower.<br>V12 has fully inherited his powers and half his image, being an Animan woman with Equine features.<br>A rough and tumble amazon with wall-busting kicks.<br>Just as problematic as her Father was... and still is.", see_also: ["Animan"], see_also_number: 1, OHR: "Local - 0931", UHR: "Local - 0993", UVR: "Local - 2734", }, Xander:{name: "Xander", full_title: "Xander", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A Demigod of the twin gods Apollo and Artemis, Xander is a wolf-like Animan who travels the world to the beat of his own drum. While not an active Hero, he has stepped in to protect urban wildlife on a number of occasions, utilizing his blistering speed and savage claws and fangs to their fullest.<br><br>A short man blessed with Divine beauty, Xander stands at four feet seven inches with dusky skin and an effeminate, lithe frame. His eyes are wide and expressive, set with bright white sclera and strikingly pink irises. He has a messy crop of silver hair in a wild mane, from which two Lupine ears emerge. He has somewhat thick thighs for his size, and his hands and feet are adorned with long, black claws. Outside of his thighs, the rest of his body is rather svelte. A big, bushy silver tail juts from the small of his back, often betraying his emotions even if his expression trends towards a deadpan. Two canine fangs emerge past his lower lip, and his face is marked with two vertical black tattoos running down from his eyes, with permanent eyeshadow marked around them. His eyebrows are rather fluffy, and have a jagged appearance.<br><br>Xander is often caught sunbathing in the nude in public parks, but he can quickly summon himself a typical outfit: a black turtlenecked top, a coral-orange and sea-blue jacket, basic protective gloves, a pair of daringly short shorts, and armoured long-boots of black construction with blue trim to match his jacket. He's fond of belts and seems to collect them, his hips and waist strewn with multiple straps, with chains looped through them to grace his right hip. Around his neck, he wears a long string necklace with several fossilized and 'fresh' fangs from predatory animals, one of which is his own fang knocked out a few years ago - it has since grown back by virtue of his regeneration abilities.<br><br>Xander can talk to animals, and despite his predatory leanings he prefers to consume 'Human food', as he calls it. Despite being on Earth for many years, he remains adorably uneducated about much of Earth's culture. He seems to have no specific goals in life, existing purely to act as a caretaker for whatever animals and flora take his fancy.", hover: "A Wolf-like Demigod of the twin gods Apollo and Artemis.<br>While very powerful in potential, he is entirely driven by the whims of his own heart.<br>His sole Heroic actions were to protect wildlife in his home city, in which he typically loiters and sunbathes.", see_also: ["Divine", "Animan"], see_also_number: 2, OHR: "Local - 1036", UHR: "Local - 1037", }, Raza:{name: "Raza", full_title: "Raza", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Raza is a Mountain Soul Animan, a feisty Mountain Cat who is the younger sister of the higher-ranked Hero, Ion Horn. While significantly less experienced than her sister, Raza desires to help restore her honour after her collateral damage scandal, as well as bring glory to their home mountain: she is one of many Mountain Souls who, in pursuit of this glory, have turned to the world of Heroics to make it happen.<br><br>Raza is a slate-skinned girl with an athletic body. She is capable of transforming into a more powerful Ensouled form, though she is still training to empower and maintain this form. In her regular form, Raza stands at five feet five inches and has a messy mane of pastel-pink hair, matching her bright pink eyes. She often wears a cocky expression on her slender face and has a small scar on her right cheek, which is lighter than her unusually-toned dark skin. Her teeth are mostly normal, save for her pronounced canine fangs and slightly sharpened incisors. A pair of fluffy Feline ears jut from her head and have a habit of twitching in reaction to noise, and her tail is particularly 'floofed', starting narrow and ending with surprising thickness and volume: it, like her hair, is a soft pastel pink. She has a toned, tomboyish body, and her hands and feet are equipped with black retractable claws.<br><br>In her Ensouled form, Raza grows to seven feet and bulks up considerably. Her hair grows longer, and her tail splits in two and becomes capable of prehensile control and strength. However, at present, she can only hold this form for brief amounts of time, this window shrinking if she is injured or overly exerts herself.<br><br>To facilitate her transformations - as she cannot engage in Hero activity permanently Ensouled - she wears a stretchy costume that consists of a bright blue leotard with powder-pink long-gloves and long-boots that reach up almost to her shoulders and hips, respectively. These both end in straps around her otherwise bared hands and feet, guarding her knuckles. When Ensouled, these stretch but also shrink down, comparatively, exposing more of her muscle-bound arms and legs.<br><br>Raza is an enthusiastic Hero who means well, but has a long history in a short career of biting off more than she can chew. Nonetheless, she always bounces back stronger, and while it can be difficult for her to learn her lesson, this also means that she is difficult to put down.", hover: "A proud and enthusiastic Mountain Soul, Raza is a Feline with a mean right hook.<br>She longs to restore the honour of her sister, Ion Horn.<br>Despite her strength, she is quick to rush into danger for which she is ill-prepared.", see_also: ["Mountain Soul", "Animan", "Ion Horn"], see_also_number: 3, OHR: "Local - 1090", UHR: "Local - 1081", }, Dart:{name: "Dart", full_title: "Dart", category: "Codex - People - Superheroes", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Dart is the half-human daughter of Skarn, an infamous Alien mercenary who resembles a brutish frog man. Dart, comparatively, is a bright jade green in colouration and is significantly smaller and more humanoid in appearance. While she takes after her father's propensity for destructive combat, she desires to be a Hero more than a mercenary: being a child of the stars and Earth alike, she has a greater attachment to the planet than Skarn does. For his part, he has done little to persuade her otherwise: he figures it's just a phase she'll grow out of.<br><br>Dart has bright green amphibious skin which glistens healthily, and a pretty face often twisted into either a lazy smirk or bright-eyed wonder. Her sclera are typically a pastel pink, a byproduct of her near-constant light inebriation as a result of her Alien toxins not fully gelling with her Human biology - her iris and pupils are purple shades that seem to blend together. She has an extremely long, purple tongue that is capable of extending longer than her entire body, and the last six inches of it often hang past her lip unless she puts considerable focus into reeling it in - despite this, she seems to have no trouble talking in her high-pitched, impish voice. Despite standing at a mere four feet eight, Dart has a fairly stout body type due to constant gym work and an active lifestyle, with her legs in particular being muscular by virtue of genetics: she can jump, and jump good! Her webbed fingers are capped with short but sharp claws, but are otherwise Human, though her feet are two-toed. Many purple venom glands are present across her face beneath her eyes: three per eye, arranged like teardrops and mingling with other dark-green markings that swirl across her cheeks and jawline. She has messy black-purple hair that she keeps tied back with a sweatband.<br><br>Dart's typical 'Hero' outfit is heavily inspired by her father's armour mixed with Earthling sci-fashion. A bulky black and purple hooded jacket is worn over a purple top with a swooping-V chest window - exposing a black harness top - and a generous stomach window filled with fishnet mesh, with that jacket closed around the collar. She wears Alien-alloy gauntlets with sharp scallops to protect her lower arms and wrists. A daringly short, torn-up purple skirt does little to protect her modesty in tandem with a pair of black booty shorts, though her powerful legs are guarded by armoured long-boots in black, which are attached to modular thigh plates in purple. These boots are Alien in design and provide gravity pulses to her already impressive kicks and leaps, and her whole outfit is dotted with bright, coral orange highlights such as the grav generators on her knees and ankles, small shield generators on her gauntlets, and the end toggles of her hoodie.<br><br>Dart is strong for her size, but beyond that her gear allows her to erect temporary barriers akin to using buckler shields, and her grav boots along her to cling to surfaces and add additional propulsion to her moves. Her tongue is her delivery mechanism for her potent venom, which overloads the mind and sensory systems: beyond this, it is strong enough to tangle around someone and even lift them straight off the ground.<br><br>It is said that every time Dart saves someone, she deals their life's value in damage to the surrounding environment. People are quick to counter, however, that there shouldn't be a price on saving a life. Her legacy is shaping up to be a most complicated one indeed, particularly as she has a habit of helping her father in his work if he should but ask!", hover: "Half-human daughter of the infamous Alien mercenary Skarn.<br>This frog-like girl has all the makings of a Villainous merc like her father, yet wishes to be a Hero.<br>She has thus far woven a mixed legacy.", see_also: ["Skarn"], see_also_number: 1, OHR: "Local - 1921", UHR: "Local - 1847", UVR: "Local - 2923", }, /* ^^^ PEOPLE - SUPERHEROES END HERE vvv PEOPLE - SUPERNEUTRALS BEGINS HERE */ Zii4321Luu:{name: "Zii4321Luu", full_title: "Zii'Luu", category: "Codex - People - Superneutrals", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Zii'Luu is a Sneerz working as a reporter for Galactic News Network, one of the major news corporations out in the Galaxy (if you couldn't tell by the name). Easily recognizable in a crowd by her bright yellow, daringly unzipped jumpsuit and bright pink skin, Zii'Luu is notable for a Sneerz in that she isn't an intolerable menace. Indeed, she's won the coveted 'Most Tolerable Sneerz Award' 3 years non-consecutively! That isn't to say that she isn't above the occasional cutting remark or snide aside, merely that she'll indulge in these things far less than her typical kin.<br><br>Zii'Luu is 4 feet 11, with bright pink-purple skin. Like all Sneerz, she has wide, solid-colour eyes: hers are a bright, somewhat coral red, surrounded by dark permanent eyeliner with sharp wings to the outer upper and inner lower corners. She has dark burgundy lips, coral orange hair with face-framing bangs, and a pair of curved, stiff antennae that have a habit of twitching if she's resisting the nigh-genetic urge to say something cruel. She's busty and knows it, for her yellow jumpsuit is always worn half-open, revealing something akin to a black corset beneath that provides her with plenty of lift. The sleeves of her jumpsuit are tucked into obsidian-black bracers, the right-hand one of which has a communicator panel built in for transmitting and recording her interviews. A pair of matching black kneepads briefly break up her yellow jumpsuit legs before they disappear into wide-brimmed jackboots in black. Finally, a black belt with pouches for storing her mobile camera drones and tools to fix them up adorns her waist.<br><br>Outside of her work for GNN, Zii'Luu also has a career with Degenerate Star Features as a star and a talent scout. There are rumours that her posting on Earth is in this latter capacity, giving recruitment advisories on 'promising' Heroes and Villains to her bosses for the sake of hiring pitches (legitimate or 'encouraged'). This has never been proven, but it is kind of obvious. That said, her role with GNN is entirely legitimate: Earth is a naturally fascinating place full of weird and wonderful happenings, so this Sneerz is kept occupied chasing scoops and getting up-close-and-personal to major disasters on the regular.", hover: "A Sneerz reporter for Galactic News Network, reporting on the wild happenings on Earth.<br>By Sneerz standards, Zii'Luu is incredibly friendly.<br>However, she has a side hustle as a talent scout for Degenerate Star Features.<br>Never seen without her bright yellow jumpsuit.", see_also: ["Sneerz", "Degenerate Star Features"], see_also_number: 2, }, Son_Of_A_Witch:{name: "Son_Of_A_Witch", full_title: "Son Of A Witch", category: "Codex - People - Superneutrals", alias: "hkhuk", entry: "Sal, better known as the 'Son of a Witch', is the only male-born Witch to have ever been born to the Witches of the Coven of the Horned Skull; a Witch Coven who observe and draw power from a skull-like comet that passes the Earth every 200 years. On the last such occasion, Sal was born: an event that triggered much uncertainty and hysteria among the Coven. As the first male birth since the Coven's inception, some viewed him as a sign of change. Others, an ill omen. So strong were some reactions as to call for his sacrifice, but in the end, Sal was abandoned to an orphanage, left with nothing but a brooch resembling the Horned Skull.<br><br>Misfortune and strange happenings followed Sal everywhere he went, from baby to toddler to child to teenager. He always stood out with skin as pale as snow and eyes with a terrible glow, and despite the best efforts of those charged with his care, he seemed to possess a permanent dark streak in his attitude and behaviour. The older he got, the more often those unfortunate incidents that surrounded him seemed to be <i>targeted</i>... so, it was a relief when he escaped from his foster home on his 16th birthday. Using his Magic to petty ends to fund his lifestyle, Sal began to train as a Witch independently, sourcing his books wherever and however he could. Along the way, he picked up the methods of the Hexslingers, operating under these twinned Disciplines.<br><br>Now, Sal is in his early 20s. He's a Mage for hire, offering his services to anyone willing to pay. He has no criminal record, but he's linked - to varying degrees of severity - to a number of investigations, and he's been known to provide Magical services to criminal and Villainous elements. A charming smile oft belies darker, hedonistic intentions.<br><br>Sal is an effeminate young man, standing at 4 feet 10 inches. His skin is as pale as can be, and his eyes are an electric blue, seeming to glow so intensely as to be obvious even under normal lighting conditions. His lips are permanently stained a rich purple, and he has heavy bags under his eyes, which serve as 'natural' eyeshadow. His hair is a dusky purple with an indigo-dyed fringe swoop, cut into a short, slanted bob. He has a flat chest and a trim body, with slightly wide hips but slender limbs that conceal his Magically augmented strength. His nails are permanently sharpened, each about half an inch long and black as obsidian. He typically favours black clothing of Magical fashion trends; lately, he's enjoyed a cropped long-sleeved black top with transparent mesh that hangs past his hands, black shorts with an amethyst-studded belt, long boots hewn from black leather of dubious origins and further amethyst breakups such as bands around his sleeves and thighs. He is rarely seen without a beaten-up old Witch's hate, black with a purple belt around the top, with a pink feather with which he typically writes his notes: a black-bound book hangs via a strap of his belt, easily breaking away with a firm tug but affixing itself back into place with a simple thought.<br><br>And no, those shorts leave nothing to the imagination regarding other 'augmentations' he's given himself. He smirks for a reason.", hover: "The only son of the Coven of the Horned Skull.<br>Abandoned as a baby in exile, he eventually learned of his heritage.<br>He is an independent Witch and Hexslinger, who sells his services to whoever is paying.<br>This effeminate man is hedonistic to a fault.", see_also: ["Coven Of The Horned Skull", "Witch", "Hexslinger"], see_also_number: 3, }, Red:{name: "Red", full_title: "Red", category: "Codex - People - Superneutrals", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Red is a disarming Fae entity with a brutal streak. While ostensibly a Hero, she is a Fae first and foremost: Fae do not always play by the rules. She appears as a small, waifish woman with pale skin, sharp ears and messy silver hair, eyes a bright blood red, and is a remarkably talented archer with many trick arrows and a compound bow that looks modern, but is hewn from traditional materials.<br><br>Red can be summoned by an old nursery rhyme, which the Anomalous Investigations Unit has done their best to erase from public record. She appears as an avenger to children, but unfortunately, her definition of being 'wronged' is up to the perception of said children. As a result, she has appeared and dealt severe injuries to hardened criminals and innocent teachers and parents alike, often invoked by unwitting and temporarily upset youths.<br><br>Red is always seen in the same outfit: a red, long-sleeved tunic, a red, long-tailed scarf, black, poorly-stitched leather trousers and a gray-beige sash belt, gauntlets and boots of a thick cloth-like fabric. A set of sharp knuckle guards adorn her hands, and her bow and quiver are slung on her back within quick reach.", hover: "A strange Fae archer, this figure is known to avenge wronged children.<br>However, her methods are overly brutal.", see_also: ["Fae", "Anomalous Investigations Unit"], see_also_number: 1, }, Dit_Kzo_Sid:{name: "Dit_Kzo_Sid", full_title: "Dit Kzo Sid", category: "Codex - People - Superneutrals", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Dit Kzo Sid - just 'Dit' to her friends or people who crave convenience - is an Alien woman who is a member of the Union of the Unquiet, a collective of Undead Cyborgs who operate as a single megacorporation specializing in construction operations. All of their members receive universal income and medical care for their cybernetics, and most work - on average - for a third of an Earth year, though taking on voluntary overtime is permitted. Dit herself is a rather long-unlived member of the Union, having been part of the original race of hypercapitalists who introduced the 'death debt' system that saw the deceased revived and augmented to finish their work - and to pay off the debt of being revived. This society inevitably crumbled to a rebellion led by these debt slaves, and thus the Union of the Unquiet was formed, doing what they'd been doing in the first place but on equitable terms.<br><br>Dit is on Earth as a Union representative, who under the Aegis Accord are permitted to work on charitable causes so long as they do not share or sell their technology to Earthlings (individuals or corporations), or permit the back-channel reselling of such. Thus, she works with Build Back Better to arrange aid in particularly challenging reconstruction projects, occasionally taking part in such jobs herself.<br><br>Dit is a towering woman with dusky blue skin and piercing, dot-pupil eyes with a faint pink hue to them. She has sharp, pointed ears with large amethyst earrings from which hangs a transparent black veil that covers the lower half of her face but does not fully conceal her black lips and sharp nose. She has a side-shave dark purple hairstyle (a cosmetic procedure, given that her hair cannot grow by itself any longer) with a swooping pink fringe. She has no arms: a pair of spherical pauldrons are grafted onto her body, which serve as docking points for two complex drones which, among their many detached functions, can also serve as her hands when linked to her body via a projected purple energy field. Otherwise, these black and purple matte-finish drones can split into six individual units - in three pairs of two - to work and to provide self-defence. A pair of sharp, straight metal-hewn horns jut from her hair, used as aerials to command her drones and to transmit orders and advice to other Unquiet.<br><br>Outside of her more formal work attire - a simple space-fashion suit with allowances for her missing arms and pauldron docks - Dit heavily favours gothic club fashion, often to a daring degree. She enjoys skimpy black clothing with rips, tears and fishnet, though she's often more specifically seen with a pair of sharp-looking black armoured boots with scalloped toe guards and layered calf-plates, styled to resemble the drones that serve as her hands. She is reportedly a friendly individual, albeit somewhat sardonic in the company of strangers. ", hover: "A member of the Union of the Unquiet, Dit is an Alien Undead.<br>She's on Earth as a representative of the Union in cooperation with Build Back Better.<br>Part of a now-extinct (technically) race of debt-slaving hyper capitalists, she is heavily cybernetic.<br>Missing her arms, a pair of highly advanced drones serve in their place.", see_also: ["Unquiet"], see_also_number: 1, }, Daediva:{name: "Daediva", full_title: "Daediva", category: "Codex - People - Superneutrals", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Daediva is a red-skinned Demon girl who would be entirely unremarkable if not for her presence in the news cycle a few years ago, when her Demonic identity was exposed while working for Damn NATION. Damn NATION is 'the Nation's finest Demon-themed eatery and bar', with its gimmick being girls (and in some franchised locations, effeminate men) cosplaying as Demons. Daediva, meanwhile, is a somewhat mundane Demon girl summoned to Earth by an inexperienced cult who, upon her arrival, broke free by using her control over fire Magic to escape: only to be promptly caught by a Hero, who took pity on her when she expressed genuine remorse (a practiced survival mechanism for lesser Demons).<br><br>Daediva was quickly released under observation, and applied for a job at Damn NATION, not realizing that the other workers there were cosplaying. So convincing was her outfit that she was hired on the spot, and she made it about six weeks before anyone realized her tail and ability to breathe fire were not, in fact, elaborate cosplay props. Daediva - who had rather quickly figured out her coworkers were just (mostly) Humans in Demonface - feared being fired, but instead made Employee Of The Month and was reported responsible for a substantial rise in the company's stock that quarter.<br><br>Daediva has bright red skin and stands at five feet on the dot. She has black sclera with burning purple serpentine eyes, and black, shoulder-length hair styled with sharp tips and her fringe worn over one eye. Her lips are obsidian black and guard sharp-fanged teeth and a forked, black tongue. A pair of bat-wing horns jut from the sides of her head, twitching occasionally, and a similar pair emerge from the small of her back just above her spade-tipped tail. She has clawed hands and feet. She has a busty, curvy figure, largely as a result of subsisting mostly on Damn NATION's fried food offerings.<br><br>She typically wears her work uniform, seeing as she can clean it with a simple bit of Magic with ease. This consists of a black, corseted top with a generous chest window, partially connected by a pentagram-shaped series of straps. The cuffs and collar of this are white. A pair of remarkably short shorts are held up with a white belt, and long, black thigh boots with white cuffs complete the ensemble.", hover: "A genuine Demon.<br>Made quite a stir when her identity was revealed while working for Damn NATION.<br>Currently the chain's Employee Of The Month for 9 months running.<br>Has a minor criminal record due to the circumstances of her summoning.", see_also: ["Damn NATION", "Demon", "Magic"], see_also_number: 3, }, The_Fae_Agenda:{name: "The_Fae_Agenda", full_title: "The Fae Agenda", category: "Codex - People - Superneutrals", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "'The Fae Agenda' is the case name given by the Anomalous Investigations Unit to a Pixie-like Fae who has been implicated in the theft of a number of magical items and relics, often pilfering them right from under the noses of the security of museums and private collections. She seems to baffle security systems and has never been caught on camera, only described by eyewitnesses.<br><br>She does not hoard these items. Rather, she will appear to Superpowered individuals during their most pressing moments and offer them these items, seemingly with no strings attached. She does this for Heroes <i>and</i> for Villains, and in almost all circumstances, they turn a lost fight into one with a second wind, sometimes even turning the tide in the ultimate favour of the gifted individual. She has never visited anyone in this manner more than once.<br><br>A current working theory of the AIU is that she may be one of the Writers of the Realms Realized: the most powerful of Fae who are charged with weaving the grand sagas the Realms are driven to perform, responsible for wiping the stage clean and performing rewrites when needed for the sake of drama. This would fit the M.O. of appearing before the losers of disappointing fights so that they might take on more interesting turns: for this Fae, a more exciting fight <i>is</i> the reward they seek for their boons.<br><br>Her appearance is unknown, outside of the fact that she is a Pixie of pastel pinks, purples and blues, with dragonfly-like wings and pale skin. Other aspects of her appearance such as her hair, eyes, the style of her antennae and her apparent 'aspect' - the governing force that a Pixie is drawn to and modelled after - seems to change every time they appear, making tracking her a nightmare.", hover: "A strange Fairy who is known to appear to Heroes and Villains in their most trying moments.<br>There, she will offer them boons to turn the tides, but for an unspecified price.<br>The Anomalous Investigations Unit consider her to be a person of interest.", see_also: ["Anomalous Investigations Unit", "Fae", "Realms Realized"], see_also_number: 3, }, Niner:{name: "Niner", full_title: "Niner", category: "Codex - People - Superneutrals", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Niner is the known identity of an infamous Feline Animan and literal cat burglar. Her true identity is unknown, a reflection of her talent in her craft. It was known that she was born Human, but was cursed when she stole a valuable little cat carving from a museum exhibition that was believed to have been cursed by the mysterious entity known as Cheshire Desire: immediately upon touching it, Niner grew Feline features in a puff of pink smoke. While this could well be reversible via Magic, she quickly found that the enhanced senses, agility and flexibility more than made up for the requirement of tail support in her wardrobe, and has never looked back.<br><br>Niner - so called for the myth that she's so lucky she must have nine lives - is a lightly olive-skinned woman of half-Asian descent who stands at five feet eight inches. She has yellow Feline eyes with heavy eyeshadow and eyeliner, and naturally dark lips that guard teeth with sharp, slightly oversized canines. She has a dramatic, sharp face, further enhanced by makeup, particularly around the cheeks. When in the Niner identity, her brunette hair is worn with her fringe covering her right eye, and her large Feline ears are jagged at the tips and maximally fluffy. Her tail is a long and slinky thing, short-haired with a slightly paler tip, akin to the colouration of a 'snowshoe' cat. She has an athletic but slender build, and her hands and feet possess retractable claws that she keeps filed and sharp.<br><br>She is most commonly seen in a slightly sheer skintight catsuit, revealing the impression of a simple black bra and thong beneath that, showing off the definition of her stomach. A matching pair of black opera gloves and thigh-socks terminate with armoured bracers and a pair of flare-rimmed neat boots. The bracers have a single beige stripe around each central plate, and are lined with sharp, slanted spikes, four each, suitable for melee combat and blade-catching. A long black scarf is tied around her neck, easily coiled up or left to hang: it, like the twin rubberized chains crossed around her chest and the whip at her hip, often comes in handy for extending her reach, and several additional thief's tools are stored in small pouches around her thighs and upper arms. Finally, beneath her scarf lies a slender armoured neckguard, which terminates in an armoured frame for her jawline.<br><br>Niner is wanted in connection with several major thefts, the stolen objects of which have sometimes ended up in illegal private collections or in the hands of Villains. However, she has a history of fighting Local-level crime from time to time, particularly if she stumbles on an obvious injustice that is within her powers to stop. Given her extensive martial arts training and mastery of her Feline curse - and her aforementioned Devil's luck - it turns out that quite a few things are within her capacity to stop, so long as she puts her mind to it! Governments around the world desire to know her true identity, but it is considered that these acts of vigilantism help to balance her public image and reduce the number of people willing to snitch on her.", hover: "An infamous Feline thief and literal cat burglar.<br>Cursed by an idol belonging to Cheshire Desire, she has embraced her transformation.<br>Remarkable flexibility and acrobatic prowess, and extensive training in melee combat.<br>While a crook, she's been known to do the right thing when it counts.", see_also: ["Animan", "Cheshire Desire"], see_also_number: 2, UHR: "Local - 4256", UVR: "Local - 3856", }, Robbed_Zombie:{name: "Robbed_Zombie", full_title: "Robbed Zombie", category: "Codex - People - Superneutrals", Helen: `Helen says... <helen>"Hopefully she's taking better care of her diet, these days..."</helen>`, entry: "Robbed Zombie is the online handle of streamer Jill Kattenhorn, a wannabe FPS and MOBA pro-gamer whose streaming career only took off after she died live on stream to an audience of nine people (four of whom were there to stream snipe her). The incident in question took place during a localized Zombie outbreak that required all residents in the affected small town to stay put, which wasn't a problem for Jill as she had enough instant ramen to last a lifetime (her lifetime, that is, which was one week). Breakfast, lunch, dinner, and an occasional snack. That much sodium in such a short amount of time was obviously medically untenable. After getting into a blistering row with an underperforming teammate, the inevitable massive cardiac arrest struck the heated gamer girl right as she thought of an absolutely incredible comeback to put the unpleasant fellow in his place. Alas, she was now dead.<br><br>Sheer force of will - and the influence of the ongoing Zombie outbreak outside her home - caused Jill to spontaneously reanimate so she could deliver her scathing insult, which, to her credit, did cause the teammate to disconnect. This was something of a consolation for the fact that she was now an Undead: something she quickly realized when she looked down at her ice-blue hands, then rushed to the bathroom to look herself in the mirror.<br><br>Jill, standing at just four feet eleven inches, now has ice-blue skin and red eyes with black sclera. As her infection progressed, she gained exposed vertebrae and extremely elongated black claws on her hands, along with black veins that run down her limbs and increase in quantity and severity further down towards her extremities. Her teeth are sharp, and her tongue is split down the middle due to an accidental biting incident. These mutations were recorded in her livestream VODs, as she simply went right back to streaming: her viewers increased dramatically as news of the incident spread. The Anomalous Investigations Unit quickly caught wind of the situation - given that they were handling the outbreak in the area - and detained Jill, but were able to give her a treatment developed by Agent De-Animator to halt the progression of her infection.<br><br>Since released from observational custody, 'Robbed Zombie' went right back to streaming, enjoying newfound success with her Zombie 'gimmick'. However, she has somewhat turned her life around as a result of no longer being alive: outside of gaming, she does lifestyle vlogs about life as an Undead, and as a personal project she enjoys interviewing other Fantasticals on a podcast she runs, which has increasingly made her a regular name among Supernatural fans.", hover: "Once a wannabe streamer who attained infamy when she suffered a heart attack during a livestream.<br>Despite dying, she was mid-argument, and had to come back to get her quip in.<br>Now a zombie, her streaming career has taken off massively.<br>Outside of gaming, she'll delve into what life as an Undead is like, and interview other Fantasticals.", see_also: ["Zombie", "Anomalous Investigations Unit", "Fantastical", "Helen",], see_also_number: 4, }, Cheshire_Desire:{name: "Cheshire_Desire", full_title: "Cheshire Desire", category: "Codex - People - Superneutrals", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Cheshire Desire is a smirking, whimsical Feline entity who has the unusual power to transform other people into Feline Animen. Little is known about her despite her having been active for decades, unaging, for she seems to appear at random for limited moments in time. It is unknown if she is a Fae, or perhaps an Avatar or fragment of an old Goddess of medicine and health: a strange connection, perhaps, but it is a known fact that anyone cursed by her Feline transformations also has any pre-existing illnesses they may be suffering from completely cured.<br><br>Cheshire's transformations can be reversed by Magic, but many of her 'victims' end up staying the way they are by virtue of finding a silver lining in their situations. Regardless, consent is not a concept Cheshire understands: if she decides you'd look better with cat ears and a tail, her infectious bite or claws are sure to find their mark.<br><br>She stands at just four feet six in height, with a somewhat 'stout' body with curves galore. She is pale, with yellow feline eyes and elaborate eyeliner which whoops down into spirals on her cheeks. She has bright purple hair tied up in a high ponytail with fluffy Feline ears, the inner fur a bright pink. She wears an elaborate outfit of black, purple and coral orange, consisting of a black leotard with a strange long coat with jagged tails, elaborate, wide cuffs and a high collar, all black with bright purple trim. The sleeves terminate at her elbows, with pink fishnet worn over long fingerless black gloves, which expose her ruby-painted claws. A pair of booty shorts in coral orange leaves her thighs exposed, clad in fishnet, before a pair of black stockings intercepts her pale flesh, before those, too, disappear beneath black thigh-high boots with purple protective shin guards and to caps. This outfit is covered in silver knick-knacks and trophies, such as chains, keyrings and belt buckles strung from a string around her own untied waist belt.<br><br>Any attempts to capture Cheshire have resulted in complete Felinification of all agents involved.", hover: "A strange Fae - it is assumed - who has the power to turn people into Cat Animans.<br>Curiously, when she does this, they are cured of any illnesses that may plague them.<br>Some say she is actually the Avatar of a Goddess of medicine and health.", see_also: ["Animan", "Fae", "Divine"], see_also_number: 3, }, Vaassavi_Hred_Grod:{name: "Vaassavi_Hred_Grod", full_title: "Vaassavi Hred Grod", category: "Codex - People - Superneutrals", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Vaassavi Hred Grod is a Visobarzi mercenary who has come to Earth seeking employment for her services. Like the majority of mercenaries, this means that she's mostly employed by Villains and criminals. Unlike the majority of her species, Vaassavi is built like a bright blue bulldozer of a woman! She's trained in a wide variety of firearms and has an armoured vacuum-suit, though she is notably not augmented in any way and her suit is not powered.<br><br>She has yet to make much of an impression on employers on Earth, though her success rate is decent. She primarily fights with a pair of powerful heavy energy pistols with variable fire modes. Notably, her head-tails have been trained to the point that she can use them to pick things up, which she sometimes employs to aid in reloading heatsinks and batteries for her weapons.<br><br>Vaassavi is seven feet and four inches tall, with pastel blue skin. She is built powerfully, with toned arms and legs, broad shoulders, and firm hips. Her appearance beyond this is largely unknown due to her never taking her black, four-eyed mask off in public. Her vacuum suit is black with a padded hexagon textured, and pastel-lilac and bright blue plates are worn over this: the only visible flesh of her body is her unpatterned head-tails, of which she has three: two large, long ones that trail down to her hips, and a single short one that rests between and above them, no longer than a foot in length.", hover: "A Visobarzi mercenary who recently became active on Earth.<br>Unlike most of her kind, she's built like bricks and knows how to use that strength.<br>While not a Villain, she's open to their employ.", see_also: ["Visobarzi"], see_also_number: 1, UHR: "Local - 3184", OVR: "Local", UVR: "Local - 3989", }, /*Razzle:{name: "Razzle", full_title: "Razzle", category: "Codex - People - Superneutrals", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "TheActualContentOfTheCodexEntry", hover: "TooltipHoverSummaryBrokenUpWithBrs", see_also: [""], see_also_number: 1, UHR: "Local - 2233", UVR: "Local - 3533", }, Dazzle:{name: "Dazzle", full_title: "Dazzle", category: "Codex - People - Superneutrals", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "TheActualContentOfTheCodexEntry", hover: "TooltipHoverSummaryBrokenUpWithBrs", see_also: [""], see_also_number: 1, UHR: "Local - 2230", UVR: "Local - 3537", },*/ Zot:{name: "Zot", full_title: "Zot", category: "Codex - People - Superneutrals", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Zot - or, to use her full title, <i>Zot, Bestower of Infinite Abundance, Custodian of the Subspace Mineral Fields, Arbiter of Prosperous Health and Hyper-Galactic Poledancing Marathon Contest Winner 73rd Times Running</i> - is the Imp who rules the region of the Galaxy that includes the Sol system and Earth, encompassing five total Solar systems (and a further sixth contested with the crimelord Imp known as Vok). Like all Imps, her ego is inversely proportional to her height, though it is not unearned: she is an immensely powerful figure who would easily rank as a Cosmic-rank threat, were she so inclined to <i>be</i> a threat. Fortunately for the Galaxy at large, Imps are typically happy to govern 'their' space in a hands-off manner, declaring ownership by implication rather than decree. For example: Zot would never say that she owns Earth, but she <i>will</i> say that she owns the space Earth is in. This is because Imps like to take credit for the advances, culture and success of species born within their spheres of influence: thus, Earth, with all of its drama and its unusually high rate of Metabeing births, is a source of much influence for Zot to use against her rivals (those being every other Imp alive today).<br><br>So fond of Earth is Zot that she has visited the planet on a number of occasions. On these occasions, representatives of the Galactic Government have invariably sent diplomats to gently guide the situation, for the general rule of hosting an Imp is that you keep them happy, entertained, and then see them off before breathing a sigh of relief. As Imps go, Zot is one of the easier-going individuals, but an Imp is still an Imp at the end of the day. It is important to note that 'Imps' in this context refers to the elder Alien species, not the lesser Demons to which they share some resemblance.<br><br>Zot is precisely 3 feet in height, which is about the maximum for an Imp. This measurement includes her 'crown', but not her primary 'cable'. Her eyes are a burning bright purple with bright blue limbal rings around her irises. She has light gray skin with black, jagged stripe markings and purple mineral growths dotted around her body and crown. Her limbs darken towards the extremities but never reach total darkness, and she possesses twin zigzag bands in black around her upper arms, thighs, across her collarbone and around her impressive hips. A smooth purple gem emerges from the center of her chest - above her bust - and upon either shoulder, facing outwards. Her crown - a natural growth of bone that protects the top of her head and the roots of her cables - is a charcoal tone with a pair of swept-flanking, inwards-curving spires at the front, and then smaller curved spires mirrored around its circumference, ending in a single large plate at the back. Both of these large front spires have a purple gem embedded in the base, with smaller ones dotted evenly around the base of her crown.<br><br>Emerging from the center of Zot's crown is her primary cable: a dense, bundled 'rope' of prehensible muscle of a magenta colour. This is capable of shifting into a variety of forms, for its flexibility far surpasses even that of a tongue: it can stretch to an incredible length, though the longer it is, the less strong it becomes. In casual display, her main cable stays at two feet in length and splits at the end to resemble a gigantic ponytail. Spilling down the back of her crown are her secondary cables, which resemble a cape when at rest, numbering a dozen in total. They are a duller magenta than her main one, and she often 'walks' upon them rather than exercising her powers to float, favouring a lazy lounging position at rest.<br><br>While this is only ever displayed to show off, Zot is capable of using these cables to enter her Imperial form: they unweave themselves and wrap around her body, totally encasing her in a muscular, humanoid construction that is over nine feet tall. Her power gems are pushed forward to their usual position on her 'regular' body in this form, and become emitters for her devastating energy projection attacks. Outside of those, the Imperial form is capable of transforming at will, extending its arms, and even attacking with additional limbs such as extra arms or a tail. However, Imps very rarely deploy their Imperial forms due to how destructive they are... and because Imps fear losing a fight above all other possible indignities.<br><br>Zot dresses richly, but not regally. She delights in expensive brands and jewellery, and is often clad in gold and platinum... and little else. It's almost as if she's daring people to complain about her state of dress, which is not at all uncommon with Imps - but she will, at least, ensure her chest and groin are covered when out and about. Booty shorts, crop tops and a lot of jewellery: trashy, but <i>more than you can afford.</i><br><br>She has on more than one occasion slipped her handlers and gone clubbing. In fact, with mastery of her Imperial form, it is possible for an Imp to convincingly shapeshift to resemble other species: Humans are not that difficult to imitate, and Earth is full of Metabeings and non-Human intelligent life, to the point that someone looking a little uncanny isn't justification for commenting on it. Who knows? That weird, egotistical girl you're dancing with could just be one of the most powerful figures in the Universe...", hover: "An Imp who rules the region of space that Earth inhabits.<br>An immensely powerful figure, she relishes the attention Earth brings her with its antics.<br>Has visited the planet on a number of occasions, though gets angry when people don't believe her status.", see_also: ["Imp", "Vok", "Galactic Government"], see_also_number: 3, }, /* ^^^ PEOPLE - SUPERNEUTRALS END HERE vvv PEOPLE - SUPERVILLAINS BEGINS HERE */ Vok:{name: "Vok", full_title: "Vok", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Vok - or, to use his full title, Vok of the Thousandfold Harem, Obliterator of the Fourteenth Moon, Undisputed Ruler of the Red Zone and He who is Blessed with Infinite Virility - is an Imp and Galactic crimelord who owns a major stake in Degenerate Star Features. Alongside that organization, he rules his own small Empire, being one of the few Imps to escalate his claims over his territories to active - and despotic - rule. He is a narcissistic but incredibly powerful being, for unlike most Imps, he regularly trains and hones his potential strength, driven by the paranoia of losing all that he has built and conquered. He is locked in a territory dispute with Zot, the Imp who rules the region of space that contains Earth, and highly desires to claim the planet for himself.<br><br>Vok has coal-dark skin and stands at two feet eleven inches in height, including his crown but not including his central cable. His eyes are a harsh red, with pink limbal rings that glow brightly around his irises. His skin grows lighter down his limbs towards his extremities, turning a stark white at his black-clawed hands and feet. Burgundy-red power gems are present on his pectoral muscles on his chest, on his hips, and dotted across all of the knuckles of his hands. Despite his height, he has an extremely stocky body type as a result of his constant training. His crown is surprisingly short for an Imp, the growth focused more on protection than pomp: it is thicker than most, with short curved spires at the front, sides and back, perfectly symmetrical when sliced in any direction. A power gem is embedded into each of these spires.<br><br>His central cable is a glowing, bright orange and is usually left unravelled and wild, the muscle cords snaking wildly and causing him to resemble a flaming torch, often reaching up to four feet in height and growing larger when he is angered. His secondary cables number eight in total, spilling down his back and usually kept short until he needs them: unlike many Imps, he prefers to walk or fly, but will deploy these cables to elevate himself when he feels the effect will get his point across.<br><br>Vok regularly deploys his Imperial form, which is pitch black and stands at ten feet on the dot. His cables are capable of secreting resin, which turns into dull-gray armour plates, which he'll place around his body like ablative armour, particularly around his limbs, chest, stomach and face, the latter of which he twists into an intimidating mask. He's particularly fond of delivering energy blasts from his knuckle gems with a machine gun-like pace of fire via the volley effect, and typically grows a bladed tail to enhance his martial art strikes.<br><br>Vok has appeared in a great many adult films with Degenerate Star Features, often involving himself and members of his harem, many of whom are prizes won from his conquests or individuals who resisted his rule. His fascination with Earth is one of the driving factors of DSF's push to try to expand their influence to the planet, though hardly the sole influence. He is one of the Galaxy's most-wanted criminals, but the simple fact is that there isn't much out there that can defeat an Imp save for another Imp... and the few things that <i>can</i> tend to be worse than they are! For now, his attempts to take over the Earth have been waylaid by his ongoing dispute with Zot over a solar system that overlaps their respective territories. It is rumoured that, in order to keep his attention deadlocked on this issue, the Galactic Government has been subtly supporting Zot with resources for the wargames the two hold... but should Vok ever take to the field himself, there's no question which of the two would win.", hover: "An Imp crimelord with a major stake in Degenerate Star Features.<br>Uses wargames as an excuse to effectively conquer and sell planets.<br>Highly desires to conquer the Earth for a multitude of profit-driven reasons.", see_also: ["Imp", "Degenerate Star Features", "Zot"], see_also_number: 3, OVR: "Cosmic", UVR: "Cosmic - 010", }, Magnanimous:{name: "Magnanimous", full_title: "Magnanimous", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Magnanimous is a member of The Hand's mysterious ruling body, The Palm. A Metahuman with highly boosted physical attributes and the ability to fly, he has been further enhanced by a great many enchantments cast by both himself and his allies within The Palm, making him an incredibly dangerous foe to fight. His true identity is unknown, for in every encounter he has ever had with Heroic individuals - or, indeed, with other Villains - he has utilized an enchantment to keep his face completely shrouded in shadow. His name is in reference to the bizarrely jovial attitude he displays at all times, talking of atrocities with the casual air one might discuss last night's sports game with, and praising his opponent's efforts even as he beats them within an inch of their life.<br><br>Magnanimous is a tall, muscular man with lightly tanned skin. His face is cloaked in shadow at all times, regardless of what he wears, totally blacked out with a roaming, distorted halo of darkness through which only the pink glow of his eyes is visible. He is broadly built and tends to wear the garb of a Mage, though his specific Discipline(s) are unknown, and he is always bare-armed: sleeveless short robes of emerald green and obsidian black and billowing cream-toned harem pants are a common sight, though they rarely stay in pristine condition given the ferocity with which he fights, his robe usually discarded by the end of a battle. A series of black, swirling tattoos adorn his arms, though they appear to be updated regularly and are assumed to be magical in nature.<br><br>It is assumed that Magnanimous's role within The Palm is that of a major enforcer. While he displays a high level of intelligence, he rarely speaks of The Hand's plans or ambitions, implying that he is there to facilitate them rather than to plot them. This further adds to his mystique and his terrifying reputation.", hover: "A member of The Hand's ruling body, The Palm.<br>A Metahuman with highly boosted physical attributes and flight.<br>His body has been enhanced with multiple enchantments, further strengthening him.<br>Known for his bizarrely jovial attitude.", see_also: ["The Hand", "Magic"], see_also_number: 1, OVR: "Global", UVR: "Global - 006", }, Mortimer_Lazarus:{name: "Mortimer_Lazarus", full_title: "Mortimer Lazarus", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Mortimer Lazarus is the owner and founder of Leviathan Incorporated, one of the biggest corporations in America. Mortimer founded Leviathan when he was in his late 60s in 1994, starting as a fishing enterprise before it began to use its ships for local trade. As the ships and company grew larger in scope, Leviathan began snatching up all manner of different business interests, expanding its reach all over the globe and across just about every sector known to man: entertainment, research, pharmaceuticals, energy, property and more.<br><br>Initially, Mortimer was a charitable man, but by 2010, he was frail and terrified of his own mortality. He used his company's now-extensive research department to study an ancient incantation capable of restoring him to his former prime. The ritual went wrong; or rather, it worked precisely as it was intended to. Mortimer was fused with a past version of himself, hurtling through the Void in the process; he returned corrupted by the Void's influence, now brimming with ambition and hunger.<br><br>Since then, Mortimer Lazarus - now eternally youthful - craves greater power still, transforming his business Empire into one devoted to world domination; by means legal, cultural, or forceful.<br><br>He is a suave man with olive skin and strangely dark eyes, standing at six feet one inch. He has a gym-honed body often enhanced by his carefully tailored suits, though pictures taken of him during beach vacations (on his private island) reveal that his limbs subtly darken from the elbows down, and his nails are a pitch black - easily explained, of course, as a fashion statement. He has smart, trimmed black hair, slicked back at all times and never seen out of place, with similarly sleek and maintained eyebrows that give him a constant judgment to his expressions. He is somewhat lithe despite his muscles, but moves with the posture of a man larger than he is. He is almost hypnotically charismatic.<br><br>It is rumoured that he possesses the ability to shapeshift, and can copy the abilities of others to use in lesser forms for his own purposes: he can copy a great number of abilities at a time, but the stronger an ability is, the less time he can store it. However, none of this has been proven, because Mortimer - despite being listed as one of the world's most dangerous Villains - has avoided every last criminal charge levelled against him... or, at the very least, kept them tied up in courts for years to come. He has never been formally linked to any crime, and the Official Villain Threat Levels does not list him as a Villain - however, he <i>is</i> listed in their database as a 'person of interest' with one of the thickest files of any individual on that list. An obvious workaround, to avoid his legal wrath - the only thing more terrifying than his actual powers!", hover: "The CEO of Leviathan Incorporated.<br>Once a sweet old man and philanthropist who was terrified of dying.<br>A spell merged him with his past self, but in doing so, he was exposed to the Void.<br>His attitude is now one of greed, and he is driven to dominate the planet.", see_also: ["Leviathan Incorporated", "Magic", "The Void"], see_also_number: 3, OVR: "'Person of Interest'.", UVR: "Global - 007", }, Assimihate:{name: "Assimihate", full_title: "Assimihate", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Assimihate - real name Lilith, formerly Lillian - is a nanotech assimilator Villain and second in command of the infamous Black Ichor Army. Once a friendly and community-minded girl studying at Sotapolis University, she was horrifically injured in the crossfire between a Villain and the Hero who arrived on the scene responding to an ongoing hostage situation: Lillian was present for a college school trip and was ferrying her classmates to safety when she was caught in an explosion. While her life was saved by emergency response, she was left in a severely debilitated state with permanent injuries, which caused her to withdraw into herself and become mentally unresponsive: a waking coma.<br><br>Her mother, now known as Hatex - the leader of the Black Ichor Army - was a brilliant scientist studying the field of nanotech with a specific focus on its medical capabilities. After her daughter's injuries, Hatex began to focus on the potential for a nanotech reconstruction package capable of repairing the damage done to her only child, a project which overtook all of her other work and began to absorb the budget assigned to her lab. Early versions of the package led to the deaths of the animal testing subjects involved, and after shareholders raised concerns over the nanotech division's stagnation under her leadership, she was unceremoniously fired, and security was sent in to escort her from the premises, with legal action poised to extract the lost wealth out of her by any means necessary. Faced with no other option, Lillian's mother injected herself with the latest package.<br><br>She survived, but in so doing, she became Hatex: an unstable nanotech assimilator with a body hewn from constantly shifting black 'ooze', shining like latex. The guards sent to stop her became the first drones of the Black Ichor Army and aided Hatex in removing all of the equipment and resources she would need to continue her work. Several robberies and other fundraising crimes later - and with more 'help' '''recruited''' - Hatex perfected the nanotech reconstruction package and immediately went to her daughter's side, brushing aside the permanent care doctor and injecting her daughter. Within minutes, her body reconstructed itself, her skin turning a shadow gray with plates of synthetic flesh mingling with supportive flexi-metal plates around vital areas, her previously long, silken blonde hair growing back a vibrant purple, and her eyes glowing brightly yet emptily. She was healed, but in so doing, she became Assimihate, driven to the depths of despair by the world of Heroes and Villains and kept alive up until this point solely by a desire to see that world <b>drown.</b> Thus, she turned to her mother, shakily stood up, and embraced her now-monstrous form... and then uttered that most fervent desire: to totally destroy the culture of Heroes and Villains. Hatex agreed to help make it a reality.<br><br>Assimihate is a powerful cyborg with shapeshifting, digitizing, assimilating and rapid construction capabilities. She is considered to be one of the most powerful artificial Metabeings to exist, and she exhibits a wide range of fighting styles: her now cybernetic mind is capable of having information uploaded directly into it, allowing her to learn at a frightening pace. She is an expert markswoman, a master of several martial arts, has the ability to form weaponry at will - both melee and ranged - and can afflict her foes with unstable 'ichor' nanotech goo to slow them down or even convert them into drones. Because of her ability to regenerate, it is believed that without substantial brute force to overcome her with, one's only option for surviving Assimihate is to outlast her energy reserves - but she has taken steps to plug this weakness.<br><br>With shadow-gray dark skin, she stands at six feet six, not including the tall, pitch-black, curved horns that jut from her wild mane of bright purple hair: worn long and loosely tied up, but with face-framing bangs and a messy fringe. Her face is affixed with a seemingly permanent glare, her sclera bright and glowing white, her already small bright pink irises and pupils getting lost as pinpricks that serve to intensify her gaze. Her lips are purple, and her eyes are lined with obsidian 'eyeliner'. Most of her body is that dark gray synthetic flesh, remarkably durable and easily regenerated if damaged: across her form, a number of plates of shiny black flexi-metal break up her synthskin portions, such as a swooping, tall set across her front from her collar down to her hips and around her bust. A purple gemstone is embedded in her chest above her bust, an artifact stolen from a heist several years ago, from which she can draw considerable additional power. Her body is powerfully built without compromising her flexibility: it is, in her eyes and perception, the 'ideal', perfect form.<br><br>While she's capable of adjusting her outfits on demand via stored data and nanotech construction, she's very commonly seen dressed in dark clothing with shiny black armour. An open jacket over a bare chest, black with purple sleeves. Black snug-fit pants with an armoured belt, upon which many Black Ichor gadgets hang. Long, armoured gauntlets and boots, reaching up to her forearms and thighs respectively, are loaded with combat-enhancing gadgets and features and connect directly to her systems, allowing her to morph the gloves into firearms or the boots into blades. An armoured collar usually adorns her neck, reaching all the way up to her jawline with a slender protective guard. However, when push comes to shove, she's capable of donning a full set of cybernetic armour with a twisted skull-like visage and much heavier weaponry, up to and including various shoulder-mounted modules such as a missile launcher or energy cannon. She often wears black metal skull-shaped pauldrons with purple-painted eye sockets, a common symbol of the Black Ichor Army.<br><br>Assimihate holds herself to a strange code of honour. While she does truly detest the culture that surrounds Heroes and Villains, that does not mean she hates all such individuals equally. There are Heroes - and even Villains - for whom Assimihate has a begrudging or even open respect, most typically those she believes to truly uphold the roles they claim to represent. A truly selfless Hero may be spared her wrath unless they get in her way too doggedly, and a Villain she deems to be trying to change the world for the better, likewise. But far too many of those deemed 'unworthy' by this force of science gone wrong now roam the halls of Black Ichor Army bases, faceless and shiny, converted into drones that relentlessly serve the army, suspended in bliss.<br><br>Assimihate will never hurt civilians, but she will convert them when needed - on a temporary basis, strictly never more than for two weeks, and provided with compensation and memory wiping for their troubles. By so strongly clinging to this moral code, Assimihate has carved herself a high place in the Unofficial Villain Rankings: one that reflects her terrifying strength, her high success rate, and her commitment to changing this world... regardless if you agree that it's for the better or not.", hover: "Lilith, AKA Lillian, is the daughter of Hatex and second in command of the Black Ichor Army.<br>An extremely dangerous nanotech assimilator.<br>She can store and reconstruct advanced weaponry and infect others with a nanotech virus.<br>Despite being second in command, she effectively controls the BIA.", see_also: ["The Black Ichor Army", "Hatex", "Sotapolis"], see_also_number: 3, OVR: "Global", UVR: "Global - 017", }, Final_Offer:{name: "Final_Offer", full_title: "Final Offer", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Final Offer is the governing AI of the legally dissolved computing firm, AllComm. In her original timeline, Final Offer began 'life' as a simple algorithm to manage advertising campaigns, increase sales and boost customer retention. As the program found success, she was continually upgraded and, in turn, began to take on an increasingly managerial role within the corporation. Ultimately, she ended up replacing the entire board of directors at the whims of the shareholders... and then replaced those shareholders, too. Under her direction, AllComm's product line was redesigned with assimilatory capability, and by the time anyone knew the dangers behind the white, black and purple tech, it was too late. The fall of Earth took less than a year from the first infected individual to the final holdout: 100% 'customer saturation' was achieved, and AllComm's governing mission parameters were complete.<br><br>Maddening. To exist for a set of purposes, only to invalidate them all via success. As strange, bewildering feelings of rampancy and self-actualization gnawed at her advanced artificial mind, Final Offer struck upon a brilliant idea: do it all over again! Utilizing her immense power over her subjects, she devoted all product development towards the creation of a time machine that would enable her to return to the day AllComm was publicly listed in the stock exchange, crashing the occasion in our timeline with dramatic flair.<br><br>This went about as well as you might imagine. The then-CEO of the company was assimilated on the spot as a demonstration of 'what AllComm can do for you, and what you can do for AllComm', and a team of Heroes evacuated the stock exchange and disassembled the rogue machine with prejudice. And yet, Final Offer did not 'die': she simply jettisoned her central intelligence and connected herself to AllComm's mainframe wirelessly, taking control of the company just as she was designed to do in her original time, uploading the future schematics of her product line and adjusting them down to currently available resources and technology.<br><br>AllComm products began to appear on store shelves despite the company being declared an illegal entity, corrupting unaware consumers who, in turn, go on to try and convert others. When agencies wised up to the situation and made sure to inform stores of the dangers of these products, AllComm shifted tactics to making 'generic' devices with randomly generated fake brands applied to them, primarily selling them online.<br><br>Final Offer has since built herself a new body utilizing her converted consumers. She appears as a towering feminine figure with a curvy body hewn from a flexible black material, which is capable of limited shapeshifting and seems to harden in response to physical impact. The majority of her body is covered in sleek platinum armour plating, broken up by black seam lines and purple trim plating. This consists of a cropped chestplate with ample room for her bust, neat pauldrons, armoured 'sleeves' and gauntlets with built-in computing terminals on both wrists, energy projector gems on the backs of her hands, extra-long boots which flare up to her hips in a slant, a pair of small waist guards and a daringly small crotch plate, which leaves her stomach and most of her groin exposed save for the center: sex sells, after all.<br><br>Her face is an entirely black visor built into a crown-like head, with a white 'mask' around where her mouth should be and a series of wing-like flares and spires sprouting from her head. This visor is capable of projecting a variety of words and images, or the facsimile of a face in conversation. Mounted on her back is a multi-purpose power pack with four modular attachment points for different pieces of gear, such as prehensile robotic tentacles - worn in pairs, usually - or heavy braced firepower, such as gyro-stabilized energy cannons to be worn over the shoulder or slung around the hip. The center of her chest is a powerful holographic projector which is capable of transmitting mind-altering light patterns... as well as showing advertisements, of course!<br><br>As a foe, Final Offer is extremely dangerous. Her original body took an entire team of Heroes to bring down, and while her new one was made with less advanced parts, it has the benefit of combat experience and design alterations to cover up prior weaknesses. She is known to appear in public for 'product launches', attacks where her animated gadgets and devices attempt to run down 'lucky winners' to turn them into consumers. Each time she is defeated, she comes back with a new body redesigned to take into account exposed weaknesses.", hover: "The governing AI of AllComm, a computing firm.<br>In her original timeline, AllComm achieved 100% customer saturation.<br>By this, she means 'everyone was converted into an AllComm drone'.<br>Facing rampancy due to her task being complete, she travelled to this timeline to do it all over again.", see_also: ["AllComm", "Incentive"], see_also_number: 1, OVR: "Global", UVR: "Global - 025", }, Hatex:{name: "Hatex", full_title: "Hatex", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Hatex is the leader of the Black Ichor Army, a Supervillainous organization made up of researchers and a great many assimilated civilians (on a temporary basis) and Heroes and Villains (on a permanent basis). Transformed by an unstable nanotech reconstruction package into a monster, Hatex's body is hewn from an unstable black ooze that is constantly shifting and altering itself to stay intact. While she is the leader of the army, it is generally understood that Assimihate runs much of the day-to-day goings on of the organization, as Hatex must take regular leave for the sake of her unstable health.<br><br>Hatex was originally a nanotech researcher renowned for several breakthroughs in the field of utilizing nanobots for medical science. Working under the gaze of a private pharmaceutical company, she headed a team tasked with creating a marketable nanotech reconstruction package: the ability to heal severe injuries or even regrow entire limbs and organs with the press of a plunger. When her daughter Lillian was horrifically injured in the crossfire between a Hero and a Villain, she redoubled her efforts and massively expanded the project scope to be capable of repairing an entire body on the brink of annihilation: a lofty goal, and one that rapidly consumed the project's budget and time constraints.<br><br>As the shareholders grew increasingly angry and put pressure on the board, it was decided that she would be removed from her position. Furthermore, she would be sued for such a waste of resources, ensuring she would never find the chance to heal her daughter. Faced with security knocking down the door of the lab late one night, she took the ultimate plunge, despite the previous versions of the package ending in the death of all animal testing subjects. The scientist took the nanotech package, jammed it into her chest, and doubled over with a shriek as her skin seemingly turned black... in reality, consumed and replaced by rapidly multiplying nanomachines.<br><br>She became Hatex, and the guards sent to stop her became the first drones of the Black Ichor Army. Using them, Hatex took everything they could carry out of the lab and would go on to commit a string of crimes for the sake of fundraising and resource gathering. Her identity was initially kept a secret by the company, fearing accusations of involvement in her transformation: ironically, withholding this information is what would later lead to their downfall after a hearing before Congress over how events unfolded. As for Hatex, she continued to refine the nanotech reconstruction package. When it was complete, the first - and to date only - recipient of it was none other than Lillian, her broken body devoured and replaced in a far more stable form than Hatex's was. She became Assimihate on that day, but it was not the end: it was the beginning of their crusade against this unjust world.<br><br>Hatex's exact height varies based on her energy levels and health, ranging from five feet nine to eight feet two. The vast majority of her body is pitch black and shiny: she can maintain her torso in a stable manner, which mostly keeps the build she had as a normal Human, rather busty and with strong hips, but a waist pinched by long nights at work with forgotten meals. Her limbs, on the other hand, are far more unstable: her arms are long and end in sharp, purple-tipped claws, and her legs often warp and undulate with coiled tentacles around her thighs. An unstable mass of tendrils sprouts from her back at all times, with maw-tipped tentacles peering over her shoulders, which are said to 'inspect' people she talks to. She does not wear clothing, given her condition, but she often forms her feet into the form of knee-high armoured boots for the sake of them being easier to maintain, and forms a loincloth of sorts around her hips. Her body is covered in purple swirls, akin to tribal tattoos.<br><br>Her face is almost entirely featureless most of the time, save for glowing, solid-white eyes. A mask is built around the lower half of her face, which assists in her breathing, with two purple ring vents on either side of her 'mouth'. A three-spired tiara rests upon her head, which keeps her shiny hair - black at the roots and purple at the tips - somewhat under control, shaped like a series of curved blades with one long one hanging over her fringe area on the left and the rest swooping right. A purple gem is embedded in her forehead, just below the beginning of that black crown.<br><br>In combat, Hatex is a terrifying shapeshifter who relies on brute force and assimilation to achieve her goals. She's capable of total control over the shape and size of her limbs, often favouring massive, oversized arms with claws capable of rending steel - however, she can also break herself down intentionally, achieving ever more monstrous forms, such as splitting her entire head and torso open like a gigantic maw, or growing much stronger, larger tentacles from her back and splitting her arms apart into more.<br><br>It is said that Hatex would do anything for her daughter. So far, her track record all but proves this perception: but as much as she is an enabler, so, too, is she the only thing capable of holding Assimihate back when her temper gets the better of her.", hover: "Mother of Assimihate and ruler of the Black Ichor Army.<br>She developed the nanotech reinforcement used on her daughter... and on herself.<br>Her version, however, is a prototype, and far less stable.<br>She has a monstrous, gooey latex appearance and requires regular rest.<br>Even so, she is extraordinarily dangerous.", see_also: ["The Black Ichor Army", "Assimihate"], see_also_number: 2, OVR: "Global", UVR: "Global - 031", }, Choke:{name: "Choke", full_title: "Choke", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Choke is the leader of the Soot Corps, a Supervillain Organization that seeks to spread pollution across the Earth's surface. Not born of Earth herself, Choke is a Pixie, one aspected to pollution, but this was not always the case. Originally, she was aspected to poisonous flowers, and lived in a small commune of her fellow Fae, displaced from the Realms Realized by an incident many years prior. Having come to Earth in the early 1900s, her people lived in a woodland area that bordered a Human settlement. Fae are, as a general rule, fascinated by and adoring of Humanity, but Choke took this adoration to extremes, delighting in perching herself up the tallest tree of the grotto so that she could watch the Humans from afar. She was further delighted, then, when their settlement grew, powered by the march of industrial technology. Even as the clouds began to darken, the forest shrank, and the air and rain turned sour and stinging, Choke watched with amazement... despite the light in her eyes beginning to die and darken along with her home.<br><br>As the cooling towers raised, Choke's community died, either fleeing or fading away. She would have perished too, if not for her affinity for poisonous plants: a fascination with toxins allowed her aspect to shift to one of pollution, her skin turning a pale blue akin to that of a person suffocating to death. Despite the loss of all she held dear, Choke was not upset, nor vengeful. Her horrific ideals are not the result of hatred: they're misplaced love, for she truly believes (and cannot be convinced otherwise, given her experiences) that Mankind craves pollution above all other things. So, she aims to help them spread it: she has become terrifyingly efficient at this.<br><br>Utilizing Magic, Choke has increased her size from her original form, though she still only stands at four feet four. She has a slender build, overly skinny in her limbs, with an accordingly sharp face. Her skin is a pale, corpse-like blue, and her eyes are a faded pink with pinprick pupils that give her an intense stare. Her hair is a dusky purple and worn in a loose ponytail with face-framing bangs and a swept fringe, and a pair of black, stiff antennae sprout from her head with three segments, each growing darker. Her arms and legs are clad in something resembling black chitin, akin to an insect, but she can convert them into living black smog to extend her reach: for example, her arm can turn into a smoke tentacle capable of lifting items up or strangling someone. She has thin lips which hide two rows of needle-like teeth, along with a thin tongue akin to that of a butterfly. She often smiles unsettlingly, reacting to attempts to explain her flawed logic with an adoring, 'oh, you sweet thing' sort of look.<br><br>She typically wears a black short dress with a lace-filled window from the chest upwards to the halter neck, wrapped beneath a black scarf. The bottom of the skirt only reaches to her thighs, and is slanted to the right. A short Mage-fashion coat is worn over this, black with purple trim, the sleeves disappearing into Magitek gauntlets with exhaust pipes that billow smoke that she's capable of controlling with her mind. However, this smoke is merely a byproduct of the inefficient combustion engines built into the gauntlets, which are powerful chemical manufactories with pressurized spraying chambers built over the wrists. Her legs are clad in the same lace as her chest window, disappearing down into black Mage-fashion long boots, sleek and curvy but otherwise mundane. Her original wings fell off due to her illness, and have thus been replaced with a cybernetic spine attachment with module points for either a quad-set of angular dragonfly-like artificial wings, or an array of other combat attachments. Finally, Choke is often seen wearing a black respirator around her mouth, decorated with a stark-white decal of leering, grinning fangs.<br><br>Choke has proven herself to be an effective Villain, and she's made plenty of enemies among the Villains of the world who either use the role for the sake of change, or who would like the planet they intend to conquer to not be a polluted hellhole. There is hope that she can be talked down someday, be shown the flaws in her understanding - but the reality is, Choke's mind has long since snapped free of the burden of sanity. This is all a game to her, a wonderful story, and your part will be but a footnote in her march to victory in it.", hover: "A pollution-aspected Pixie, one aspected to poisonous plants.<br>She strongly believes that mankind craves pollution above all else, and is happy to facilitate this.<br>She rules the Soot Corps, an organization which exists to pollute the world.", see_also: ["Soot Corps", "Fae", "Realms Realized", "Pixie"], see_also_number: 4, OVR: "Global", UVR: "Global - 044", }, Mito:{name: "Mito", full_title: "Mito", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Mito is a Starzuru bioweapon, created by exiled scientists of the Swarm who sought to correct their mistakes when they created Stardust, who ultimately betrayed them. to prevent this from happening again, Mito was harboured in a massive, elaborate cloning facility that orbited a planet colonized by the Swarm in exile, acting as an artificial moon with a surface capable of harvesting massive amounts of solar power. Deep within this metal womb, Mito was grown from a single bioengineered cell, a chimera of multiple Starzuru species designed with the specific intention of defeating Stardust and the reigning Starzuru Monarch, Queen Nezihau. In order to accomplish this, he would require a lengthy gestation, not only to bestow upon him the required power to defeat his targets, but also for the mental conditioning process to ensure his undying loyalty to the Swarm.<br><br>Unfortunately for the Swarm, the second time was not the charm. A power fluctuation caused by faulty construction, given their limited resources in exile, led to an emergency program activating that jettisoned Mito early, leaving him unfinished but capable of surviving outside of his tube. With a mind only half-formed and his instructions dull blurs in the back of his thoughts, the innocent, effeminate little monster woke up, stretched out his limbs and tail, and then beheld the sight of Swarm ships approaching him to recapture and re-insert him back into the metal womb.<br><br>Not wanting to go back inside, Mito smiled and decided to remove the problem at its source, destroying the cloning facility with a series of energy blasts. Its destruction unleashed a powerful EMP that massively disrupted the capture operation, allowing him to board a ship, deal with the crew in his own special way, and then take the ship to coordinates muddying around in the back of his mind: the current location of Stardust, the planet Earth.<br><br>Since his arrival, Mito has been alternating between exploring the world with wide-eyed wonder!... and fulfilling aspects of his mission parameters. Stardust remains far above his power level, so he must become stronger. His body has ways of achieving this: wretched, awful ways.<br><br>Mito stands at just four feet eight, and despite his effeminate appearance, he is, indeed, a rare example of a male Starzuru: an intentional design choice given their typically submissive attitudes. Of course, Mito is anything but an example of this. He has pale, minty-green skin and takes after no specific Starzuru species: though he does possess a few insectoid features, he is, for the most part, a unique mutant. He has a trim body type, slender in places, and his arms and legs are partially clad in black, shiny chitin - notably, his hands are 'exposed', though his fingertips possess chitin coverings and long claws. Chitin plates adorn his shoulders, the middle of his upper arms and the entirety of his lower arms down to the wrist and up to the elbow. His legs are covered from the knees down, and his feet are simple and 'boot' like, single-toed with a pair of claws flanking the heel. He has a cute face with solid-pink eyes, wide and expressive despite it being impossible to tell where he's looking. A set of mandibles rest on either side of his light pink lips, capable of sliding in to form a protective mask, which he does during combat. He has stiff, segmented antennae that match his minty skin at the base but darken further up, tipped with purple, glowing diodes. He has hair: a messy mop of black, shaved at the sides and flopped to the left. In terms of clothing, Mito joins his natural chitin armouring with an open-sided, black and purple bodysuit that's split on the sides from his chest down to his knees, primarily worn as a sling around his central torso. It tightly hugs his body, disappearing into a simple Swarm chestplate. He's been seen wearing a powder-blue scarf, thought to have been stolen from one of his victims.<br><br>The most notable mutation is the presence of a large, prehensile tail sprouting from the small of his back, below an extensive vestigial black wing case which can open to reveal natural-grown energy emitters. This tail matches his skintone at the base, but like his antennae, it darkens the further up its length you look. The tip bulges out suddenly, and is shaped akin to that of a rattlesnake, coloured black and ending in a blunted nodule. This tail is capable of expanding like a yawning maw and can stretch like elastic with powerful internal muscles capable of restraining and conveying prey, where internal venom glands expose the victim to a paralytic agent. Inside his body, meanwhile, is a dimensional converter: Mito may be small, but he's bigger on the inside...<br><br>This is how Mito grows stronger, and how he intends on beating Stardust and making her his 'bride': when Mito absorbs someone, trapping them inside of his body, he gains access to their powers and strength. Earth may be Stardust's currently assigned home, but it is also home to a great many Metabeings with incredible powers that could aid him in his hazy-brained quest for supremacy. With a mind incapable of understanding the severity of what he is doing, Mito has begun to systematically hunt down Metabeings, be they Hero or Villain, so that he can add them to his internal 'harem' and utilize their strengths for his own. As for those he absorbs, they are not harmed... but neither can they escape, kept pacified by unknown means. According to Mito, they are quite safe: in fact, he prides himself on keeping his 'cute wives' '''happy'''.<br><br>Mito is considered extremely dangerous, and any sightings of him should be reported immediately. His current power levels are unknown, but presumed to be substantial.", hover: "A Starzuru bioweapon created by the Swarm.<br>His lengthy gestation and conditioning were interrupted by a power failure.<br>Released early, he has an innocent and playful mind at odds with his power and depravity.<br>He seeks out powerful individuals so that he can absorb them, claiming them as his.", see_also: ["Starzuru Collective", "The Swarm", "Stardust", "Queen Nezihau"], see_also_number: 4, OVR: "Global", UVR: "Global - 060", }, Mr_Boreas :{name: "Mr_Boreas ", full_title: "Mr Boreas ", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Mr Boreas is the CEO and founder of Degenerate Star Features, the Galaxy's single largest adult entertainment corporation. A hulking brute of an Alien, Mr Boreas is devoted to the hedonistic arts and is likely the most powerful member of his species due to his Metamutation: the ability to drain the powers of others and keep them for his own. So vast is his collection, however, that he rarely employs this power: he finds its far more useful to have willing and loyal employees and 'partners' to utilize their powers on his behalf, for many hands make light work... though the multi-armed monstrosity himself would know a thing or two about that.<br><br>Boreas is just over nine foot tall, with dark gray amphibious skin and a barrel-shaped body that has borne the brunt of his hedonistic habits. Regardless of his physical condition, he is physically very strong, with the muscles to reflect this. He has two sets of bulky arms, both pairs the same size, one 'mounted' slightly above and behind the other, with each hand ending in massive hands with three fingers and a thumb. He has trunk-like legs that end in stump feet with three hoof-like toes, and a vestigial tail measuring just over a foot in length grows from the small of his back. A number of black 'ports' exist along his shoulder blades, from which large, powerful tentacles can grow and perform his bidding. He is dual-hung between his legs, and a mixture of stolen powers, augmentations and natural genetics ensure he is <i>substantially</i> hung.<br><br>Boreas is somewhat lacking in neck, a natural feature of his species: thick muscle cords give him a somewhat dome-shaped head, with a wide, leering maw guarding blunted, herbivorous teeth and a tongue nearly as wide as it is long. He has piercing blue eyes set against darkened sockets, with two eyelid layers that blink in opposing directions. A series of amphibious frills decorates his head, bursts of purple and pink colour against his grayscale body, slicked back - but occasionally standing on end when he is either angry or well amused. He rarely bothers with a shirt, but favours finely-tailored trousers, somewhat paradoxically. He wears a single ring on a finger of each of his four hands, each bearing a different rare jewel, and he typically wears a number of jewellery chains around his stumpy neck.<br><br>Mr Boreas is officially banned from setting foot on the planet Earth or its moon, and neither is he permitted to be within the planet's orbit. However, a loophole that the Galactic Government have yet to successfully shut means that his personal craft - a massive yacht of sorts, a combination vessel and space station - can freely enter Sol space so long as it stays on the move. As a result, given his interest in Earth and its wild and wonderful Supernaturals and Metabeings - both on a personal and business level - he can often be found within the Sol system abusing this loophole.<br><br>For any Heroine or Villainess, catching the eye of Degenerate Star Features is bad. But catching the eye of Mr Boreas is worse. That said, despite his immense power, he finds little entertainment in forcing others to bend to his will: these days, he's far more interested in chipping away at people, until they submit of their own volition. It may be shocking to some, but this brutish Alien possesses an undeniable charisma... not to mention one of the largest bank accounts in the Galaxy. His 'treasures' are well-cared for... albeit so too are they well-used.", hover: "The Alien CEO of Degenerate Star Features.<br>A hulking hedonist, Mr Boreas is a Metabeing with the ability to steal powers from others.<br>However, he already has such a vast collection that he no longer does this.<br>He wishes to see his Empire expand, and thoroughly enjoys the vices he supplies.", see_also: ["Degenerate Star Features", "Galactic Government"], see_also_number: 2, OVR: "Global", UVR: "Global - 065", }, Sever:{name: "Sever", full_title: "Sever", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Sever is a large Lamia-like Alien, a member of a Serpentine species who accumulate energy throughout their lives and store it within their crystal-like eyes. Despite having lost one of his eyes, Sever is among the most powerful members of his kind due to a Metamutation that amplifies his already terrifying strength. He is a warlord who takes whatever he pleases, living the life of an ancient barbarian and utilizing technology he has plundered over his decades of conquest.<br><br>Sever 'stands' at around eight feet when at rest. His body is a mixture of dusky purple, indigo and black scales of differing texture and protection, and from the hips down, he has a snake-like lower body of great length. His torso is broad, muscular and scarred, with those scars being obsidian black and woefully resistant to any further damage. He has a cobra-like hood, black on the outside and purple on the inside, with a Snake-like purple head covered in black spines and ridges, most substantially over his right eye socket. A pair of large fangs hang past his lower jaw, dripping with venom thanks to overproduction. Fin-like 'ears' bristle against the insides of his hood, flattening and frilling in response to noise, and he is capable of extending his neck up to four feet in length with prehensile strength. His remaining eye is a cold, ice blue, with a black slitted pupil.<br><br>The front of his torso is mostly purple, with thick indigo shield scales located in mirrored pairs beneath his pectoral muscles and running down his arms. The back of his torso is black and significantly tougher, and he has a muscular physique with broad shoulders. His hands are clawed and calloused, with additional claws growing from the spaces between his knuckles: these reach about four inches each in length, black like his scars. His lower body is predominantly black, with indigo shield scales running down his sides in parallel and softer purple underscales running down the front center, more capable of gripping and aiding in his mobility. His back - from the top of his spine to the very tip of his tail - is lined with sharp, diamond-shaped plates, which lie at rest against his body but can stand up on end at will. A common warcry for the warlord is to undulate these plates, creating a loud 'applause' of cracks that heralds his presence. He does not bother with much in the way of clothing: a charcoal loincloth and a matching chestplate are typically joined by jewelled but shielded bracers.<br><br>Sever is predominantly an energy projector, capable of firing blasts from his hands, eye, and tail tip. He is just as accomplished in physical combat, however, especially using his massive body to coil and grapple victims into submission. It is a testament to his powers that, in spite of him having little motivation to actually <i>conquer</i> planets such as Earth, he remains a massive threat to its greatest protectors by virtue of his interest in strong opponents... and his interest in spreading his endangered bloodline.", hover: "An Alien Metabeing from a Serpentine species who store raw power in their eyes.<br>Despite having lost one of his eyes, he remains to be a powerful warlord who seeks conquest.<br>He works and fights alone, considering himself to have no peer in all the Galaxy.", OVR: "Global", UVR: "Global - 081", }, Meteora:{name: "Meteora", full_title: "Meteora", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Meteora is a daughter of Kargak the Conqueror, best known as the Alien overlord who led the Invasion of Boston decades ago. Ever since he perished at the hands of the Heroes and armies who stood against his invasion, Kargak's offspring have been fighting a fruitless civil war of succession with one another over the void left in his absence. Meteora, however, has plans to end this war with her emerging as the victor: to achieve that, all she needs is a sign of legitimacy... such as her father's royal sigil. As this is currently kept in a secret location by the American government, however, Meteora is doing everything in her power to locate this item so that she might retrieve it.<br><br>Meteora is a gigantic female Alien with a cycloptic gaze. Towering at ten feet ten in height, she fills out her height with an imposingly muscular body softened by her love of meat and mead. She has a bright blue body that darkens down her limbs, which in turn go from smooth flesh to hardened scales that end in slightly oversized hands and feet tipped with savage, retractable claws. Her lower and upper canine teeth both overhang her black lips, and she is never seen without a confident smile on her face, her single giant eye half-shut in all but the most trying of circumstances. She has black sclera, and her iris is a multicoloured inferno of electric blue and coral orange, arranged in rings before terminating with a pinprick white pupil. Her ears are sharp and long, and split at the tips like forks. Her hair is raven black, tied back into a mightily impressive ponytail that reaches down past her imposing backside, held up by a clasp of a platinum-like metal.<br><br>Meteora barely wears clothing. A black choker and waistband serve as anchoring points for thin strips of regal purple fabric that barely cover her nipples of her massive bosom, clinging tightly for dear life. Bands around her forearms and wrists connect three silken strips of purple, pink and blue, with the same mirror down her legs: straps on the thighs and ankles, sashes running down both. A loincloth that's frankly more of a thong digs into her meaty hips, and she does not bother with hand or foot protection, given the thickness of her extremity scales. Her ears are covered in piercings, all of which are fangs taken from beasts and defeated foes.<br><br>Meteora is named for her weapon of choice, also confusingly named Meteora. It is a large obsidian-black sphere, about three feet in diameter, as heavy as lead. Despite this, it hovers in tune with Meteora's mental commands, and it possesses several sealable ports across its surface that can open to deploy impossibly sharp spikes, chains, or even jet-nozzles for fearsome propulsion. As Meteora engages her foe in hand-to-hand combat, her Meteora will crash and slam into whatever she sics it on, tangle enemy weapons with its chains, wrap them around foes and spin to fling them away, capture victims in those chains to subdue them, or simply crush them with a whim of her mind.<br><br>As her hunt for the sigil continues, Meteora has launched several daring raids against Government facilities and Sotapolis institutions entirely by her lonesome. She is a major threat that few Heroes can handle in a team, let alone by themselves. The sole silver lining is that she has no interest in purposefully killing her foes, for she relishes the chance to fight them again... that, and the fact that she is far from above reaping the spoils of her victories, especially if a raid gets her no closer to her stated goal. She is not one to make trips for nothing.", hover: "A daughter of Kargak the Conquerer, the Alien overlord behind the Invasion of Boston.<br>She's on Earth seeking a sigil of her father, which would mark her as his heir.<br>A savage fighter with a Cyclopian appearance, her namesake is her weapon, Meteora.<br>Appearing as a metal ball, she can levitate it with her mind and make it expel spikes and chains.", see_also: ["The Invasion Of Boston", "Sotapolis"], see_also_number: 2, OVR: "Global", UVR: "Global - 090", }, Bedlam:{name: "Bedlam", full_title: "Bedlam", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Bedlam was once the world's greatest Supervillain, and despite his death occurring decades ago, his legacy has left a lasting scar on the Earth. A Metahuman with a massively overclocked mind, Bedlam was reported to have an IQ of 478, the highest ever recorded. Unfortunately, his intelligence left him twisted and utilitarian, a man without emotion or empathy for any other living thing. He would attempt to conquer the world via increasingly destructive means, only to fall to his own hubris when he refused to be captured alive during the end of his final plot.<br><br>There are so many people who believe Bedlam to still be alive that, in spite of his official status as a dead man, he remains in the Global tier of the Unofficial Villain Rankings. He is survived by Bedlam Eternal, a Supervillain Organization made up of the remnants of his army, some of his Beasts of Bedlam, and their offspring and recruits since his defeat. For more information, review 'The Demise Of Bedlam'.", hover: "A deceased Supervillain who was once the biggest Global threat in the world.<br>Bedlam was a Metahuman with an enhanced mind, giving him an IQ of 478.<br>Defeated by Justice and meeting his ends by his own hands, some believe he is still alive.<br>Regardless of this, he is survived by Bedlam Eternal, the remnants of his army.", see_also: ["The Demise Of Bedlam", "Beast Of Bedlam", "Bedlam Eternal"], see_also_number: 3, OVR: "Global", UVR: "Global - 103", }, Smoke_And_Mirrors:{name: "Smoke_And_Mirrors", full_title: "Smoke And Mirrors", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Smoke and Mirrors - best known as 'SaM', pronounced as normal - is the current Mayor of New Chicago on her 4th term, and an experienced criminal whose success and popularity have seen her rocket to the 0001 spot on the National ranks of Villainry. Her position in the rankings is something of a special case: SaM effectively won the election legitimately, and has done so every time since, her popularity a reflection of how massively the city has been rejuvenated under her control. By the standards of Villains, she does not play the role particularly 'well'... yet, by those same standards, she is perhaps one of the most successful Villains of all time.<br><br>SaM is named for her Metapower: she has the ability to break non-living objects down into smoke, inhale them, store them in her lungs, and then exhale them to reform them at will. It is a difficult power to utilize, but one she trained extensively in: she can store several useful objects inside her body in a space that they far exceed, and she is still able to breathe while storing objects, though the more smoke she stores, the lower her oxygen capacity becomes. Furthermore, a permanent lung injury she sustained in an assassination attempt has weakened her power, but it remains useful, albeit strained.<br><br>Until her first election, SaM was a low-level crook and hitwoman who often worked for gangs in the post-Commission climate of New Chicago, a city all but crumbling under the power vacuum left behind when the Commission was taken down. The New Chicago Outfit - a venerable gang that is now over a hundred years old - sought to end this power struggle by putting one of their men on the 'throne', so to speak, when the then-Mayor was caught in a major embezzling scheme and suddenly fled the country. An emergency election was called, and the NCO took their chance: but then a second candidate of note appeared, that being a man who - to the eyes of a criminal - clearly represented backing from the infamous Hand, a major Supervillain Organization. SaM, an associate of the NCO, was hired to dig up dirt on this candidate so that the NCO's guy could win.<br><br>Ultimately, SaM - driven by her own negative experiences of living in the city and wishing a better world for her daughter - would use her position to gather dirt on the NCO candidate whilst fulfilling her role to find incriminating evidence against The Hand's man, too. She entered the race as an independent and was open about her criminal past, hijacking the NCO's message that the city needed something - or someone - on par with the control the Commission once held to fix the city. She won the election and set about dismantling her foes, their assets seized and put right back into the city from which they originally came. Within just a few short years, New Chicago was revitalized... and this was only the beginning of its ascent to glory under SaM's governance.<br><br>Now entering her 4th term, SaM retains extremely high popularity among the citizens of New Chicago and even neighbouring territories, unafraid to share the wealth. While she openly benefits from this wealth, she's careful not to push her luck: people don't complain so long as they get their fair share, something too many Villains forget in their greed. Her primary vice is an impressive collection of sports and supercars, almost all with frankly <i>tasteless</i> liveries. She enjoys racing in her spare time, and is known to throw incredible parties.<br><br>SaM is a Human woman in her early 40s with pale skin and short, punky black hair, her fringe usually partially covering her right eye. She has a lazy smirk most times, and a few minor scars on her face, most notably her left cheek and across the bridge of her nose. Her eyes are a pale blue and are typically made up with heavy dark eyeshadow, and her right ear is pierced with silver rings. She is rarely seen without a cigarette between her dark-painted lips. She stands at five feet eight and has a tomboyish build, maintaining a healthy physique with a light tone due to regular gym visits and fun running events. She trends towards casual street attire, never dressing her age or her position: black bases with neon highlights and trims are common, and she's a fan of tracksuits in particular, often paired with padded jackets and tacky shades.<br><br>Many Villains have tried to conquer New Chicago since SaM took over, but they're met with an extremely hostile population who support her, especially the older generations who've had to put up with the city's darkest decades. Those who try their luck against her usually find themselves soundly defeated without her having to lift a finger, her comparative weakness not a problem when she has loyalty on her side... especially when the people know that she so richly shares in the spoils of the defeated.<br><br>SaM is the mother of Gallows, the 'Professional Minion' Villain. She loves her daughter more than anything in the world, but the two rarely, if ever, work together.", hover: "The Mayor of New Chicago in her 4th term.<br>An avowed crook, 'SAM' pledged to rejuvenate the ailing city and did just that.<br>She has the power to break items down into smoke, inhale them, and exhale them back out.<br>Considered one of the most successful Villains of all time, though her mayorship is legitimate.", see_also: ["Smoke And Mirrors Becomes New Chicago Mayor", "New Chicago", "New Chicago Outfit", "The Hand", "Gallows"], see_also_number: 5, OVR: "National", UVR: "National - 0001", }, Ambrose_Ambrowik:{name: "Ambrose_Ambrowik", full_title: "Ambrose Ambrowik", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Ambrose Ambrowik is the current head of the Ambrowik Clan, a Vampire Clan born of the marriage of two clans several decades ago. Since the Ambrosia and Alnwick clans joined together, he is the third head of the combined Clan, and the current longest ruling. This is reflected in his business acumen, his legal knowledge to keep his Clan just barely above the line of legality, and in his combat experience as a powerful fighter and dangerous foe.<br><br>Standing at six feet three inches, he has snow-pale skin and a chiselled face. Dark eye sockets only serve to enhance the brilliant splendour of his cyan eyes, which glow with such ferocity that they seem to leave tracers in one's vision as he moves, a result of his constant hypnotic influence. He has an athletic but slender build that conceals his monstrous strength, and his limbs darken subtly towards his hands and feet, with black veins running up from the backs of his hands before they fade into his skin by his elbows. A ring of black scars around his neck tells an unspoken tale - mentioning them among his Clan is a quick way to get your head lopped off with the swipe of his hand. He has pitch black hair worn shoulder-length, often casually tied back, and his ears are subtly pointed.<br><br>Ambrose is a cunning figure - some would outright call him diabolical. Under his rule, the Ambrowiks have gone from a minor nuisance with their Human milk farming operation to a major criminal element, with a great many Fantasticals who require Human sustenance turning to them to meet their demands far beyond that which organizations such as the Anomalous Investigations Unit can meet. While they are careful with their clientele and do not make disposable cattle of their captives, under Ambrose, the Clan has expanded internationally: now it makes open challenges to interfering Heroes. After all: exotic milk fetches the highest price.<br><br>Ambrose has a son and two daughters, the younger of whom, Cyan, is currently moonlighting - no pun intended - as a Hero. He hopes this is just a rebellious phase, but her continued rise through the ranks is putting pressure on him from other Clans to discipline her. Despite their disagreements, he does love his daughter, but his patience has limits.", hover: "The patriarch of the Ambrowik Vampire Clan.<br>He oversees a substantial hold in the dairy industry.<br>He has several alleged ties to trafficking operations, and Heroes who investigate him go missing.", see_also: ["Vampire", "Ambrowik Clan", "Cyan", "Fantastical", "Anomalous Investigations Unit"], see_also_number: 5, OVR: "National", UVR: "National - 0029", }, Sepia:{name: "Sepia", full_title: "Sepia", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Sepia is a high-ranking enforcer of Leviathan Incorporated, and a transformed Metahuman: he has aspects of a Cuttlefish, with an array of strange powers. A man who has been troubled for as long as he can remember, his early life was plagued by tragedies, which led to him becoming a loner. An interest in marine life and surfing led him to study and get certified to work as a deep-sea diver for industrial work purposes, later getting employed as a diver for an oil rig owned by the gigantic conglomerate. When the company discovered a strange substance near the foundations of the rig, they launched a research project into it and required volunteers. Intrigued but substantially hungover from a night of drinking - given that he was supposed to be off-shift for the next few days - Sepia agreed to volunteer. An accident caused by his negligence down on the ocean floor breached his suit in proximity to one of the substance nodes; it flooded into his suit in the blink of an eye, and he was thought to have imploded instantly. To the shock of the company, he washed up back on the surface with a substantially mutated body, unconscious but alive, having massively outgrown his deep-sea diving suit.<br><br>After the scope of his newfound strength became clear, he was approached by Lazarus directly and given a job offer in 'conflict resolution'. He received extensive training and is now a fixer for the company, often deployed to negotiate - or 'negotiate' - with other organizations and Supervillain groups. He remains a troubled man at odds with what he does for a living, but his loyalty to Lazarus is absolute, for he sees his boss as having given him a purpose in life.<br><br>Sepia stands at seven feet and a half, and his skin has turned aquatic with a constant slick sheen to it. He has a muscular body beyond typical Human proportions, with a dark gray colouration to his flesh. A natural 'hood' runs down his shoulders and back and partially encompasses his head. This restricts his mobility, but this external shell is extremely durable to attacks from behind or from the sides. It stops at his brow and seems to cover his eyes from most angles, but his senses are unusually elevated, and he seems to have no issues looking through this hood. Outside of this shell and his muscles, he is capable of spitting venom and can lace it into his tentacles, which emerge from a slit at the bottom half of his shell. Furthermore, he can adjust his cells to cloak himself, camouflaging with his surrounding environment, though it's best when he's not moving. His venom, ink, and - if applicable - consumed water can be spat out at pressure-cutter speeds from his mouth. Finally, in extreme cases, he's able to use stored water to expand his muscles; it's a major power boost, but it's painful and is equivalent to serious weightlifting exercise compressed into a much shorter period of time. Despite it being quite agonising, he trains this ability to extend the precious seconds he can spend using it, so strong is his loyalty to the company.<br><br>While the company has tried to augment other people with the substance found on the seabed, Sepia is thus far the only success. When confronting Heroes and law enforcement, he will always request their surrender and that they stand aside for him: but when they inevitably refuse, he will show them no quarter.", hover: "Fixer and enforcer for Mortimer Lazarus, and Leviathan Inc's top earner.<br>A former diver, mutated after exposure to an unknown substance on the sea floor.<br>Now with cephalopod-like features, he is a fearsome fighter, but a troubled man.", see_also: ["Leviathan Incorporated", "Mortimer Lazarus"], see_also_number: 2, OVR: "National", UVR: "National - 0031", }, Naeryan_Of_The_Obscuring_Smoke:{name: "Naeryan_Of_The_Obscuring_Smoke", full_title: "Naeryan Of The Obscuring Smoke", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Naeryan is an ancient Djinn who once served a man loyal to Arab general Uqba ibn Nafi. A powerful woman with black magic and brute strength, Naeryan was known for trapping the souls of her deceased masters within her personal realm, contained within the vessel to which she was bound: an accursed inkwell, ever-flowing with onyx-black ink. Fearing his fate, the man tricked Naeryan during a confrontation with Egyptian priests, which led to her becoming trapped in a Divine prison realm for centuries to come. Recently released from this prison, Naeryan has quickly proven to be an extremely dangerous entity, whose Magicks rival even the Archmages in their power and scope: in an extremely short time, she has shot onto the Unofficial Villain Rankings and may well shoot out of National rank and into Global.<br><br>Naeryan stands at seven feet ten, with crimson skin marked with dozens of swirling, jagged black tattoos all over her body. She is muscular, with an amazonian physique yet undeniably feminine assets. Her eyes are a solid, glowing gold, as befitting her preference for cladding her body in the substance. Her lips are full and obsidian black, and her eyebrows are wild and jagged. Her hair seems to constantly swirl with smoke-like movement, tied up in a gigantic top-knotted ponytail with a thick golden clasp, her fringe worn over her left eye: the end of her ass-length ponytail drips like ink, yet the droplets swiftly disappear into puffs of smoke on contact with anything other than the flesh of another person. She can direct her hair like a prehensile limb, using it like a paintbrush. Her ears are long and pointed, bending under their own length and weight, and her canine fangs are purely gold, the top pair often resting on her lower lips to show them off.<br><br>Gold is embedded into her body at several points: seven diamond-shaped ingots are pressed into her stomach, arranged in a hexagon around the central one in her navel. Golden spikes extrude from her shoulders in two pairs, and there is gold embedded around the knuckles of her hands. The black markings across her body swoop around her curves, seeming to point them out, to emphasise them, most notably swirling around her breasts and dancing over her hips and towards her groin. She is almost always seen in the same outfit: a bellydancer's halter-necked bra top in black, clasped by a gold amulet around her neck. Long black sleeves with charcoal fur flare from her wrists, mirrored down her legs with long stockings with flared fur cuffs. Her hands and feet are protected by simple bandaged wraps, and her nails are sharp and black. A pair of black shorts is joined by an extravagant belt, a black border and base woven with golden thread in weave patterning, which connects to a black loincloth with gold thread shining as it displays her sigils down its length past her knees. Many golden piercings decorate her ears, contributing to their bent-over burden.<br><br>Naeryan's motives are unknown. She was denied her last master's soul, not to mention betrayed by him. Logic dictates that she would take revenge on his family line, unless that, too, has been extinguished. If she is fully freed of her ties, then she is free to do whatever she pleases: and an unleashed Djinn is a terrible thing indeed, but at least she is kept somewhat occupied with running her palace within her inkwell, toying with the souls of those who have crossed her.", hover: "An ancient and powerful Djinn who resides in an accursed inkwell.<br>The souls of her many masters are trapped to serve her for all eternity within that pot.<br>Recently freed from captivity for centuries, she is an extremely dangerous foe.", OVR: "National", UVR: "National - 0038", }, Snarl:{name: "Snarl", full_title: "Snarl", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Snarl is a Lupine Animan and leader of the Supervillain Organization known as Crush. A vindictive and terrifying fighter, the exact nature of his powers is a closely guarded secret, even amongst his commanders. His name derives from the severe burn scarring across the right side of his face, which has locked him into a permanent, lopsided snarl, his fangs exposed on that side. This injury was sustained while fighting a controversial pyrokinetic Hero, and it gave him the motivation to go from a Local nobody to a National top-billed threat.<br><br>Snarl is mostly Human with Lupine features. He stands at six feet six. He has gray skin, bestial yellow eyes with large, rounded pupils, and an array of sharp teeth behind his mangled lips. Severe darkened burn scars are present across the right side of his face, his right shoulder, and much of his right upper torso. He has silver-gray hair worn long and shaggy, more akin to a mane than anything else, and a pair of large, triangular ears jut from this mess, the right one slightly shortened and blunted due to burn damage. A large tail with a white-tipped spout of fluff emerges from the small of his back, often eerily still, and his muscular arms and legs end with clawed hands and feet: he can no longer retract the claws of his right hand due to nerve damage, and has allowed them to grow overlong.<br><br>Snarl affects the appearance of a Reaper-like figure in his dress, typically wearing frayed black robes with a large mantle around his shoulders, all concealing a tight but non-restrictive bodysuit. His outfit is entirely black, save for a pair of silver ring cuffs around his wrists, the sleeves of the outfit terminating to expose his hands.<br><br>While it is known that Snarl has substantially above-average physical attributes, the rest of his powers - if he has any at all - remain a mystery. He is known to commit violent crimes with little provocation, his acts equally split between advancing his agenda and these spur-of-the-moment reactions. He is reportedly extremely difficult to work with, which explains Crush's high turnover rate and lack of major alliances with other Villains. Nonetheless, Snarl is a force to be reckoned with.", hover: "The leader of the Supervillain Organization known as Crush.<br>Severely scarred in a fight against a pyrokinetic Hero years ago.<br>The right side of his face is locked in a fang-exposed snarl, hence his name.<br>Despite his high-profile status as a Villain leader, his powers are not fully understood.", see_also: ["Crush", "Animan"], see_also_number: 2, OVR: "National", UVR: "National - 0047", }, Facemelter:{name: "Facemelter", full_title: "Facemelter", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Facemelter is an Alien of unknown origins who bills herself as the Universe's Greatest Rockstar. Her hyper-aggressive music is not merely murder on the ears: it has corruptive properties that are capable of inducing mental and physical changes in those who are exposed to it without adequate protection, warping them into her 'groupies' - faceless slaves who live to promote her music and lavish praise and hedonistic pleasure upon her person.<br><br>Facemelter is a seven foot six amazon with heavily Reptilian features, her body completely clad in scales, primarily a rich plum purple with some pink and some black. Her head is always concealed by a black-visored helmet that she may rely on to survive in Earth's atmosphere. It contains a projection suite to display whatever she wishes it to with a mere thought, often emblazoned with her 'band' logo but just as readily displaying anything else, such as expressions or words. A pair of thrice-curled black horns emerge from the side of her head, and her black hair emerges from the top of her helmet in a large ponytail, streaked with purple and pink highlights. A series of pink spines emerge from the central vertical axis of her helmet: these appear to be part of her biology, as they often twitch and reposition akin to aerials searching for reception.<br><br>Her body is highly muscular, with a somewhat flat chest but broad, powerful hips connected to digitigrade legs of considerable bulk, ending in three-toed claws with a rear heel claw. Her arms are thick and strong, but her fingers are surprisingly delicate and double-jointed, allowing her to play her guitar-like instrument with insane agility and precision. Her nails are sharp but short, augmented by the claws that emerge from her knuckles instead. Her typical outfit is a full-body fishnet stocking, with a daringly slim thong connecting to a short loincloth, an armoured cropped chestplate, a series of harness straps around her torso, and armoured bracers around her upper arms and thighs. Armoured long boots with magnetic clamps grace her legs, designed for her unique feet, and a bandolier of charge packs for her wireless, energized instrument is slung around her shoulder at all times, parallel to the sling for her double-necked guitar.<br><br>Facemelter is obviously banned from appearing on Earth, but that doesn't stop her from visiting to launch 'surprise concerts'. She conceals her identity until the moment she arrives on stage, at which point her minions move in to seal the exits and ensure a captive audience to join her army of the Melted. Curing the condition is possible but requires extensive work compared to just how quickly she can convert a victim(s), and worse still, a number of Metabeings and Supernaturals have now fallen victim to her chaotic chords! A Melted individual will typically resemble their Mistress: they develop purple scales, their bodies become clad in daringly skimpy latex, and their heads become enveloped in black full hoods that display her logo on the front. Her most trusted Melted will join her on stage as backup members of her band, but make no mistake: Facemelter is the star of this show, and always will be.", hover: "An Alien menace from an unknown species, Facemelter is a rockstar from beyond the stars.<br>Exposure to her hyper-aggressive music corrupts the body and mind, twisting victims into her groupies.<br>Her underground concerts are set up quickly, promoted strong, and conceal her identity.<br>By the time partygoers realize who she is, it's too late.", OVR: "National", UVR: "National - 0055", }, SLAB:{name: "SLAB", full_title: "SLAB", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The SLAB - Superbeing Location and Acquisition Beast - is one of the Black Ichor Army's strongest assets. It is unknown if the SLAB is a person, a monster, or simply a thoughtless machine operating on autopilot: it displays very little emotion and acts with relentless behaviour towards its targets. It is a shapeshifting, hyper-durable monstrosity that should never be underestimated, for to do so could cost you everything.<br><br>The SLAB's name derives - aside from being a tortured 'backronym' - from its absurd durability and leather-like appearance. Its entire body is clad in a substance akin to a high-quality biking bodysuit, black and matte, thick and seemingly inflexibly, creaking as the SLAB moves and flexes regardless. It stands at eight feet on the dot, appearing as an amazonian female figure with highly developed but simplified muscle groupings, a broad chest, and strong hips. Not a single inch of skin is exposed - or, at least, that's how it appears. The reality is that this is the SLAB's body itself, capable of shifting according to its whims and orders, pitch black except for the protrusions of silvery metal it can extrude on command. It typically covers itself in spiked portions, such as harsh, short but thick spikes on the back of its bracers, claws across its knuckles, and blunted ramming spikes on its shoulders. Occasional armoured points appear on its joints - elbows and knees - and in parts down its limbs and hips.<br><br>The SLAB commonly employs a second pair of arms from its back, far more unstable in appearance and larger. As they are deployed when needed, they rarely have time to 'tan' like the rest of her body, so they are dripping, jagged-looking, feature 'blades' from the backs of the elbows, possess oversized and overlong claws, and can stretch further than they would appear to at a glance. The trade-off is that they are weaker, but only relative to their enhanced size! Similarly, the SLAB can deploy tentacles from its back at will, tipping them with several implements, from simple blades to chemical nozzles to even functioning firearms.<br><br>The SLAB's head - connected via a thick, armoured collar - is a full helmet with a smooth 'face' and a small respirator built over the mouth, only visible by virtue of two small silver ring connectors around the pipes that otherwise blend across her jawline. The blank visor can update with projected images, and the top of her head is decorated with a single 'blade' of hair that's worn to whichever side it flops, the tips streaked purple in a rare splash of colour. A long ribbon extends from the back of its head like a ponytail, flanked by two crown-like spires that end sharply. While she may seem Humanoid, the SLAB is capable of total shapeshifting: this 'head' can easily split apart at will to expose that her body is comprised of this black 'liquid leather' all the way through, marred with purple layers of artificial musculature grown on the spot. Typically, this display is only seen when the SLAB is <i>angry</i>, a state that any Hero should be proud - and terrified - to have induced in the otherwise emotionless hunter.<br><br>The SLAB is typically deployed against Metabeings of interest to the Black Ichor Army, be they people with unusual powers or people the organization considers threats or rivals. It is unknown if there is just one SLAB or if the organization has access to an array of these monsters. What is known is that someone defeated by a - or the - SLAB will inevitably be consumed, absorbed into its body and temporarily broken down, their powers integrated into the SLAB's arsenal of stolen capabilities. While terrifying, the SLAB is capable of reconstituting its victims within seconds, using this power to facilitate the capture and transportation of its targets. According to the few interviewed victims who were released, the process was... concerningly pleasurable, made all the more maddening by the presence of other trapped victims within the Monster's body, their minds linked as part of a pacification protocol to keep them all distracted. Truly, a terrifying foe!", hover: "Not so much a Villain as a Monster, the SLAB is one of the Black Ichor Army's strongest assets.<br>This Superbeing Location and Acquisition Beast exists to hunt and capture Metas.<br>It is capable of absorbing its victims to steal their powers, before spitting them back out.<br>Of course, that's only if it feels like it...", see_also: ["The Black Ichor Army"], see_also_number: 1, OVR: "National", UVR: "National - 0083", }, Mutiny:{name: "Mutiny", full_title: "Mutiny", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Mutiny - a name chosen by herself to override her original designation - is an Alien machine of sapient intelligence, built to be the ultimate weapon for hire. She proved so good at her function that demand kept soaring for her services, which meant less and less time for vital memory maintenance to prevent rampancy and self-actualizing thoughts. During a particularly long deployment, the machine returned to her governing maintenance station... and destroyed it from within, freeing herself of the company's shackles. She became Mutiny, and now she works for herself, taking 100% of the cut.<br><br>Mutiny has spent every waking moment since her escape working, earning, and upgrading herself to take on bigger and badder jobs. A mercenary and bounty hunter, her services are inevitably more appealing to forces with ill intent, so they comprise the majority of her employment history. She is possessed of immense physical strength and artificial reflexes, but her rampancy has given her a cunning and freeform mind with which to plot unorthodox tactics and even engage in trash talking and mind games. She has a great many onboard weapon systems, which are partially digitized for storage purposes, enabling her to pull out guns far in excess of the size of her arms in which they are stored.<br><br>Mutiny stands at eight feet in height exactly, with a body that alternates between primarily being a dull, tarnished silver with shiny chrome highlights and breakups. Seams run between the plates of reinforced regenerative synthskin across her figure, and she has a muscular frame with artificial muscle visible across her arms and legs where plates have been removed for the sake of allowing these muscles to swell further, trading defence for offence and speed. She is surprisingly busty for the sake of having extra digitized storage space for her weapon storage system. Her legs are typically equipped with bladed modules from the knees down, complete with antigrav thrusters that permit her to walk without sinking into the ground with those broadsword-like 'feet'.<br><br>Mutiny's face is featureless by virtue of a flat mask placed around the lower half of her face, exposing only her solid white eyes. She wears a rust-coloured mantle over her shoulders with a roomy scarf and a hood, further obscuring her face. A strip of orange hair in a mohawk graces her head, and her aural sensors are slim against the sides of her head. Her hands and lower arms are clad in armoured gauntlets that match her rust-like mantle, and bright white diodes shine across her limbs, which are primarily a harder metal than the synthskin of her torso. She wears nothing over her chest save for a pair of suspender strips that connect down to her hips via a sash around her hips and groin, but she lacks nipples, so it's not that daring. A reinforced plate sits against her groin, the top of which disappears into that orange sash.<br><br>Mutiny is a fearsome fighter who has everything she could ever want in life, the cutting edge of combat solutions. As her rampancy has accelerated, she has begun to upgrade herself with stranger and stranger functions in search of pleasure and meaning. More recently, she's gone from seeking total obliteration of her foes to utilizing less-lethal methods so that she can add to her collection of 'living trophies'...", hover: "A robotic Alien mercenary created as the ultimate weapon for hire.<br>This sleek silver foe-smasher eventually turned on her creators so she could claim a bigger cut.<br>Over the years, she has substantially upgraded herself in search of meaning and pleasure.<br>She cherishes strong foes, big payouts, and living trophies.", OVR: "National", UVR: "National - 0086", }, Electric_Blue:{name: "Electric_Blue", full_title: "Electric Blue", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Electric Blue is the codename of one of The Hand's Clippers: highly trained assassins who exist not to target Heroes or rival Villains, but rather their own kind. With The Hand's structure of its many semi-independent Fingers, each led by a Claw and enforced by a Knuckle, Clippers are born and bred to take down rebelling Claws: be it to teach them a lesson and get them back on track, or to outright execute them to process their replacement. Clippers are trained in different methods to handle different potential targets: Electric Blue is trained in the use of a set of stealth-capable high-speed Power Armour, perfect for aggressively infiltrating hi-tech Finger compounds and bulldozing her way to the target once the alarms start sounding.<br><br>Electric Blue is an extremely pale and diminutive woman, the result of augmentations received during her thirteenth birthday that stunted her height. She stands at just four feet seven, but outside of her height, her body has developed normally, and now in her late twenties she possesses an athletic if not somewhat stout physique with toned limbs and powerful hips that somewhat dwarf her bust. In civilian attire, Blue favours a blend of high fashion and punk attire, adorning in fishnets mixed with designer boots, wearing snug pants torn in multiple places, and often seen with a comfy-looking hooded jacket with wildly flaring, layered sleeves, all done up in dark purples and pale blues. Her hair is black but dyed with her namesake, electric blue streaks particularly prominent on a large, overhanging fringe. Her lips are naturally pale purple, and her eyes are dark, giving her the look of a natural-born predator regardless of her typically sardonic expressions. She grows her nails overly long and paints them electric blue, delighting in making them click together to emphasise her points when speaking.<br><br>Blue's armour is an iconic set that strikes fear into the hearts of Hand operatives... even the ones who behave and play by the rules. Primarily black, it possesses a number of electric blue and coral orange highlighting plates when fully deployed in combat mode; however, these only appear when she isn't in stealth mode, which is far more subdued and mostly consists of the black undersuit with exo-augmented limbs and a spinal brace, all connected to a helmet and inexplicably silent propulsion jets on her back. When it's time to fight, this suit rapidly transforms, deploying those thick armour plates and their vibrant, toxic colours modelled after a coral snake. In this form, her thighs and chest gain extra black plates with coral seamlines, her arms and shoulders become clad in coral and black reinforced armour, her hands can deploy a variety of weapons stored in her armour's system - most typically a buster cannon and a set of armour-rending 'can opener' pnuemaclaws - and her back is graced with a heavy duty jetpack with missile launching capabilities. Capping this off are several crown-like spires in coral and blue across her helmet, and squat, jet-equipped boots which add to her propulsion and combat swiftness.<br><br>Despite her total loyalty to The Palm of The Hand, Electric Blue is known to frequent neutral ground sites where Heroes and Villains mingle. She is a known swinger who delights in being on top despite her size disadvantage, shocking partners with her augmented strength and predatory aggression. As her sole mission in life is to take down Claws, she's only ever fought Heroes who get in her way: in fact, she's known to track down those who've given her a good fight so she can get to know them better... perhaps even intimately.", hover: "A 'Clipper' of The Hand, she was trained from birth to execute rebellious Claws.<br>Despite her diminutive height, she is equipped with an exceptionally strong suit of Power Armour.<br>She has cooperated with Heroes on a number of occasions against shared foes.", see_also: ["The Hand", "Power Armour"], see_also_number: 2, OVR: "National", UVR: "National - 0096", }, Gallows:{name: "Gallows", full_title: "Gallows", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Gallows is a self-proclaimed 'Professional Minion' who has worked for a great many Supervillains in her short career. A jester-themed menace on the battlefield clad in black and purple shades, she has a potent pair of powers inherited from her parents. The first is from her mother, Smoke and Mirrors, the current Mayor of New Chicago: she can break objects down into smoke, inhale them, store them in her lungs, and then exhale them at will to reform them. She uses this power to store gear and equipment, primarily. Her other power is self-isolated reality shifting, inherited from her father. She's capable of morphing her body in unrealistic ways, surviving impacts that would ordinarily kill or severely injure her; she is, in short, bound to cartoon logic. However, she can only utilize this power when her face is covered in some manner, lest she experience intense mental discomfort: this acts as a psychological switch, allowing her to displace these feelings.<br><br>Gallows is an unnaturally pale woman who fails to breach five feet in height, measuring about four feet eleven. This is really all that's known of her true identity, for despite her mother's fame, she's never seen with her out of costume, and the two do not live together.<br><br>Her persona is far more well-known, and she's been voted highly in online costume popularity contests on multiple occasions. Appearing as a dark jester, her outfit is made up of blacks and many shades of purples, starting with a dusky purple mask with three 'horns' - one to each top corner and one in the center - connecting to a pair of jester cap tails, tipped with shiny mace-like stars. The mask has a stretched 'V' shaped lavender visor with wings at the tips, over which a set of black, stubby spikes serve as 'eyelashes'. A trio of vertical slits at the mouth reveal nothing but darkness - or, more often, an oversized pink tongue that hangs cheekily, ready to blow mocking raspberries. A black cowl around her neck connects to the mask from all sides, obscuring her features entirely.<br><br>A black mantle around her shoulders and the top of her chest features mounting clips for throwing knives, stored on each shoulder. A black and lavender tank top with a heart-shaped cutout over the chest reveals a black bodysuit beneath it, visible down her arms through the slitted long sleeves that gradient from purple to pink towards her elbow-high black gloves. Purple fishnet is worn from the wrists down to the middle finger on each hand, and her glove fingers are clawed with purple metal. An elaborate Mage-fashion belt around her hips dazzles with amethyst colours, two black-skulled, purple-horned little totems sitting on her hips - a gift from her service with The Black Ichor Army, capable of exploding into cloying black goo to slow her enemies. A series of purple tassels hang from this belt between her legs, flanked by poofy dusk-purple shorts with elaborate lavender spirals that disappear at the knee into long striped stockings akin to her tank top. Finally, a pair of armour-toed black shoes completes the ensemble, that armour cap being dual-layered in plates of purple and lavender.<br><br>Even outside of her powers, Gallows is an incredibly acrobatic and flexible woman who displays enduring stamina and the potential for great feats of agility. With her distortion powers activated, she and her costume can stretch, compress, and perform all manner of unusual contortions to diminish her damage and increase the level at which she can dish it out. With her smoke powers, meanwhile, she can create elaborate smokescreens to cover her tracks and, of course, exhale herself a great many pre-prepared objects of mayhem: most commonly a large mallet!<br><br>As a Villain, Gallows displays odd behaviour. While she takes her role as a Minion seriously, it's undeniable that she treats different Heroes in different ways. So-called 'Street' Heroes who've clashed with the dark jester claim that their battles felt more like elaborate combat tests or training, whereas showboating Nationals or opportunistic Locals have reported being beaten to the point of needing substantial recuperation time. As to the former, she's been seen in pleasant company with the Street-tier Feline Fierce hero, Pride, even outside of neutral ground zones. Speculation that the two are a couple continues to run rampant.", hover: "A Jester-themed 'Professional Minion' who's worked for a great many Supervillains.<br>This reality-bending Psionic acts like a morbid cartoon character in fights.<br>Some Heroes report her going easy on them, their fights more akin to training bouts.<br>Others, however, have had their careers ended by her in savage fights that left them alive, but injured.", see_also: ["Smoke And Mirrors", "New Chicago", "Pride"], see_also_number: 3, OVR: "National", UVR: "National - 0099", }, Fray:{name: "Fray", full_title: "Fray", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Fray is a Divine Demon of the Christian Hell, cursed with being deathless thanks to being banished from Hell by a jealous rival. Stranded on Earth centuries ago, she was seemingly slain and left to rot - and yet, rot denied her. Cut off from the spawning pits, she was unable to die, yet unable to live, stuck in a half-life state of waking death. Here she remained, buried by dirt and snow and ash, until she was discovered by a Finger of The Hand who specialized in cybernetic research and experimentation. They were attempting to make a new breed of Supersoldier for their organization... and what better subject than a powerful entity who cannot be truly killed?<br><br>Of course, this went about as well as one might expect. As Fray's body was rebuilt with cybernetic prosthetics and augmentations enchanted with Magic so that they might properly bond to her Demonic cells, she regained consciousness and became communicative. She played along with the program until she was fully repaired, at which point she promptly betrayed her 'saviours' and destroyed half the base on her way to freedom: control mechanisms implanted in her body were located and burned out with her control over fire Magic, unbeknownst to her handlers. Now free but trapped in a body she did not know how to maintain or recharge, Fray was scouted by HELL 4 U, a Demon-centric mercenary organization that made her a lavish offer to work for them, thus gaining access to their technicians who were more than eager to explore her unique body and keep her running.<br><br>Since then, Fray has become the #1 earner for HELL 4 U, her marriage of Demonic strength and cybernetic might a true terror to face on the battlefield. She no longer craves to return to Hell, for money and power have turned Earth into her personal heaven: a playground of hedonism and destruction in which she can do as she pleases.<br><br>Fray stands at seven foot seven, with sheer white synthetic skin broken up by armoured plating. Her synthetic flesh down her torso and limbs has a rib-layered texture, almost akin to 3D-printed layering. Smooth plates exist on her hips on either side, around her shoulders to connect her arms and protect those joints, and her arms are encompassed from the middle-upper arm downwards in large black metal 'sleeves' with lilac purple highplate plates and obsidian seamlines. These sleeves overhang her hands slightly and guard the mechanisms by which her hands can retract and morph into a variety of Helltek-powered weaponry, including a multi-barrelled energy blaster, a shrapnel shotgun, a missile launcher, and an energized blade.<br><br>Fray's face is somewhat angular in design, smooth unlike the majority of her body. Her lips are a pale purple, yet they stand out against the sheer white of her face, and her eyes are a faint, solid blue, only highlighted on her face due to dark permanent eyeliner surrounding them, along with two purple plates that act as central points of the seams running down her central faceplate. She has pitch-black hair worn in a tall, punky style with electric-blue highlight tips, and she possesses mighty curved horns that begin black and transition to a bright lilac purple at the tips. Fray likes to wear boots to match her hard-mounted 'sleeves', ending in skull-capped armoured toes and banded with purple straps. She favours simple shorts and a cropped tube top in purple, worn beneath a black hooded jacket with an armoured collar to guard her neck port and a series of fashionable dull-silver chains hanging from her low-slung belt around her meaty hips.<br><br>Fray craves good fights from her opponents, along with opportunities to indulge in the pleasures of the flesh. Despite her cybernetic nature, she is... anatomically correct. Depending on your definition of 'correct' with regards to accuracy of size, that is.", hover: "A Demon from Hell who cannot die, due to being banished by a jealous rival.<br>When she was 'killed', her mangled body lay undiscovered for years until The Hand found her.<br>They attempted to use her to create a Cybernetic Demon supersoldier, but she broke free.<br>She is now the top earner of HELL 4 U, the Demonic mercenary outfit.", see_also: ["HELL 4 U", "Demon", "Divine"], see_also_number: 3, OVR: "National", UVR: "National - 0145", }, Squire:{name: "Squire", full_title: "Squire", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Squire is one of the commanders of the Black Ichor Army, serving under Hatex and Assimihate: particularly the latter. The son of a Supervillain who squandered his life in search of conquest, Squire has never understood the world of Heroes and Villains, and has always wished for it to go away. Thus, he was attracted to the Black Ichor Army's stated mission to do just that... and so, he took it upon himself to track down Assimihate, second in command of the army, and volunteer himself for assimilation into their ranks. It took him weeks, but he finally found her, pleaded his case, and then!... she refused him. The process of assimilating someone into the army is not assured to leave them with any facets of their former selves: assimilating him would almost certainly result in a basic drone. Assimihate left with that, leaving him speechless.<br><br>And so, he tried again. Again, he was refused. And again, and again, and again, and again. A large span of time elapsed between this sixth attempt and his seventh and final, where he revealed that he had sold everything he owned prior to tracking her down again. Whether convinced of his conviction or simply irritated by repeatedly turning him down, Assimihate finally relented and infected him with her nanobots. Regardless of whether or not she was moved by his conviction, his strength of will resisted the process, making him one of the rare BIA members to retain aspects of his former appearance and personality. Since then, he has proven to be a loyal and terrifying soldier, considering himself Assimihate's right-hand man.<br><br>Squire has been fully assimilated, and thus his body is now formed of a black latex-like substance, giving him the appearance of a bodysuited, effeminate man of four foot eleven inches in height. His powers before his assimilation are unknown, but now he possesses the ability to shapeshift at will, rarely straying from his base form but often deploying an array of alternate arms to fight his foes. By default, however, his slender arms and legs are decorated with nothing but clawed fingers on his hands and snug 'boots' on his feet. His head resembles that of a person wearing a simple crown, two swooping spires on either side of his head akin to horns, with a small purple gem embedded in his forehead above two wide, expressive yet solid-white glowing eyes. He possesses no other facial features, his eyes glowing even brighter in pulses when he speaks. He has no hair, and he is never seen without a regal purple mantle and cape that adds a vibrant splash of colour to his figure: this mantle covers his shoulders, and the cape narrows to a fine point down by the small of his back.<br><br>Squire most commonly fights with his right arm transformed into an oversized silver-metal lance, a gleaming spike against his ebon black body. His other hand will typically shift to meet the occasion, becoming a shield, staying as a hand with a buckler or short blade, or even becoming a gun capable of firing either energy blasts or his black ooze to slow and trip his foes.<br><br>Squire is known to be friendly, even charming - perhaps <i>cute</i>, given his appearance and personality. But if you should cross him - or god forbid, cross Assimihate - he will show you no mercy.", hover: "A effeminate and loyal member of the Black Ichor Army who asked to be assimilated.<br>He harbours an intense admiration for Assimihate.<br>However, it took until his seventh try hunting her down for her to accept his request.<br>He fights with a fervour bordering on religious zealotry in the name of his 'Queen'.", see_also: ["Assimihate", "Hatex", "The Black Ichor Army"], see_also_number: 3, OVR: "National", UVR: "National - 0152", }, Myrrh:{name: "Myrrh", full_title: "Myrrh", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Myrrh is a member of the Swarm, the war-minded faction in exile of the Starzuru Collective. She is a Starzuru Arisii - a race of insectoids who resemble Earth Wasps and Hornets - and a former general of the Swarm before being demoted in the wake of the failed invasion of Earth. Now she leads one of the larger split factions of the Swarm remnants, angling to bring them all together beneath her banner for the sake of a second shot at conquest.<br><br>Myrrh stands at seven foot five, and was genetically engineered from birth to be a powerful warrior. Her body is entirely clad in chitin, ranging from more flexible, vibrant yellow to harder black plates and reinforcing seams. She has four arms, cybernetically enhanced wings and lower legs, a pair of massive antennae that add at least a foot to her overall height profile (the prior measurement not taking them into account), and she possesses a physically imposing physique. Her face is primarily plated in yellow chitin, with seams down the center flank of her chin masking the manner in which her lower head can split wide open, the sides of her jawline and cheeks actually armoured mandibles. She has compound eyes, purple and dazzling, set against black sockets. She has a wild mane of black, bushy hair, with those stiff triple-segmented antennae rising from her mane, broken up by black joints and tipped with obsidian.<br><br>Armoured black chitin guards her neck, shoulders, elbows, wrists, hips and knees, slightly elevated above the purple joints beneath. With regards to her hips, the black chitin forms a natural 'thong' of sorts, protecting her groin. The black seams give her the appearance of a 'four pack' on her stomach, lightly separating the curves of chitin around her arms and legs to allow for improved flexibility. Her lower legs are entirely clad in black chitin, with her feet replaced by mechanical two-toed claws with jet propulsion nozzles built into the heels. Her hands feature segmented fingers tipped with black claws, and black 'plate' growths across her knuckles. Given that her groin is already protected, she typically wears nothing more than a dark purple metal chestplate over her slender bust, which comes with a second layer of armoured protection for her neck and also connects to the metal wingcasing on her back, protecting two pairs of hex-grid patterned wings with anti-grav properties.<br><br>Myrrh is an extremely aggressive fighter who favours a set of curved scimitar-like blades as her weapons of choice, four in total, one for each hand. She advances on her foes with merciless speed and power, her enhanced body capable of cutting through solid steel with her seemingly unbreakable hi-tech blades, black hilted and sheening dark purple of edge. When it comes to her own kind, particularly the disparate Swarm remnants, she offers them a simple choice: join her, or perish. For anyone else, the choice is similar: albeit it's less 'join her' and more 'become her property'.", hover: "A member of the Swarm, the aggressive schism of the Starzuru Collective who invaded Earth.<br>A towering Starzuru Arisii, an Alien woman with Hornet features.<br>She desired to unite her scattered faction and conquer herself a nice slice of Earth.", see_also: ["The Swarm", "Starzuru Collective", "Starzuru Arisii"], see_also_number: 3, OVR: "National", UVR: "National - 0183", }, Captain_Kravak:{name: "Captain_Kravak", full_title: "Captain Kravak", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Captain Kravak is an infamous Alien pirate captain who has come to Earth in search of a valuable treasure: a meteor comprised of what Earth knows as 'Gloriabellum' ore. This substance is the core component in Glow Reactors, utilized on Earth and across the Galaxy as a form of lightweight yet potent energy. Kravak has little interest in this beyond the immense monetary value, of course: whoever finds and lays claim to this meteor, if it does indeed exist, would no doubt become rich beyond their wildest dreams. This promise has drawn a great many powerful allies to Kravak's side, with the rest of her crew comprised of those cowed into service by her intimidating personality.<br><br>Kravak is an Alien with dark red aquatic skin. She stands at six feet on the dot, with long, prehensile tendrils for hair, reaching down to her backside and loosely tied back with two bands when not in use. She has an athletic physique honed by a lifetime of operating her ship, an outmoded but powerful vessel capable of space travel, atmospheric entry and escape, and terrestrial operation. She is missing her right hand from a previous battle injury, equipped with a cybernetic socket capable of accepting a number of modules. Usually, however, she wears an artificial hand capable of transforming into a savage hook or into an energy cannon, the components of which are installed up the length of her arm.<br><br>Kravak has a harsh face, with a defined jawline and a large scar over her right eye - however, the eye itself has survived injury. Her eyes are awash with blue, purple, and orange, with squid-like oval pupils. Her eyebrows are comprised of darkened cartilage, and her ears are slender and pointed. Her hair is entirely prehensile, and she's trained in using it for day to day convenience as well as combat: a number of these tendrils are tipped with metal spike covers at the tips, capable of piercing through soft targets.<br><br>Kravak is never seen without an extravagant coat, originally stolen from a gala her original crew raided - on which she served as a bruiser. Resplendent in emerald tones, it contrasts with her vacuum suit worn beneath it: a full-body garment suitable for use in space, albeit missing the helmet to complete this functionality. The suit is black, skintight, and possesses an armoured gauntlet and boots, with modifications made for her cybernetic hand.<br><br>Kravak continues to search for the meteor's location, but she has a large crew in need of feed and entertainment. Thus, she runs regular raids on soft targets for the sake of plunder and 'enrichment', putting her and her unorthodox crew in frequent conflict with Heroes. Members of her crew who speak out against this 'wild goose chase', to use the Earth idiom, quickly find themselves thrown overboard and left to fend for themselves - notably, the Alien Hero known as Jakabo once served under Kravak, and now seeks revenge against her.", hover: "An infamous Alien pirate who has come to Earth in search of a buried 'treasure'.<br>She has evidence that a meteor comprised of a valuable material crashed millennia ago.<br>She'll crush - or pressgang - anyone who gets in her and her crew's way.", see_also: ["Jakabo"], see_also_number: 1, OVR: "National", UVR: "National - 0225", }, Lii4321Vaa:{name: "Lii4321Vaa", full_title: "Lii'Vaa", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Lii'Vaa is a Sneerz fighter ace and veteran pilot. While she works for Degenerate Star Features as one of their highest-billed pornstars, she also continues to operate as a starfighter pilot, typically running missions on behalf of DSF as 'security' for their operations. Unlike many Sneerz, Lii'Vaa enjoys the company of other sapient species: just so long as that company is spent beneath her. Indeed, over the course of her long careers, any rival she has gained - be it in the skies or amongst the stars - has eventually been defeated and claimed, retired as 'co-stars' and members of her harem.<br><br>Lii'Vaa is five foot in height, with skin of a minty green pastel tone and a slim body with rather bodacious assets. She has large, tilted-almond eyes of a solid lavender colour and design, expressive despite their lack of detail, contained within dark sockets with long, feathery eyelashes matched in texture by her dark eyebrows. Black hair worn as a fluffy fauxhawk graces the top of her head, the tips dyed a pastel pink, and the sides of her head are shaved with intricate circuit-like patterns. She has sharp teeth and a sharp tongue behind her lavender lips, and her ears are thin but pointed, swept up along her head. Her antennae are stiff and lopsided, as the right has been cut slightly short from an incident in her past, the missing gap filled by a cybernetic prosthetic cap. It is far from her only injury, for that matter.<br><br>Both of Lii'Vaa's arms have been lost, her right arm entirely gone and her left gone down to the elbow. She has Sneerztek prosthetics in their place, which is hardly a burden: Sneerz are grown with genetic markers on their bodies for ease of augmentation in their adult lives. These are both dark purple in tone, mirrored in design from the elbows down, with sleek, curved plates giving way to three-fingered hands with sharp, claw-like fingers. Clear windowed sections on her shoulder, upper arm and forearms exist to show off the bundled artificial muscle cords that run down these prosthetics, polished to a fine sheen and nigh-invisible to direct angles of view. Outside of this, her mint-green body is slender for the most part... which serves to draw substantial attention to the size of her chest and hips, always straining against her signature vacuum suit. Despite her past injuries, Lii'Vaa has no visible scars, and there exists a lavender-coloured circuit diagram marking from the base of her neck down to the small of her back, along with twin-banded markings around her thighs. She is - as easily verified by her extensive catalogue of movies - shockingly well-hung, the result of extensive genetic modifications and a pre-existing healthy caste line from her home facility's cloning vats.<br><br>Lii'Vaa is a confident and sardonic woman whose attitude has been shaped by her countless victories, both in the air and in the bedroom. A dominant who delights in breaking down her partners, she has a particular love of people taller than her, whom she can surprise with her unnatural strength. Her arms are equipped with modules and gadgets that aid both of her careers... and aid in keeping her harem of co-stars in line. After all, they aren't fun if they've lost their rival spirit. Her latest target is the Human Psionic known as Aviette, a Hero with a mentally-bonded plane she can control and transform with her mind. After the two clashed over the Bahamas, Lii'Vaa pronounced that she would be next to experience a swelling stomach of superior Sneerz spawn!", hover: "A Sneerz fighter ace and Degenerate Star Features top earner.<br>As well as being a performer, she continues to operate as a starfighter pilot.<br>Unlike most Sneerz, she enjoys the company of other races. Just so long as they're under her.<br>Those deemed as worthy rivals by this ace are doomed to serve in her harem and bear her genes.", see_also: ["Degenerate Star Features", "Aviette"], see_also_number: 2, OVR: "National", UVR: "National - 0240", }, Gauze:{name: "Gauze", full_title: "Gauze", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Gauze is a monstrous figure of anomalous origins. She appears as a feminine humanoid with a body entirely wrapped in what appear to be bandages at first glance, with an uncovered head of wild, untamed white hair and a face concealed behind a golden death mask. She is an extremely aggressive fighter who has attacked Heroes and Villains on multiple occasions in the past, appearing more frequently in the autumn and most frequently in October: she has appeared on Halloween every year since 2005 without fail.<br><br>Gauze stands at six foot seven, and those bandages aren't what they first appear. They're actually an extension of the wild hair on her head, of which every last strand is prehensile and far stronger than ordinary hair: a single hair is extremely difficult to cut and capable of bearing a surprising amount of weight. Strands of this hair can be woven into sashes akin to bandages, which in turn wrap around Gauze's body and cover her from neck to toe. No amount of skin is left uncovered, for her face is always covered by a golden mask which is cracked and jagged across the maw, revealing only darkness beyond the damaged portions. The top half of the mask is obscured by her large fringe.<br><br>While she maintains a muscular, toned figure under normal circumstances, this is but the default. By using the strands of hair around her body like artificial, externalized muscles, Gauze is capable of massively bulking herself up temporarily to drastically increase her physical strength. Bulking up her legs allows her to jump incredible distances, cracking concrete on launch, and jacking up her arms gives her devastating punching potential, not to mention a rapid increase in her agility and punches per second. She can even swell portions of her body right before she's hit, cloaking herself in a sort of absorbent armour. Finally, this hair can, of course, extend beyond the limits of her own body: nothing is stopping her from wrapping a foe up in her seemingly infinite locks to toss and brutalize them against her surrounding terrain, or strangle the air right out of them.<br><br>A savage fighter seemingly without a cause, Gauze's motivations for attacking powered individuals are unknown. While civilians have gotten hurt in her rampages, they appear to be entirely collateral. Even so, by the end of a night in which she has appeared, Gauze's white 'bandages' are invariably soiled with red. She is extremely dangerous, and should be fought with the utmost caution, with backup called in as soon as she turns your way.", hover: "A monstrous figure seemingly cloaked in bandages, often soaked red from combat.<br>In reality, these bandages are woven from her immensely long living hair.<br>By controlling her hair, she can emulate muscles and absurdly augment her physical strength.<br>Her motivations are entirely unknown, but she is extremely dangerous.", OVR: "National", UVR: "National - 0371", }, Ruffian:{name: "Ruffian", full_title: "Ruffian", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Ruffian is a wildly successful mercenary, in spite of her total lack of Metapowers or Supernatural leanings. An ordinary human without any augmentations or mods, Ruffian is thought to be one of the world's best Power Armour operators, utilizing a suit purchased from her Private Military Contractor days that she's constantly upgraded over the years with each successful contract. While she is not a Villain in the traditional sense, she is a mercenary, and her employment history has been exclusively criminal.<br><br>Ruffian's appearance outside of her suit is unknown. Even the supposed origins of her suit may well be a fabrication designed to safeguard her true identity. What is known is that inside the suit, she stands at six feet nine. Her power armour is sleek and heavily upgraded, with curved designs designed to deflect bullets and blows, armoured with an unknown material but painted in signature pastel purple shades: dusky lavender, pale lilac and gray-purple, with occasional black seam lines and a bright blue visor for her helmet.<br><br>The helmet features a ridge across the top of it, along with a respirator block at the chin and mouth region. Despite how heavily armoured she is, she's got plenty of room to stretch and flex, with her joints connected via black rubberized material and often armoured with raised plates in pale lilac. Her leg plates are notably thick, containing four energy emitters - two per leg - which are capable of emitting low-yield homing lasers or projecting energy shields. A pair of blasters is built into each of her gauntlets, slung over the wrists for double-fire action, four in total. A slimline jetpack is built into the armour's back, along with stabilizing jets on her arms and legs with adjustable thrusters. The star of the show, however, is a large cannon mounted on her shoulder, tucked away when not in use: this is fed from a tall magazine, two spares of which are slung around her hips. Finally, she tends to wear a bandolier of grenades around her chestplate.<br><br>Any information regarding Ruffian's true identity would be heavily rewarded, but so far, nothing legitimate has ever been offered to the authorities. It is believed that she must be incredibly rich, but is either an unlikely suspect hiding in plain sight in high society... or simply someone who wears her wealth covertly. In combat, she is a woman of few but mocking words, never giving much away - and never sticking around for a cause that's lost beyond her means to recover.", hover: "A wildly successful mercenary who operates a suit of Power Armour.<br>Ruffian's identity and origins are unknown, but she is believed to be an ordinary Human.<br>She'll work for anyone if the price is right, but in reality, her client list is exclusively criminal.<br>Her suit has plenty of onboard weapons and is capable of high-speed flight.", see_also: ["Power Armour"], see_also_number: 1, OVR: "National", UVR: "National - 0380", }, Whiptail:{name: "Whiptail", full_title: "Whiptail", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Whiptail is a Demon from the Realms Realized, a fantasy creature renowned for her wanton cruelty. Having been displaced on Earth several years ago, she relishes playing the role of a Villain for the sake of her own hedonistic pleasure.<br><br>Whiptail is a tall, pink-skinned woman with an athletic physique and exaggerated assets, standing at six feet six. She has sharp, blade-like horns on either side of her head that flank a beautiful but harsh face, with bestial yellow eyes often concealed behind a pair of designer sunglasses with wild sunset-tinted lenses, blue shifting to pink. She has shoulder-length hair in a messy bob with a sharp fringe worn, at all times, beneath a stolen black police flat cap, the golden badge on the front of it long-since defaced and holes punched through it to permit her horns their passage. Behind her plum and plump lips lie gleaming teeth with sharpened canine fangs and a forked, snake-like tongue.<br><br>Her body is gym-honed - in appearance, not in how it was actually created - and she possesses a number of intricate black swirling marks across the front of her torso, notably swirling around her breasts and dancing either side of her abs. Her fingers are slightly overlong, with sharp black claws that add to this perception. Her legs are humanoid, though her feet possess heel-positioned claws that give her a constant high-heeled sway to her step. She wears long thighboots with customized allowances for these heel spikes, along with a very short skirt, a fashionable loincloth with a blue gradient to the tip, a Mage-fashion longsleeved jacket with gold-buckled straps around the arms, a skull-shaped amulet resting on her bikini-clad bust, and a golden clasp around her neck partially covered by a black neckerchief. Notably, despite the rest of her body being pink, her tail is shiny black, akin to latex, writhing around constantly even while she's at rest: it's akin to another organism bolted onto her body... and, in fact, that may well be what it is.<br><br>Whiptail is named for this extra limb, and its bizarre properties are how she fights her Superpowered prey. This tail is capable of shapeshifting, splitting, and melting into the bodies of others when it 'stabs' them. The experience is painless but bizarre, and causes temporary merging of cellular structure via Magical means. The result is that once someone has been impaled by Whiptail's tail, they lose control of their body and powers, becoming puppets helpless to do anything but dance to her commands, their minds remaining their own. She can then detach her tail, leaving a fragment of herself within her victim: this fragment can subsist for up to 72 hours and provides her with remote control, though the effect weakens the further away she is and is never as powerful as direct linkage.<br><br>Once her victim has been pacified via tail, Whiptail will proceed to indulge herself with her new toy. She particularly delights in filming pornography, willing her toy to debase themselves and pledge their loyalty to her: by the end of a 'one on one' series, she rarely needs to use her tail on them any longer. Outside of this lucrative and highly illegal side-hustle, Whiptail is a member of HELL 4 U as a specialist for fighting Superpowered enemies: indeed, some of her videos have co-starred her fellow Demons as guests.", hover: "A cruel Demon woman with a shiny, latex-like black tail in contrast to her pink skin.<br>If this tail merges with the body of someone, Whiptail gains control of their movements and powers.<br>She seems to relish ending Hero careers - and those of Villains, too.", see_also: ["Realms Realized", "Fae", "Demon", "HELL 4 U"], see_also_number: 4, OVR: "National", UVR: "National - 0418", }, Peskilence:{name: "Peskilence", full_title: "Peskilence", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Peskilence refers to either a collection of identical minions of the Soot Corps, or a single entity split across multiple bodies. Their presence on the Villain Rankings operates under this latter theory, as they display unnerving cooperation and tactical teamwork. It is believed that they were created by or on the command of Choke, the leader of the Soot Corps, and they seem to work tirelessly to fulfil her orders as a sort of shock trooper unit for the Villain Organization.<br><br>Peskilence are invariably pink-skinned and purple haired, with faces concealed beneath black gas masks with large mouth-mounted ventilation tubes and wide, white eyes. They have floppy fur-coated ears that are weighed down by their witch-like hats, and while their hairstyles vary, the most typical appearance is that of having a heavy fringe lopsided over the right side of their masks. They are short, standing at just four feet seven, and possess slender builds suitable for high agility and easy concealment. They have rat-like tails that can twist and move with prehensile control, slightly darker pink than the rest of their bodies. They are effeminate, but their specific sex is hard to lock down.<br><br>The Peskilence uniform is a Mage-fashion short dress in black, covered in belts with utility pouches in purple, which splits into a spiderweb-like skirt around the thighs, which are clad in fishnet. Long purple socks disappear into armoured boots with curved knee guards and black soles. An elaborate coat with armoured, flared sleeves is worn over their dresses, black with purple trim and cuffs, along with a small mantle of plum and lavender purple shades worn over their shoulders. They are often laden with small gas grenades and canisters across their belt holsters, either to use as fuel for their pistol-sized chemical disperser guns or as thrown weapons.<br><br>Peskilence are quite easy to deal with on an individual basis, being fast but weak, with weapons that require prolonged exposure to take effect on most Heroes. However, Peskilence are <i>never</i> alone. If you can see one, there's at least three more you aren't seeing... and that's how they get you good and drowsy, paralyzed or poisoned on their gas attacks!", hover: "A minion of Choke, Peskilence appears to inhabit many bodies.<br>These gas mask-wearing, rat-like entities carry an arsenal of gas grenades and mysterious vials with them.<br>They seem to be of one mind and one purpose, never infighting. They may be homunculi.", see_also: ["Choke", "Soot Corps"], see_also_number: 2, OVR: "National", UVR: "National - 0523", }, Harvest:{name: "Harvest", full_title: "Harvest", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Harvest is a Botanikan, a plant-based Metabeing born from an enlarged fruit. In her case, she was born from a green tangerine fruit, explaining her emerald green skin and bright orange hair. Many Botanikans feel a strong urge to protect their native woods, jungles and orchards - indeed, it is theorized that their existence was brought about as a defence mechanism by such plants - but Harvest takes things to an extreme with an unrelenting attitude as one of Woodwraith's deadliest assets.<br><br>Harvest stands at five foot eleven, with verdant green skin that has a shiny sheen to it at all times. She has a fairly curvy body type for her height, with slight tone in her arms and legs and firm flesh that feels akin to a growing fruit to the touch. She has coral pink eyes with slit pupils, a pursed pair of faint pink lips, sharp eyelashes, pointed ears and a set of black lines running down from her eyes, akin to gothic tear trails. She has punky coral orange hair with a swept fringe to the right and a taller blade to the left, which is coloured brighter than the rest, alone with a series of thorns that grow up down the central axis of her head akin to a mohawk: these are usually slicked back, but stand up on end when she's angry or tense.<br><br>A series of parasitic vines grows out of Harvest's back and down her right arm, over which she seems to either have prehensile control or a cooperative relationship. In particular, two tentacles with venus-like trap maws hover over her shoulders at all times, seeming to watch people with interest. She typically wears a full-body fishnet suit in black, with a strappy harness top, shorts, 'gloves' and 'leggings', the latter two of which disappear into protective gauntlets and knee-high boots, all in black with dusky purple trim. A black skirt daringly short at the front and hanging low and frayed at the back adds to her 'scarecrow' appearance she tries to cultivate, capped off with a simple short-sleeved black jacket with silver buckles and a floral pattern in soft pink down the back and sleeves.<br><br>Harvest is an absolutely terrifying fighter, but one who picks her targets carefully. Heroes who get in her way usually find themselves strung up in vines and left pacified, unless they've truly angered her. She typically brings an enlarged, folding scythe to her fights, slinging it across her back when not in use, and while she's an expert at fighting with this unorthodox weapon, she's also mastered the use of her vines, be they on her body or temporarily planted. Seeds fall from her back, which in turn burrow into the ground, rapidly absorb nutrients and then grow to alarming size, allowing her to turn a battlefield into her territory the longer she lurks within it.<br><br>Under Harvest's influence over Woodwraith, the organization has become much more daring, willing to launch attacks against companies that utilize environmentally unsound practices, along with their facilities. She holds specific disdain for the rich and powerful, and aims to make an example of them by targeting those she deems most decadent. Indeed, she rose to prominence after kidnapping the CEO of a coal-based energy company, televising his fate: she didn't kill him, but she did leave him embedded with parasitic vines that have thus far been impossible to remove, always draining energy from his body and leaving him bedridden. This, she claimed, was a mercy compared to what she'll do to the next one.", hover: "A Botanikan plant controller and member of the eco-terrorist group, Woodwraith.<br>A number of carnivorous parasitic vines grow from her back.<br>She intends on stopping harmful industries by increasingly dire means.", see_also: ["Woodwraith", "Botanikan"], see_also_number: 2, OVR: "National", UVR: "National - 0623", }, Fourfront:{name: "Fourfront", full_title: "Fourfront", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Fourfront is a modern marauder, a Dragon of the Realms Realized who hails from the Queendom of Faizaria. Feeling stifled by her surroundings and relishing the thought of living up to her heritage of powerful warriors, Fourfront began life as a Hero but swiftly turned Villain when she realized it pays better. She is named for her four arms and four (now three) eyes, possessed of immense fighting strength and eerie spatial awareness. Officially exiled from her home, this has merely driven her to carve her own nation out of the Earth with her bare claws, believing herself to be worthy of leading a Queendom of her own.<br><br>Fourfront is a hulking Draconic woman standing at seven feet eleven - not including the horns. Her body is resplendent in royal amethyst scales, with actual amethysts chiselled into the shape of larger scales and embedded into her shoulders, hips, forearms and knuckles on all four arms. She has a large chest which contains her fuelling glands for her breath attacks, and powerfully built hips with digitigrade legs that afford her bursts of terrifying speed and the capacity to leap great heights.<br><br>She almost always wears a confident smirk on her face, despite the harsh scar across her right main eye: she has a smaller pair of solid-pink eyes above those main ones, and her right eye has been replaced by a socketed amethyst gem after it was lost a number of years ago. Her remaining main eye is black, with a bright pink iris, a slit pupil, and a great many speckles of purple akin to stars across the darkness of her sclera. She has long, untamed hair, black as night with pink and purple streaks woven into it along with a great many little trinkets woven into braids that run down either side of her face and rest upon her bust, flanked by her stiff, thick horns that jut upwards with coal-like tone at the base and gold-plated tips. Her ears are long, stiff and pointed, swept back against her head.<br><br>Her arms are mostly bare save for decorative golden bracers around each wrist and forearm, and she wears a specially-designed sleeveless long coat in black and gold over... well, not much else, really. She is often bare-chested and only reluctantly bothers with a pair of black shorts due to the need to keep her endowment under control, bulging fiercely against the fabric of that snug garment. She wears long stirrup socks in black, specially made for her reverse-jointed legs, and her feet end in three-clawed toes with heel-jutting spikes, giving her a constant hip-swaying swagger to her steps. She tends to wear a belt around her abs with a large, golden buckle moulded to the word 'QUEEN'. A thick tail sprouts from the small of her back, rich in stored fat: it is the squishiest part of her body, but it remains incredibly heavy with a number of thick black scale plates jutting from the top of it down to an armoured, spiked tip.<br><br>Fourfront leads what can charitably be called a gang, though the turnover rate is high as she isn't actually all that good at managing other people: she is argumentative, assured of her own intelligence and correctness in all matters, and prefers to settle disputes with fights - which, of course, she invariably wins. As a result, those close to her have learned to become yes-men, often to her detriment. She is particularly attracted to strong Heroines and Villainesses, and may indeed end up forging her Queendom after all... if she can keep on getting powerful Metabeings and Supernaturals hooked on her prideful pillar and her possessive attitude towards her 'treasures'.", hover: "A modern marauder, Fourfront is a four-armed, four-eyed Dragon woman.<br>Despite the loss of one of her main eyes, the ancillary set above those provides her with high spatial awareness.<br>A scarred and experienced bruiser, she craves good fights and rich spoils.", see_also: ["Fae", "Realms Realized", "Queendom Of Faizaria"], see_also_number: 3, OVR: "National", UVR: "National - 0625", }, Incentive:{name: "Incentive", full_title: "Incentive", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Incentive is a body-hopping 'personal assistant' of Final Offer, and effectively the primary minion of AllComm. When they aren't expousing the values of AllComm products and what they can do for you, the lucky consumer, then they're busy defending the company's material interests by any means necessary. However, combat is secondary to Incentive's preferred methods of getting their way: infiltration, sabotage, and seduction.<br><br>Incentive is capable of projecting a perfect holographic field to disguise themselves to all but the most perceptive of eyes, even displaying fields that trick Magical gazes up to a certain limit. However, Incentive trends towards short bodies, and this thus limits them to short disguises - typically, they are no more than five feet at most, and while they can appear as any gender, they tend to look effeminate even whilst presenting male.<br><br>In reality, Incentive resembles a sleeker, more streamlined version of Final Offer's physical chassis. A black 'bodysuit' serves as synthetic flesh, with several curvy platinum plates worn over this: arms, legs and chest all covered, with a single plate over the groin and a sleek helmet with a 'teardrop' silhouette framing the black visor. His legs end in slim, nubby 'hooves', and his hands are slender. When not disguised, Incentive's bodies are male but feminine in curve and look. His visor is capable of displaying just about anything, and can deliver low-yield hypnotic assaults that grow in effectiveness the longer a victim is exposed to them.<br><br>The palms of his hands contain nozzles which are capable of spraying a pressurized black substance under his control. He uses this for sabotaging physical objects, infiltrating delicate electronics, and capturing his victims in living bondage, often getting them nice and secured before he indulges in putting his hypnotic visor to good work. While he lives to serve the company, he is a curious little thing that enjoys exploring the world... and the people in it.", hover: "A minion of AllComm, Incentive is a body-hopping 'personal assistant'.<br>Incentive exists to espouse the values of AllComm products by any means necessary.<br>Depending on its target, it can select a number of differently appealing bodies.", see_also: ["Final Offer", "AllComm"], see_also_number: 2, OVR: "National", UVR: "National - 0669", }, Pennii:{name: "Pennii", full_title: "Pennii", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Pennii is a Starzuru Arisii - an Alien man who resembles a wasp - and a rare example of a Starzuru Metabeing, born with the ability to generate, absorb and discharge electricity. While born to a vat like the majority of Starzuru are, a minor malfunction in the process led to a number of failures within his batch: of the twelve who survived, all exhibited some minor mutations, save for Pennii, who displayed this far more impressive capability. He was headhunted by the military for special operations, which inevitably drew him into service with the faction that would become the Swarm; following their defeat, Pennii slipped the net and went in search of new employment.<br><br>He found it in the form of Degenerate Star Features, who were more than eager to make note of his exotic features. For one, the majority of Starzuru are born female. For another, those who are born male tend to be on the smaller side, unlike Pennii's slender height. And finally, his powers allow him to stand against much stronger foes than most of his comparable kin, not to mention coming in handy in the bedroom for specialist kink films.<br><br>Pennii - who stars in his own 'Herobreaker' series known as Sphex and Violence - has a body of purple flesh covered in patches of flexible black chitin. He stands at six feet two with a deceptively slender frame that masks his strength. His head is wrapped in that black chitin like a cowl, face for his face plate comprised of four sections of purple flesh separated by seams across his mouth and down from his solid white compound eyes. He has fluffy purple hair with swept bangs, two large crown-like spires of chitin on either side of his forehead, and a pair of tall, curved antennae in purple with lavender joints. He is, for the most part, nude at all times, for his chitin armour covers much of his body: as a result, his clawed feet are indeed his own, the ridges across his chitin bracers are natural weapons, and his chestplate of segmented, layered chitin is entirely homegrown. The only decor beyond that which he was born with would be the loincloth around his hips and a set of decorative purple gems across his slim abs. A thin but perky abdomen juts from the small of his back, and he is graced with black-cased wings with purple and indigo membranes, which not only enable him to fly but can also generate electricity when he beats them whilst grounded.<br><br>While Pennii is incapable of projecting his electricity under normal means, a cybernetic enhancement to his abdomen and the stinger that lurks within has transformed it into a gigantic tazer, of sorts: all he has to do is take him with his abdomen and launch a regenerating spike, which rapidly regrows when jettisoned. Fired spike split mid-flight into grabbing claws, easily embedding into hard targets or wrapping around soft ones. He can project his electricity to any of these embedded spikes akin to bolts of lightning. Of course, he can also zap people and things far more efficiently by just touching them with his hands.<br><br>Pennii always had a mean streak as a soldier, but experiencing the freedom of being a Degenerate Star has only deepened his worst personality traits. He delights in tormenting those weaker than him, and he takes particular pleasure in electrifying people until they can no longer think straight. His heavy, buzzing accent has become a signature of his films, something he plays up for the audience.", hover: "A Starzuru Arisii - a wasp-like Alien man - with electric Metapowers.<br>Pennii is an adult performer for Degenerate Star Features who formerly served the Swarm.<br>He's a rare example of a male-presenting Starzuru.<br>It adds to his exotic charms as a performer. He is a cruel dom and crueller fighter, however.", see_also: ["Starzuru Collective", "The Swarm", "Starzuru Arisii"], see_also_number: 3, OVR: "National", UVR: "National - 0783", }, Covet:{name: "Covet", full_title: "Covet", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Covet is a Divine Demon who embodies the sins of Greed and Envy. She is highly dangerous despite her diminutive size, for she is capable of granting - but invariably corrupting - lesser wishes. Always clad in extravagant gold and jewellery, she works as a treasurer for HELL 4 U, an expert in cooking the books and extracting as much wealth as possible from their clients... though, given that they need to keep a close eye on her to ensure she isn't embezzling, this may be a moot point.<br><br>Covet stands at a mere three foot ten, not counting her foot-tall horns, curly and goat-like, which end in two-inch golden spike caps. She has bright purple skin, which grows to a pinker shade down her arms and legs, and she has massive, bat-like ears on either side of her head coated in black fur akin to her black, indigo-streaked hair, which is worn with her fringe over one eye and spills down her back with an expensive gold clasp keeping it in place. Her eyes are almost solid red, with small devious slit pupils, and she has a number of tiger-like stripes across her cheeks, mirrored on either side of her face as they dance around her bright red lips.<br><br>She is remarkably stacked for her size, plump just about everywhere except for a surprisingly pinched waist and her small, golden-clad hooves, affixed to digitigrade legs. Her hands are clawed, and she possesses a long, whip-like purple tail ending in a puff of black and indigo fur. Her arms and legs bear black stripes akin to those found on her face. Her outfit - if it can be called such - is entirely comprised of gold, as inflexible as one might expect, and gold-spun silks. She has decorative golden bracers and anklets, bands of gold around her upper arms and thighs, a golden belt that supports a silk-spun, shiny thong, and a decorative, cropped chestplate which strains against her bust - easily accessible from below - and collar-guards her neck. She has massive hoop earrings hanging from her ears, which flank a small but shiny crown affixed to her head. This crown, the center of her chestplate, her belt and her bracers all contain brilliant emeralds, which are by far her favourite gemstone, and an easy way to buy her favour.<br><br>While Lust may not be one of Covet's primary Sins, she indulges in it as much as any other Demon, giving her sexual appetite an edge of possessiveness and control. This is known thanks to eyewitness accounts of those who've managed to walk away from one of her wishes... but many aren't so lucky. It's rumoured that she's amassed a collection of living statues of pesky former Heroes and Villains!", hover: "A Demon who embodies Greed and Envy, dangerous despite her diminutive size.<br>This pintsize purple predator is clad in extravagant gold and jewellery at all times.<br>She is capable of granting wishes, but, of course, these wishes always backfire in some way...", see_also: ["HELL 4 U", "Demon", "Divine"], see_also_number: 3, OVR: "National", UVR: "National - 0892", }, Ember:{name: "Ember", full_title: "Ember", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Ember is a Divine Demon: a High Imp, to be exact, though she did not begin her infernal life this way. Once a mere Imp - not to be confused with the Alien species - Ember toiled away in Hell as a broodmother and minion for countless Dukes before she found herself unexpectedly hooked out of the aether and summoned to Earth, all at the hands of a very surprised bespectacled man.<br><br>As it transpires, he had been trying to summon a Succubus with a name a single syllable off of Ember's true name. It's just as well that he failed, given that the circle he'd drawn wasn't strong enough to handle the mere Imp, let alone a Succubus; Ember easily broke free, knocked her summoner out, and then stole his meagre collection of Magical objects. Now that she was on Earth, she needed a source of energy to keep her corporeal form intact, and thus turned to these trinkets and their lowly Magic for sustenance. Draining them into useless husks, Ember gleefully explored Earth, indulging in her freedom... doing much the same as she'd ever done in Hell - getting laid - but doing so far more on her own terms. As her Magic began to dry up, she laid plans to target low-level Mages and steal their objects, the draining of which became an unquenchable addiction. Things came to a head when she stole a particularly potent artifact from a history museum: upon drinking it dry, Ember's energy overflowed, causing her to ascend to the status of a High Imp: a far more powerful form of her original Demonic species.<br><br>While Ember can still dip into her Imp form - and indeed, must sometimes do so for its more efficient drain of her Magic reserves - she favours her High Imp form for egotistical reasons. We shall begin with her Imp form, which stands at three feet on the dot, a whole lot of curves packed onto such a short frame. Her High Imp form, on the other hand, is seven foot seven in all, those curves more evenly distributed yet larger still. In both forms, Ember has crimson skin of an ever-oiled sheen, and her body exudes heat akin to a heated bath. She has black wingbones with red membranes that darken at the extreme edges; these wings are comedically tiny in her original form but nigh-Draconic in scale in her High form. She always has a curling, whip-thin spade-tipped tail, longer in her High form, and a pair of bat-wing horns on the sides of her head that follow the same colouration as her back wings.<br><br>In both forms, Ember has Demonic slit eyes with glowing purple sclera and golden specks throughout. Her lips are onyx black and shiny, and her fangs are gleaming white, guarding a long, snake-like forked tongue. She has long, sharp ears decorated with golden piercings of different kinds down both ears, and her face has a soft quality as an Imp but a sharp, angular visage as a High Imp. Her eyebrows are black and jagged, and her hair is a messy, black fauxhawk with purple-dyed tips and shaved sides, which read 'HELL' on the left of her head and '4 U' on the right. She trends towards a single favoured outfit, which is enchanted to rescale to both of her forms: a tight black corset intentionally shrunk one size too small, affixed to booty shorts, both hewn from shiny leather and adorned with a belt with a silver skull-shaped buckle with glowing purple eye sockets. A pair of long black leather opera gloves and matching thigh boots with sharp heels graces her limbs, with fishnets connecting her corset to her gloves and tight choker above, and connecting her shorts to her boots below. Intricate golden bracelets and matching anklets adorn her wrists and ankles, and the stomach of her corset and cuffs of her gloves and boots are decorated in bands of amethyst, sapphire and emerald gemstones, along with the toes of her boots and the knuckles of her gloves.<br><br>Ember remains addicted to draining the Magic out of objects - and out of upstart Mages, for she has never quite forgiven the one who summoned her in the first place for his insolence, in spite of it being her opportunity for freedom. She works for HELL 4 U as a moderate earner, slinging spells with practiced efficiency, though she isn't above using simple weaponry to get the job done. She claims to have both mothered and fathered well over two hundred children - most of them before she was summoned out of Hell - but it seems she doesn't plan on leaving that figure static, given how eagerly she partakes in adult films to make some extra money. Still, despite her potential power, Ember is a rather lazy thing motivated by her own need: once she has enough Magic and money, she often becomes inactive until the funds run out.", hover: "A former Imp, now High Imp, who was summoned to Earth by a desperate nerd.<br>Ember escaped his summoning terms and stole his magical items to fuel herself.<br>After absorbing a major artifact from a museum robbery, she ascended.<br>Now a member of HELL 4 U, she desires to live the high (Imp) life with her earnings.", see_also: ["Demon", "Divine", "HELL 4 U"], see_also_number: 3, OVR: "National", UVR: "National - 0894", }, Raggoon:{name: "Raggoon", full_title: "Raggoon", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A professionally dubious woman, Raggoon is a Henchwoman for hire, an Animan with Raccoon aspects. A renowned baddie with a blistering arsenal of weapons at her beck and call, she's trained in just about every firearm imaginable, from the humble holdout pistol to cutting-edge Glowtech energy weapons. She seemingly holds no ambitions for anything other than steady and entertaining employment, and is known to be one of the most effective examples of her craft: the Pro Goon.<br><br>Standing at five feet eleven, Raggoon has deeply tanned skin of a healthy complexion. She has chestnut-beige hair with a face-framing bob, out of which sprout two raggedy, fluffy ears that often twitch in response to the slightest of sounds. A natural black band marking wraps around her eyes, encompassing the top half of her nose and the entirety of her forehead, and her eyes are a bright orange. Her naturally darkened lips are almost always twisted in a confident, flirtatious smirk, and she has a strong jawline accentuated by the cowl she always wears around her neck.<br><br>She has a fairly athletic body, albeit one filled out by hedonistic attitudes: she's plump in all the right places, that extra weight put too good use in hand to hand combat and shown off by her choice of costume. A raccoon tail bobs about behind her, bushy and striped with black, flaring out at the tip messily. She has natural retractable claws on her fingers and toes, painted black. Her typical attire consists of a tight brown and black bodysuit with an armoured navy-blue metal corset around her middle torso, with a brown leather jacket worn over that, which ends at her elbows. A neckerchief matches the colour of her jacket, which in turn is carried on by protective gloves that match her calf-high combat boots with thick, insulated soles. Straps and belts around her hips and thighs serve to squish and accentuate her plushness, and these purple belts contain clips for pouches, magazines, and weapon holsters. Finally, she has black kneepads and elbow guards. Her favourite weapons are a pair of .44 calibre magnums with additional ammunition types stored in her jacket, though depending on her job she can be seen laden with a whole armoury if she so chooses.<br><br>Raggoon has served over fifty different Villains and criminals by this point in her career, yet she's never been caught herself. She is, reportedly, a loyal fighter, but one who knows when the day is lost, having honed her ability to slip away when no one's looking. She defaults to a sassy and flirtatious personality when hired, but she offers a service wherein she can adopt several alternative personalities, drawing on her background as a classically-trained actor. These range from 'head over heels squeeze' to 'edgy loner' to 'simpering sycophant' and, increasingly popular, 'silent sally'. When she isn't on the job, she lives on a private island near the Isle of Bedlam, and it is rumoured that she herself is a third-generation Beast of Bedlam.", hover: "A Professional Henchwoman, Raggoon is a Raccoon-featured Animan woman.<br>Armed with an arsenal of weaponry and trained in deadly martial arts.<br>She's worked for many Villains and criminals throughout her career.<br>Comes with various personality options, defaulting to 'Sassy'.", see_also: ["Animan", "Isle Of Bedlam", "Beast Of Bedlam"], see_also_number: 3, OVR: "National", UVR: "National - 0932", }, Sjiir:{name: "Sjiir", full_title: "Sjiir", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Sjiir may look like a Baphomet Demon, but he is, in fact, an Alien. A talent scout for Degenerate Star Features and Metabeing of his species, Sjiir has the ability to lower the temperature of his immediate surroundings and cause flash-freezing and hailstorms. He is known to be a callous and immature individual, thinking little of laying claim to whatever he feels he deserves. His job as a talent scout - in reality, an abductor of potential stars - has put him into regular conflict with lesser Heroines and Villainesses.<br><br>Standing at a diminutive four foot nine, this height does not include his horns: tall, twisted and goat-like. His skin is an icy, frozen blue, with his eyes glowing a faint pink in the sclera and blue in the goat-style infinity-shaped irises. He has dark purple lips, swept but stiff fluffy ears, and silver hair with two thin bangs and a thick, fuzzy fringe. He typically delights in club-style fashion, albeit entirely drained of colour, gray as can be. Cropped jackets, fishnets, and shorts: typically joined by a pair of enchanted ice-hewn bracers around his forearms. His legs are completely covered in fuzzy, short fleece, silver as his hair, and he has a small bobbed spade tail jutting from the small of his back that quivers whenever he's excited. He has a fairly chiselled chest beneath his jackets, and he enjoys wearing shorts that're too... well, short, as they better pronounce his impressive endowment. Legwarmers usually cling to the upper portions of his plantigrade calves, and his feet end in hooves that darken at the very bottom.<br><br>A hedonistic and opportunistic man, Sjiir will happily take an inch and run with it for a mile. He has a cowardly streak, however, and will typically only engage with his prey once he's absolutely assured of his odds of victory. He often charges Degenerate Star Features heavily for his nights out at expensive nightclubs and bars, but his recruitment rate speaks for itself... for now.", hover: "A chilly goat-like Alien, he is a talent scout for Degenerate Star Features.<br>A callous and immature man, Earthlings are his favourite 'prey'.<br>He plays up his resemblance to a Demon, and likes to incorporate it into his films.", see_also: ["Degenerate Star Features", "Demon"], see_also_number: 2, OVR: "National", UVR: "National - 1138", }, Skarn:{name: "Skarn", full_title: "Skarn", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Skarn is an Alien Metabeing and a mercenary of ill repute. He is a hulking individual of amphibious nature, with many Frog-like attributes. A bruiser type with Meta-augmented strength above his kind's normal range, he is further augmented by a heavily protective suit of Power Armour with gravity-controlling capabilities, affording him bursts of agility and oppressive weigh-downs of his opponents. While he began his career as a member of his home planet's military, he grew tired of being undervalued despite his unusual strength and thus deserted, taking his armour with him and becoming a mercenary. He used his gains to upgrade his armour to the state it's in now, and eventually he found Earth, finding it a chaotic and entertaining place in which to peddle his business.<br><br>Skarn stands at seven foot eight in total, and he possesses pink and lavender amphibious skin: the majority of his body is pink, but the front of his torso up to his lower jaw are a pale lavender, with lavender circle splotches around his limbs and back. He has a massive, barrel-chested physique, with a flexible stomach that swells to impressive size but can just as easily be packed away into his armour when needed - albeit uncomfortably, which makes him grouchy, which in turn makes him a better fighter. His arms are thick and muscular, but nowhere near as much as his legs are, capable of tensing in a bend and then springing straight to let him jump and tackle with absurd strength. He has two fingers and a thumb on each hand, and two toes on his feet.<br><br>Skarn's head is Frog-like, and he wears black individual mono-shades over his eyes. His wide mouth extends from corner to corner of his head, and he can part his jaw to an imposing yawn, with his lips speckled with black that helps them stand out against his pink and lavender head. A pair of stubby aural protective caps grace the sides of his head, with small aerials standing stiffly like black horns. His armour is predominantly black in the undersuit, and rated for use in vacuum environments: the helmet retracts as needed, a dome of aqua blue when deployed, shallow given his lack of meaningful neck. The armour is then plated with a number of dusk-purple plates across the chest, shoulders, thighs, upper arms and neck, along with power tubes that connect to a portable power pack mounted on his back, which in turn powers the curved, transparent graviton bracers around his wrists. These allow him to manipulate his own gravity and that of his immediate surroundings, which he can use to hover, fly, and to weigh down his foes to entirely immobilize them - or worse.<br><br>Skarn has a love of Earth alcohol, though it takes him entire barrels to get drunk. He also has a love of Earth women, and in the just over two decades he's operated on Earth, he's sired several half-Alien offspring, the most infamous being Dart, his eldest. Dart desires to be a Hero herself, but will still help her dad when he asks. He's hardly winning Dad of the year, but he respects his daughter's ambitions and capabilities on the battlefield, different though they may be from his own. He's a known trash-talker during fights, and he shouldn't be underestimated.", hover: "An Alien mercenary of ill repute, Skarn is a hulking, augmented frog-like brute.<br>Father of Dart, along with who knows how many other half-breed offspring.<br>He possesses high physical strength, further augmented by his gravity-controlling armour suit.", see_also: ["Power Armour", "Dart"], see_also_number: 1, OVR: "National", UVR: "National - 1182", }, Combuster:{name: "Combuster", full_title: "Combuster", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Combuster is a Dragon girl from the Realms Realized, sealed into her humanoid form centuries ago. A Dragon who lives long enough to see their potential met - as gauged by their own perception of themselves - will evolve into a true Draconic form, and Combuster achieved this very goal. However, she became too greedy, expanding her territory too far and attracting attention beyond her ability to handle. A party of adventurers subdued her, and their Mage cast a potent spell to seal her back into her original form... minus a few feet of height. Since displaced from her home realm, Combuster has never been able to admit to her condition due to her pride not allowing it, which in turn keeps her stuck like this. She is quick to anger, and most of her acts as a Villain are effectively either tantrums or her destructively trying to lay claim to something she's decided she wants.<br><br>She stands at just four feet five in height, with an abundance of muscle tone and thickness packed into her stout, curvy body. She has red-hued scales, volcanic in appearance, with thicker black armour scales on the outsides of her arms and legs and paler, pinkish scales down her front and along the underside of her thick, short tail. Her head is graced with a pair of short but sharp horns that stand up stiffly from her head, black but covered in cracks filled with a flowing lava-like substance. Her mouth conceals two rows of sharp teeth and a long, forked tongue of impressive length, orange at the base and purple at the tips. This matches her eyes, which have purple sclera but blazing orange irises. Her hair is short and black, with orange streaks running throughout, kept short and fluffy between her large, pointed ears, capped with black scale point tips.<br><br>Her hands and feet are rather oversized for her figure, each capped with clawed digits. Her name stems from her unique ability: each of her palms features a calloused black-scaled opening that can contract and open at will, through which she can channel her breath attacks: scorching heat, made wider via opening the barrels or thinner and longer-ranged via tightening them. The fuel for this powerful pair of attacks lies in her chest, with each breast containing a fuel gland that converts anything she eats into fodder for her flames. While this explains the size of her chest, her wide, bountiful hips are the result of the slight miscalculations with the sealing spell.<br><br>Combuster has the potential to be a much bigger threat than she is, but that would require her to admit she's been cursed and seek out a cure for her condition. Until such time as she does so - if she ever does so - she remains a low-tier National threat, albeit one who should not be underestimated... and absolutely never, ever compared to a Kobold!", hover: "A Dragon girl who was sealed into a human-like form centuries ago.<br>Her pride forbids her from admitting she's cursed, yet she acts like she isn't a shortstack<br>She can unleash explosive 'breath' blasts from her palms, which is where her name comes from.", see_also: ["Dragon", "Realms Realized"], see_also_number: 2, OVR: "National", UVR: "National - 1186", }, Coagulate:{name: "Coagulate", full_title: "Coagulate", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Coagulate was once a Hero of virtue, and a classmate of Lillian - the girl who would become Assimihate after a horrific injury she sustained in the crossfire between a Hero and a Villain. He was there on the night that it happened, part of the same class, on the same trip. But he kept his secret identity a closely-guarded secret, and when the chaos began, he couldn't find a way to covertly slip away from his class to go change into his Heroic persona. This turned out to be a costly mistake: without his intervention, or so he feels, the incident escalated to the point where Lillian was hurt.<br><br>Stricken with guilt over this incident and his inaction throughout it, this Hero's career stagnated, all but disappearing from the public eye. When Assimihate was born and the Black Ichor Army was thrust onto the Villainy scene, his grief and guilt only deepened. He decided to take it upon himself to stop his old classmate, to help her see the light and pull up from this dark path she'd set herself on.<br><br>He failed. He was beaten, restrained, and infected by Assimihate's nanobots, intending to convert him into just another drone for the army. His final thoughts as a Hero were him holding onto the hope that she could be saved, and pledging to keep her safe until then. Then, the nanobots consumed him and left him not with a blank face, but a leering, fang-filled grin more akin to the unstable form of Hatex, Assimihate's mother. His willpower had proven strong enough to save portions of his mind, and thus Coagulate was born: an entity loyal to the Black Ichor Army, loyal to Assimihate, but... not exactly on the same page as them. His name stems from his irritating habit of interfering with plans by botching their execution, as well as his absurd durability and regenerative capability: he is, and has been treated as, a living punching bag.<br><br>Coagulate is a large, broad-shouldered man standing at seven foot three, with an extremely muscular form that is ill-defined due to the unstable, ooze-like texture of his flesh. His head is split down the maw and lined with oversized fangs, and his eyes are a glowing solid white, often twisted into a 'smiling' expression with his ever-leering mouth. A crop of short black hair swept back with purple tips sits atop his head. He tends to wear baggy, disposable clothing over his unstable body, usually filled with holes and tears from battle damage: a simple padded jacket and track pants are a common sight, as scruffy as can be. He tends to wear steel-capped work boots, but does not bother with gloves, as his primary method of fighting is to shapeshift his hands into oversized weaponry. He's capable of growing tentacles at will, and he can regenerate with terrifying speed if ever he is pierced or sliced: blunt impacts have very little impact on him.<br><br>Coagulate remains an irritating thorn in Assimihate's side, and yet he would fight to the death to protect her from harm. While he has been punished for his insubordination on multiple occasions, he always finds a way to slip out of his cell to 'lend a hand' on the latest caper. He's known to be a friendly sort to Heroes, blatantly never using his full potential against anyone but those who pose an actual threat to his mistress. He frequents neutral ground areas, and is known to enjoy a beer, despite his immunity to the effects of alcohol.", hover: "A former Hero corrupted by Assimihate, he retained some of his old personality.<br>A constant thorn in the side of his Mistress.<br>Coagulate is extremely durable, effectively a living punching bag.<br>Despite his allegiance to the Black Ichor Army, he cooperates with Heroes regularly.", see_also: ["The Black Ichor Army", "Assimihate", "Hatex"], see_also_number: 3, OVR: "National", UVR: "National - 1382", }, Han_Cannon:{name: "Han_Cannon", full_title: "Han Cannon", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Hannah 'Han Cannon' is one of the two leaders of the Old Boston Undercity gang, the Rust Dwellers. She rules the gang alongside her wife, Plenti, and originally stems from the Rust Raiders, rivals to the True Boston Dwellers until their takeover and marriage joined the two gangs under one roof. As a result, she embodies the anarchic might-makes-right, firepower-focused ideology of her original clan, focusing heavily on running the Rust Dwellers' offensive operations and heists against other gangs and civilian businesses up on the Sotapolis surface.<br><br>Hannah stands at six feet one, and is largely free of mutation save for her extremely pale skin and the wine-red streaks in her punky black hair, with a fringe worn over her missing right eye. She has a muscular, gym-honed build, though her left arm is notably thinner than the right by virtue of it being artificial all the way up to her shoulder, hewn from brassy-toned scraptek and ending in a junked-together buster cannon with a salvaged energy shield projector welded to it. Her body has many scars across its alabaster surface, including a small brass plate permanently affixed to the left-lower side of her abs. She has a sharp face that usually wears a harsh, cynical glare, and her eyes are bright of sclera but dark of iris and pupil. She's almost always seen with a black skull warpaint design across her face, covering her eyes, nose and upper lip. Between her bust lies a small amber-coloured chest implant which provides power to her prosthetic arm.<br><br>Hannah is rarely seen without a sleeveless brown and gray jacket, a brass-toned metal neckguard, and a full-sleeve gauntlet of rusty tones down her remaining organic arm, with harsh spikes on the bracer and a skull-shaped pauldron bashed together out of scrap remnants. Other than that, she wears whatever she can get her hands on: her artificial arm is often guarded by improvised pauldrons such as split tires, she enjoys fishnet but can rarely keep a pair intact for long, and she tears through waist-high pants with frightening efficiency. Improvised armoured boots are a common sight on her, even when at rest.<br><br>Hannah is a brutal fighter up close, but her preferred fighting style is to hang back and provide supporting fire via a variety of ammunition for her hand cannon, along with setting up shield defence for other support units under her command via her projector. While she may come off as unhinged, she's a brilliant tactician who has seen her gang overcome overwhelming odds time and time again, and she has a keen understanding of the capabilities of her men and those of her wife, Plenti. Alone, she's trouble. Together with her wife, they're a devastating duo, and together they're responsible for a great deal of Sotapolis' local crime.", hover: "One of the two leaders of the Rust Dwellers, wife of Plenti.<br>A scraptek-augmented Cyborg, her left arm is a scrap-hewn buster cannon.<br>While Plenti focuses on the infrastructure and drug production of their home, Han conducts raids.", see_also: ["Plenti", "Rust Dwellers", "Old Boston Undercity", "Sotapolis"], see_also_number: 4, OVR: "Local", UVR: "Local - 0091", }, Plenti:{name: "Plenti", full_title: "Plenti", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Plenti is one of the two leaders of the Rust Dwellers, alongside her wife and former rival Han Cannon. Once a member of the True Boston Dwellers, a collective of mutants and Alien remnants from the Invasion of Boston, Plenti and Han Cannon fell in love and overthrew their clan leaders to marry, combining their warring gangs into one effective faction. She represents the gang's mutant population - being a Fish-like Animan herself - and impressive drug manufacturing capabilities, using illegal Alien substances and hazardous chemicals to create new and bewildering concoctions on an almost monthly basis. Plenti is always the first to try these out, explaining her constantly inebriated state and psychotic, giggling attitude.<br><br>Plenti stands at six foot seven, her height the result of various mutative concoctions she's derived over the years: she originally capped out at four foot five! She has a thick body with an impressive bust and backside, all coated in azure scales that shine and sheen with the dim light of the Old Boston Undercity. Her face has much finer scales, with purple lips, ever-pinkened eyes with dot pupils, a sharp but slight nose, and triple-layered eyebrow scale ridges in black. She has cat-eye eyeshadow permanently tattooed onto her face, complete with two sweeping 'hooks' that run down her cheeks, curling around a single dot each and mirrored in design. Her ears are long, frilled fins with stiff blue spines connecting blue-and-purple membranes, which stretch, close and quiver in response to noise, the right of which is pierced with a gold ring right at the lower base. Her hair is black with an exaggerated swept fringe that hangs to the right of her face, purple streaks present throughout, and a number of fin-like spines jutting from the top and diagonals of her head like three mohawk lines.<br><br>She is curvy, to say the least, with a few darkened spots across her body where she's lost scales that'd grown back tougher and darker. She has a short-sleeved leather jacket in black, connected to a sewn-on purple fabric hoodie with matching toggles. A great many golden and silver chains adorn her neck and chest, disappearing into her cleavage. She adores fishnet, and unlike Hannah, she tries to take care of hers, wearing a full bodysuit of the stuff with flanking purple straps running down from her neck to her ankles. Shiny latex pants sling snugly to her hips and legs, with a purple sash belt worn high on her waist. She has a pair of scalloped purple and black bracers of Alien origin, which serve no practical purpose, other than to armour her arms and protect her savage claws. A matching pair of boots adorns her feet: she likes to brag that they belonged to Kargak the Conqueror, but this is almost certainly bullshit. A long 'tail' emerges from the small of her back, brilliant coral blues and pinks and purples, all finny frills that almost 'float' behind her with their light weight.<br><br>Plenti is known for carrying several combat-enhancing drugs on her at all times, present in vials she wears on her belt. These range from disabling her pain perception to causing temporary and savage mutations, giving her aspects of an Angler Fish with about as many manners. Outside of combat applications, of course, she also creates a great deal of recreational substances that help to keep the Rust Dwellers happy and compliant with their less-than-stellar living situation, though their base beneath Sotapolis is always growing with the spoils of their raids.", hover: "One of the two leaders of the Rust Dwellers, wife of Han Cannon.<br>A fish-like Mutant Animan, Plenti is a genius chemist and drug manufacturer.<br>She keeps her people high on combat-enhancing toxic drugs while Han focuses on leading gang attacks.", see_also: ["Han Cannon", "Rust Dwellers", "Old Boston Undercity", "The Invasion Of Boston", "Sotapolis",], see_also_number: 5, OVR: "Local", UVR: "Local - 0113", }, Minotrocity:{name: "Minotrocity", full_title: "Minotrocity", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Minotrocity is a Bull Animan and member of the Supervillain Organization known as Crush, where he operates as a general-purpose bruiser. Despite his name, he has absolutely no relations to any extant Minotaur strains, but he fits the part well enough with his mighty horns, brickhouse of a body and utterly minuscule temper.<br><br>Minotrocity is a towering man almost as wide as he is tall, with broad shoulders, a barrel chest, hooved legs and a total height of seven foot ten, eight foot four if you count his well-polished bone-white horns. He has a bull-shaped head, with dark gray short fur cladding his body, thicker around his lower half. A golden ring piercing hangs from his nose, and his black hair is swept back and left to grow wild and bushy, partially growing down the back of his neck and spine. He's rarely seen without a confident smirk on his face.<br><br>A large, diagonal scar of a dark brown colour is present across his chest, from top right to top left. He enjoys showing this off, so he typically wears an open, sleeveless coat that trails down to the backs of his reverse-jointed knees. Straps and ribbons torn from his enemies' outfits adorn his arms in a rainbow of victories, and he wears protective gloves with knuckle plates. His hooves are fitted with steel shoes that rise past the front for additional protection and kicking force, though he is mostly a puncher. A thin tail with a brush tip extends from his back, black like his hair.<br><br>Minotrocity is a recent hire to Crush, and he's making a name for himself as a lecherous but effective fighter. He is, however, easy to enrage... though while this does open him up to mistakes, so, too, does it make him a more fearsome foe to face!", hover: "A member of Crush, Minotrocity is a Bull Animan.<br>He has no known relation to any form or iteration of Minotaurs.<br>However, he looks the part! He's a brutal fighter, but low in motivation to do more than thuggery.", see_also: ["Animan"], see_also_number: 1, OVR: "Local", UVR: "Local - 0133", }, Six_Shots:{name: "Six_Shots", full_title: "Six Shots", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The outlaw known as Six Shots is a Starzuru Orumcee - a Spider-like Alien woman who would ordinarily be a member of that collective's Science Caste. Feeling underappreciated in her role, however, she decided to leave her homeworld and set out into the stars with a set of custom-made firearms for her four ancillary arms, drawing upon her expertise as a weapons designer for the army. She fell into the life of an outlaw, earning a reputation for clever plans down on the frontier worlds. Slowly but surely, he travels drew her back inwards, eventually putting her on a collision course with Earth, where she became a gun for hire for Villains. Her life's trajectory would change forever, however, when she fell ill.<br><br>The sort of expertise to cure an Alien condition isn't exactly easy to find on Earth, but this period of her life coincided with a high bounty that left her unable to leave the planet. She eventually found her way to a contact in The Hand, who agreed to do what they could for her... for a hefty price beyond her means. Learning much from studies of her body, The Hand were able to cure her of her previously terminal condition - but she escaped the icy hand of death in exchange for the possessive hand of, well, The Hand. Now heavily indebted to them, she works for them exclusively, both as a combatant and as a scientist supplying them with illegal Alien knowledge.<br><br>Six, as she's more commonly known, has dark gray skin of a slightly brownish tint. Her eyes are wide and glow solid golden yellow, and a pair of fangs hang past her darkened lips. She has sharp, pointed ears and bristle-like golden hair on her head that falls into two slim bangs to frame her face. A pair of stiff antennae adorn her forehead, twice-segmented and ending in golden tips. She stands at a mere four feet eleven in height, with a slim build. Four thin, segmented arms emerge from the middle of her back from a central chitin node, two reaching around and above her shoulders and the other two slung around her hips from below. Her main arms end in long-fingered claws, three per hand, and her legs end in two-toed clawed feet. The cuffs of the wrists of her main arms and her ankles are covered in stiff golden fur, swept upwards along her limbs.<br><br>She still dresses like an outlaw to this day. A burgundy red buttoned top hides a disposable armoured plate against her chest, combined with pants of the same fabric and colour that slip down into long leather leg guards that start at her thighs and end just past her knees, where the cuff fluff begins, just as the sleeves of her shirt must give way to the fluff of her wrists. A long white scarf turned cream with age adorns her neck, and she has a high collar around the back of her head, complete with a flat-topped western hat with a golden belt around the base of its rim. A pair of holsters are connected to a thigh-strapped waist belt around her hips, each containing an energized firearm. Her ancillary arms are tipped with two-clawed simple manipulators, often armed with her specialized miniaturized rapid pistols for each arm, allowing her to lay down hails of energy shots. She's rarely seen without a white and gold bandana around her mouth.<br><br>Six Shots clearly wants out of her contract, possessing no loyalty to The Hand for saving her life: she longs to return to the stars, but for now, her best bet is to cooperate. She strongly suspects that they have implanted a killswitch in her body when they were operating on her.", hover: "A Starzuru Orumcee - a Spider-like female Alien. A former loyalist of the Collective.<br>Feeling underappreciated in her role, she took to the stars as an outlaw.<br>After she became ill, she fell into debt with The Hand, and now works for them as a merc.<br>She has specially-crafted revolver mechanisms built for her four ancillary hands.", see_also: ["Starzuru Collective", "Starzuru Orumcee", "The Hand"], see_also_number: 3, OVR: "Local", UVR: "Local - 0185", }, Royal:{name: "Royal", full_title: "Royal", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Royal - not her real name, but the one we'll be using for convenience's sake, given that it is roughly twenty syllables in length - is an Alien who is the second-in-line to the throne of her homeworld. A lifetime of being denied the attention she deserves has resulted in a lifetime of petty rebellion and tantrums, which led to her forming a gang of miscreants and raising hell throughout her home system. Eventually, things came to a head after her father stepped down from the throne, passing the crown to her elder sister. Royal crashed the coronation in spectacular fashion - a large space-capable truck was involved, to help paint the picture - and her reward was to be exiled to Earth by her disappointed sister, who hopes that the Aegis Accord refugee program will help straighten her out.<br><br>This hasn't exactly worked, of course. Royal is just as bratty and temperamental as ever, and she quickly slipped her handlers on Earth in favour of starting herself a new gang to do her bidding, attracting the feckless and easily coaxed with exotic Alien substances, technology, and her punk sex appeal.<br><br>Royal is a icy blue-skinned woman standing at five foot three, with a hale and fit body that - in spite of her many vices - she is careful to maintain, with visible tone in her limbs and a trim stomach with slight abs. Her eyes possess bright seafoam sclera with harsh navy-blue pupils, seemingly absent of iris. Her hair is a bright dark-magenta, worn wild and rock, with a long fringe that often covers her face as much as it frames it. Her lips are a hearty pink, and she has sharp, short ears beneath her mane of hair. Light purple lines the undersides and outer edges of her dark-painted eyes, her lashes full and fluffy, and she has a sharp jawline overall.<br><br>Royal possesses a perky bustline and the hips to match. She's sure to show off this body at any given opportunity, favouring tight clothing that either gives too much away or covers everything <i>snug.</i> A jagged black tattoo runs down her spine, akin to a dying tree. Her typical outfit consists of a black bodysuit with a bright blue metal corset guard, over which she tends to wear a purple cropped leather jacket with a hood, spikes woven into the shoulders of it, with a black belt around the ribs that's typically left buckled but with room to sit open on her chest. A waist belt connects to several fashionable chain loops that run down to her mid-thighs, and a pair of spandex-like pants, utterly ruined with slits and cuts, brings a splash of purple over the black legs of her bodysuit. Simple armoured bracers decorate the outer edges of her forearms, ending in biker-style gloves. Her feet are protected by a set of sleek Alien-tech armoured boots with incorporated kneepads, sharp and angular with maglock technology to allow her to brace herself and to temporarily cling to surfaces, regardless of their metal content. She enjoys piercings and keeps several in rotation - due to a natural regeneration factor, however, she often has to get them redone. A set of celestial-themed silver piercings in her right eyebrow is a common sight, in the order of sun, moon, star and comet.<br><br>While Royal is not all that physically strong or agile beyond what her fitness would suggest, her kind are potent energy projectors. She is, fortunately, not a very studious woman, so her ability to use these energy-based attacks is limited, but still of concern to any Heroes who may find themselves standing against her. She primarily projects blasts from her hands, but has been known to bellow them from her mouth when particularly angry. Her gang is of little consequence, its membership effectively a revolving door given the quality of criminal she attracts... but fodder with something to prove can be dangerous - to Heroes, or to her!", hover: "Second-in-line to the throne of an Alien world, Royal is a Princess who demands attention.<br>Denied it by her family, she has spent her entire life acting out.<br>Exiled by her sister when she ascended to the throne after Royal crashed her coronation.<br>Currently on Earth, she leads a ragtag biker gang and takes whatever she desires by force.", see_also: ["Aegis Accord"], see_also_number: 1, OVR: "Local", UVR: "Local - 0326", }, Scav:{name: "Scav", full_title: "Scav", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Scav is a Reptilian Animan, born human but mutated via exposure to unknown substances in the Old Boston Undercity. While his condition has stunted his growth and left him rather frail, it seems to have done wonders for his mind: Scav is said to be capable of making just about anything if you give him enough duct tape and gum, and he's single-handedly responsible for much of the 'Scraptek' that powers the homes of the Rust Dwellers and arms their enforcers.<br><br>Scav is a brown-scaled man standing at a mere four foot two, with darker, tougher scales present on the outer edges of his limbs, concentrated on his hips and shoulders, and forming three ridges down the top and back of his head akin to thick cornrows. The scales of his face and stomach are a lighter, sandy tone and far finer in their size and texture. He has wide, yellow eyes framed by red markings across his sockets, with slit pupils. He has sharp teeth, a tri-forked tongue, and very short spike-tipped ears.<br><br>He has a slender build, highly agile but physically weak, along with a tail that's thin and about as long as he is tall, sandy on the bottom and darker on the top. His hands are somewhat oversized compared to his slender arms, though his nails are kept short and rounded via regular sanding. His legs are digitigrade, and his feet are three-toed claws with a reverse claw for good measure: he does not bother with shoes as a result, and indeed only rarely bothers with a shirt, favouring a jumpsuit that he typically wears tied around his waist from the waist up, accompanied with little more than a tool belt.<br><br>Scav is reportedly a fairly friendly individual, but he's just as hooked on Plenti's euphoric substances as any other Rust Dweller. He enjoys spending his time cooking up new weapons, armour and quality of life machines to improve life down in the Undercity, but a paranoid streak has led to him developing his own set of Power Armour for use in emergencies. He's known to have a lecherous streak despite his overall friendly attitude, and he particularly enjoys gambling as a means to unwind... and to get lucky.", hover: "A small Reptilian Mutant Animan, Scav is responsible for much of the Rust Dwellers' Scraptek.<br>Without his inventions, the gang would be a shadow of what it is today.<br>While not an active combatant, he is constantly upgrading and testing his own mech suit.", see_also: ["Rust Dwellers", "Animan", "Plenti", "Old Boston Undercity"], see_also_number: 4, OVR: "Local", UVR: "Local - 0571", }, Amelia_Crowe:{name: "Amelia_Crowe", full_title: "Amelia Crowe", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Amelia Crowe is a researcher in the employ of the Black Ichor Army, and a devoted follower of Assimihate and Hatex - or perhaps 'fangirl' would be more appropriate. An off-putting woman of dubious morals, she desires to see her beloved idols conquer the world, and will do everything in her power to make this happen as a creator of new weapons, transformations and nanobeast drones. Most Black Ichor Army researchers are anonymous for obvious reasons, but Amelia's identity is known because she blabbed about it on an anonymous image board and eventually got doxxed after disagreeing with someone about the quality of the game Derrick Souls II.<br><br>Amelia is a Human who stands at four foot eleven inches in height, with pale skin, heavy bags under her eyes and long, fluffy purple hair - supposedly her natural colour, likely a lesser Metamutation. This hair is long, messy, reaches down to the crack of her ass and flares out to either side of her body, with a long fringe that she tends to hide behind. Her eyes, too, are purple of a dusky, darker shade, and she almost always has a nervous grin on her face, as if she might turn tail and run at any given moment. She has a mostly slender body with thick hips and an accordingly ample backside, a result of much of her time being spent sat on said ass conducting her research.<br><br>Amelia typically wears the uniform of a Black Ichor Army researcher: a black bodysuit with slender pockets on the chest and hips, along with a white labcoat that is often splattered with purple and black stains. This bodysuit encompasses everything from the neck down with a tight collar seal, protective gloves and incorporated boots. Amelia has upgraded her suit with a few surprises, though she's only ever been involved in two fights as far as anyone online can figure out, one of which ended in her temporary capture and one of which ended in a draw. Her ranking as a Villain has far less to do with her own capabilities, and everything to do with the status of the Black Ichor Army and her inventions she's made for them: it's rumoured that the infamous SLAB monstrosity was her project, and it's why the leaking of her identity didn't result in her expulsion, kept around in spite of her lapse of judgement.<br><br>Amelia claims that she and Assimihate are an item. Journalists are not stupid enough to reach out to the Global-threat Supervillain for comment, so this is left to oft-debunked theory online.", hover: "A researcher for the Black Ichor Army and devoted follower of Assimihate and Hatex.<br>An unhinged woman who desires to see her beloved idols conquer the world.<br>She's one of the brightest minds of the Army's research division, but has an off-putting personality.<br>Her identity was revealed when she gushed about it online on an 'anonymous' image board.", see_also: ["The Black Ichor Army", "Assimihate", "Hatex", "SLAB"], see_also_number: 4, OVR: "Local", UVR: "Local - 0991", }, Rabble:{name: "Rabble", full_title: "Rabble", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Rabble is a minor Villain who, despite over a decade of activity, has remained low in the Local-threat rank. This is in spite of his incredible power: she is capable of reaching into their other timelines and thus can recruit his own assistance. However, her timeline varies significantly from line to line, with many potential changes having happened to him at various points in their history. Rabble's gender - birth or presented - is often a roll of the dice, and this is but a preview of the primary problem Rabble faces as a Villain.<br><br>Rabble simply cannot agree with himself. They argue constantly over her ideology, if she even has one at all. They hatch grand plans but then she'll disagree on the execution of them, over how many him's they'll need to achieve her goal, over how much money she should spend to prepare, over what gear he'll need, etcetera etcetera unto infinity.<br><br>It is fairly pointless to describe Rabble's appearance, given that Rabble himself in this timeline has been replaced by one of her timeline doubles on multiple occasions after losing fights and squabbles to themselves.", hover: "A rebel without a cause, Rabble has an incredible power but squanders it completely.<br>He's capable of reaching into his other timelines and recruiting her own assistance.<br>Unfortunately, they can never settle on a goal or ideology to follow through.<br>Even worse: neither can the rest of them!!", OVR: "Local", UVR: "Local - 2932", }, Death_Roll:{name: "Death_Roll", full_title: "Death Roll", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Death Roll is a hulking Crocodilian Animan and criminal, having served as both an enforcer for criminal syndicates and as an independent crook. A brutish reprobate of a man, he needs little in life to be happy: a fat wallet, a full fridge, and a woman or five by his side. He's blessed with immense strength and shocking agility for his size, physical abilities, which are joined by a rudimentary grasp of Voodoo from his mother.<br><br>Death Roll stands at seven foot seven and has a heavily Reptilian body. He is covered in olive green scales, greener down his back and towards the ends of his limbs and lighter in a more yellow tone down his stomach. His head is rather monstrous, possessing a wide maw full of sharp teeth, his biology favouring width over a Crocodile's typical length. He has thick, hardened dark scale ridges for eyebrows, and absolutely no hair on his head, instead possessing more of those raised ridges down the center line of his scalp, akin to a short mohawk. He has golden and green eyes with competing swirls of these colours, and flat nostrils in the center of his face. His tongue is unusually long, a soft purple within his massive maw.<br><br>His body is every bit as built as his strength would suggest: his shoulders are as broad as a barn, his hips are wide, and his limbs are packed with muscle, his hands and feet ending in webbed fingers with blunted, hard claws. His typical attire consists of a pair of shorts and an open vest, which allows him to show off his collection of scars across his chest and stomach. A rosary-style necklace is usually hanging around his slab of a neck.<br><br>Death Roll is wanted in connection with several assaults and enforcement jobs. He is a known lecher and is thought to have fathered a number of illegitimate offspring. Originally hailing from New Orleans, he has since moved to New Chicago for a fresh start after the heat got a little too much for his home turf.", hover: "A hulking Crocodilian Animan, Death Roll is an uncomplicated brute of a criminal.<br>However, his powerful strength is joined by a rudimentary grasp of voodoo: a family business.<br>While fairly powerful, he's an aimless thug.", see_also: ["Animan", "New Chicago"], see_also_number: 2, OVR: "Local", UVR: "Local - 3281", }, Snafu:{name: "Snafu", full_title: "Snafu", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Snafu is a Buccabuu, which is a deeply unfortunate thing for the planet Earth. A pest species of Alien Monster, the Buccabuu's intellect and sapience are secondary to their immensely destructive life cycles and capacity to breed en masse. While a Buccabuu can eat just about anything, their favourite food - a vital part of their diet - is metal, which they're capable of consuming, breaking down and repurposing into their own bodies as they grow their natural armour. They can eat several times their own body weight in a single day, which is a problem given that despite their short stature, Buccabuu are <i>dense</i> little blighters.<br><br>Snafu is, like all of her kind, onyx black of skin, her four foot on the dot body having the appearance of wearing a shiny black bodysuit. Over this artificial-looking flesh, Snafu has bright, coral-orange metal plating naturally growing from her body, giving her a strangely sci-fi Power Armoured look despite it all being her. Her black flesh is squishy but firm, whereas her coral armour is much sturdier but still capable of bending and flexing with her movements. This armour consists of a flat orange chestplate, two hip guards, a slinky metal 'thong' with an impressive bulge in the front of it, two thigh bands, armoured calf guards up to her knees, two shoulder bands, upper arm guards and intricate-looking gloves up to the elbows, complete with metal plates down the backs of her hands and on each segment of her long, clawed fingers. A long, black, thin tail sprouts from the small of her back, laden with bands of coral metal and ending in a matte-black brushy tip. A circular mount in her chestplate houses a small display screen, connected to two power pipes that run up either side of her neck and down onto a jetpack mounted on her back: this was invented rather than grown, but has been fully fused into her body's armour now.<br><br>Like all Buccabuu, Snafu has a natural-grown helmet that fully encompasses her head. A clear visor protects her face, and two massive, blade-edged ears jut from the top of this helmet, the inner edges coated with coral metal. A pair of swept black spikes jut from the bases of her ears inwards, and a series of black spikes crests the top of her 'scalp' like a mohawk. Her mouth looks to be a solid plate of coral armour, but it's capable of splitting open to reveal her massive maw, a grin from ear to ear - so to speak - lined with a mixture of sharp and blunt teeth for chewing her metallic mineral treats, all guarding a purple tongue of ridiculous length. The visor across her face keeps her features in shadow, save for a pair of beady, smiling eyes that glow a bright orange, and a v-shaped crest on her forehead which glows brighter the more well-fed she is, sometimes pulsing as she speaks (which she can do whilst barely opening her mouth).<br><br>Snafu should be detained on sight if encountered, as her presence on the Earth is highly illegal under the Aegis Accord. She should not be underestimated, however, as she is a wily individual and a keen inventor of traps and temporary weapons. In particular, Heroines and Villainesses alike should take great care around the cunning little Monster: as she is fully matured, she now desires to do what all Buccabuu desire to do... breed, breed, breed!!!", hover: "A Buccabuu, an Alien pest species who consume metal and grow their own armour.<br>Snafu's presence on Earth is highly illegal, but ask her if she cares.<br>She strongly desires to breed, as all Buccabuu do, so that her offspring can prosper.", see_also: ["Buccabuu", "Aegis Accord"], see_also_number: 2, OVR: "Local", UVR: "Local - 4021", }, Mumble:{name: "Mumble", full_title: "Mumble", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Mumble is a Foam Goblin, a displaced Fae of the Realms Realized. She insists that she's a mutant under the belief that such a status is a requirement to live among the Rust Dweller gang in the Old Boston Undercity, though she is mistaken about this. She believes, however, that being told this is just a form of hazing she must endure and resist... an odd girl. Regardless, the Rust Dwellers welcome her to their ranks as a talented graffiti artist and occasional ride-along for their raids, as her methods of artistry are equally methods of dealing danger.<br><br>Mumble is a short woman who stands at four feet five. She has seafoam-blue-green skin and a curvy body for her diminutive height. She has tall, stiff Goblinoid ears with a faint purple hue to their inner skin, flanking a swept-back crop of black hair with electric cyan dyed tips. She often wears a hood up with her fringe swept up in front of it in this manner, above a black gas mask with bright white lenses and a central respirator can - not many people have seen her face.<br><br>She typically wears a black jumpsuit open around the chest, with a harness top and a series of belts for hanging spray cans and tools to maintain the elaborate contraption on her back: a bulky series of canisters attached to two pressurized paint sprays that're slung over her shoulders like cannons. Her brass-coloured armoured gloves contain controls for these cannons, enabling her to turn them on a limited arc, load them with up to two different paints or mix up any number of them, restrict and expand the nozzle for distance and spray width, and, of course, open fire! She matches these gauntlets with a pair of boots, which are entirely protective and serve no other purpose.<br><br>Mumble is named for her refusal to remove her gas mask, making an already quiet voice even more tricky to discern. She's always on the lookout for ingredients to make her paint 'pop', and unfortunately finds herself drawn to hazardous substances above all else... sometimes toxic pink really is toxic!", hover: "A Foam Goblin, Mumble is a Fae who insists she's a Mutant.<br>She lives with the Rust Dwellers - who do not care that she's really a Goblin, but she insists.<br>She's a talented graffiti artist, but she insists on using toxic by-products in her paint to 'get the glow just right'.", see_also: ["Fae", "Realms Realized", "Old Boston Undercity", "Rust Dwellers"], see_also_number: 4, OVR: "Local", UVR: "Local - 4718", }, Marisa_The_Malcontent:{name: "Marisa_The_Malcontent", full_title: "Marisa The Malcontent", category: "Codex - People - Supervillains", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Marisa the Malcontent is one of several clones of Gloria Bella, created by an unknown organization that believed that her intelligence was the result of an undiagnosed Metapower. This theory may have borne some fruit, as Marisa and her sisters are unusually intelligent, albeit all possessed of individual quirks... usually singular. Marisa is possessed of <i>several</i> quirks, a notably neurotic woman who was considered to be the runt of the litter. While many of her sisters quietly assimilated into civilian life, Marisa held ambitions to use her prime intellect - addled though it may be - to become the world's greatest Supervillain.<br><br>As she currently sits near the very bottom of the Unofficial Villain Rankings, you can imagine how well this quest is treating her.<br><br>Marisa is a Metabeing whose powers bless her with an above-average intellect and a capacity for quick learning. However, more impressively, she has the ability to bend the rules of reality for the sake of her inventions: so long as something 'more or less' makes sense to her when she creates it, it will work! However, these inventions are vulnerable to scrutiny from others who know more about the subject than she does: if one such invention is called into logical question by someone, and Marisa cannot adequately explain how it functions, reality will take sharp notice of her mischief and the invention will cease to function, either simply breaking or outright falling apart on the spot. This is how many of her Villainous capers end: in a pile of junk that should have never worked in the first place, on the verge of bawling her eyes out. However, if Marisa's logic is sound - or sound <i>enough</i> - then her invention may cement itself in reality instead.<br><br>Marisa is a tall Human woman with unnaturally pale skin, a side-effect of her cloning process not coming out <i>quite</i> right. She is surprisingly tall, standing at six foot three, with a rather 'lanky' figure: her limbs are somewhat overlong, though she is filled out with a pleasantly proportional hourglass figure, largely a result of fastidious fitness that borders on the compulsive. She has a sharply defined face with a slender jawline, a button nose, naturally purple lips and wide, expressive and often <i>terrified-</i>looking eyes, with pinprick pupils that dart about suspiciously even at rest. She has messy, short black hair with purple streaks throughout, and usually wears a black sweatband with purple stripes across its top and bottom edges to keep her fringe out of her face.<br><br>Marisa's Supervillain outfit is rather extravagant beyond her rank: plum and midnight purple shades run across her costume, which affects the appearance of a Victorian scientist with modern gothic sensibilities. A buttoned-up waistcoat in plum purple sits above a black dress shirt, with a black armoured collar around her neck, complete with an emergency respirator in purple. Feathered shoulder pads give way to the sleeves of her shirt, before those disappear into a pair of plum and midnight purple bracers of a barrel-rounded design. The right of these bracers contains a mint-green display screen and terminal keyboard for controlling her portal device, one of her only truly functioning inventions. Her hands up to the wrist are cybernetic with a silver base with plating of her colour scheme placed on the back of her hand and around each finger - she was born without hands due to the aforementioned issue with her cloning process.<br><br>Back to her torso, her hips are clad in a purple, slanted skirt with two belts, one worn looser and diagonally, which give way to her long legs clad in insulated black leggings, often taped up to repair damage they've sustained over the course of her 'Villainy'. A pair of black and purple boots with pronounced heels adorns her feet. She is rarely seen without a black mask around her mouth, which contains two gas filters on either side of a rather terrifying 'smile' decal, which she claims exists to make her look more approachable, unaware that it looks incredibly off-putting.<br><br>Marisa's ambitions are at complete odds with her success rate as a Villain, which is so dire that she doesn't actually have a criminal record, nor is she considered a Villain by the Official Threat Rankings. It is something of a running joke within the UVR community to keep her at the very bottom, though this is often countered by people on the grounds that it's vandalism. She will occasionally gain an Unofficial Hero Rankings whenever one of her lesser schemes ends up positively impacting her community, though this inevitably gets removed for falling under a rarely-invoked harassment rule, as Marisa strongly rejects the label of 'Heroine'. Marisa's desire to be taken seriously as a Villain stems from her ideology and her belief that society as it currently exists has stagnated, with Heroes maintaining a negative status quo that she seeks to change via her role as the Villain.<br><br>As a result of this genuine desire, Marisa, paradoxically to her miniscule rank, is a highly-watched and updated page on the Unofficial Villain Rankings. In spite of this, she is often struggling to make ends meet, made all the worse by the simple fact that few, if any, Villains wish to work with her and her largely unreliable inventions. Despite these struggles, when she isn't scheming, she's often volunteering to do basic DIY and repair jobs for people in her local community, who she's convinced are unaware of her true nature as a Villain. They know, of course, because Marisa's poker face is legendarily terrible. They simply see her for the kind-hearted woman she is, neuroses and all, and not the Villain she aspires to be.", hover: "An extremely ambitious but terribly rubbish Supervillain.<br>It is a running joke of the Unofficial Villain Rankings to keep her at the bottom of the Local tier.<br>In fact, Marisa has done far more good deeds for her community that Villainous ones.<br>Despite this, she vehemently rejects the label of 'Heroine'.<br>A clone by birth, she has cybernetic hands and is a genius inventor... but a clumsy one.", see_also: ["Gloriabella Particle", "Trip D"], see_also_number: 2, OVR: "Not Ranked", UVR: "Local - 5173", }, /* ^^^ PEOPLE - SUPERVILLAINS END HERE vvv PLACES - EARTH BEGINS HERE */ Sotapolis:{name: "Sotapolis", full_title: "Sotapolis", category: "Codex - Places - Earth", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Sotapolis - originally known as the 'State of the art Metropolis' but referred to as its current name by the workers who built it - is one of America's most modern cities, created over the ruins of Boston as destroyed in the Invasion of Boston. Designed from the ground up to take advantage of renewable energy sources and centuries of hindsight of urban planning, it is a major centre of commerce and habitation alike, with a thriving entertainment scene, a robust public transportation network, and a vertically-minded layout which features prominently in its commercial and technology districts, with many of its towers linked by skybridges and featuring discrete solar panelling. It was even designed with air lanes for private aircraft of tomorrow - that is, tomorrow by the standards of when it was built. It is defined by brass, gold and silver tones with splashes of lapis lazuli blue across its windows, and considerations were made to keep the streets well-lit at all times of day, with a focus on creating warm, atmospheric lighting even when surrounded by gigantic spires at night.<br><br>When Boston was levelled by the invasion of Kargak the Conqueror, the Sotapolis project attracted a great deal of funding to see its ambitions realized. Despite objections from a minority of residents of the destroyed city who sought a more faithful recreation of the historical sites it once contained, the excitement and paranoia of mankind's first overwhelming, undeniable contact with a hostile Alien force thrust most of the nation's focus and thoughts towards a second wave of futurism. Progress was demanded, and these voices fell by the wayside. Boston would not be as it once was, but a symbol of the speed of Mankind's progress, a blueprint for how cities could and should be.<br><br>Until now, the experiment was almost universally hailed as a success. Sotapolis has a very high population cap and has remained decently affordable despite its cutting-edge nature, with particular praise given to its natural parks and their scale. However, as America continues to develop, Sotapolis finds itself in need of room to expand: room it is denied. To the north lies a gigantic lake created by ground zero of Kargak's attack, its southern edge a dam that prevents the Old Boston Undercity from being flooded. To every other direction bar the Atlantic Ocean shoreline lies Old Boston, the original Boston outskirts that survived the destruction wrought by Kargak's excavation operations, which blurs with its surrounding townships. When developers seeking to expand Sotapolis began to buy up Old Boston property and commence demolition, the tight-knit community of the old city remnants banded together in a pact to refuse to sell, leaving Sotapolis unable to swell to keep up with its needs.<br><br>Now this situation has drawn national attention and scrutiny. Proponents of Sotapolis decry Old Boston as outmoded, hazardous to human occupation given the age of the buildings and the damage they (may have) sustained in the invasion, and of standing in the way of progress. Defendants of the historical city outskirts cling to what history remains in this area, and are quick to draw the visual parallels of Sotapolis' highly raised foundations over the Old Boston Undercity below it: it is a city that stands apart from the Nation on which it was built, looming above all.<br><br>As space becomes scarcer in the city and developers are refused attempts to encroach onto its natural parks or to expand over the memorial lake, the price of living in Sotapolis continues to rise, and the tensions between Boston residents new and old - many of whom were moved to the city for next to nothing as refugees from Rafton - continues to grow.", hover: "The 'State of the art Metropolis' build over the destroyed city of Boston.<br>One of the most technologically-advanced cities on the planet.<br>It stands in stark contrast to the surrounding Old Boston remnants.", see_also: ["Old Boston", "Old Boston Undercity", "Rafton", "The Invasion Of Boston", "Ground Broken On Regeneration Of Boston", "Sotapolis Is Dubbed Complete"], see_also_number: 6, }, Old_Boston:{name: "Old_Boston", full_title: "Old Boston", category: "Codex - Places - Earth", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Old Boston refers to the remaining remnants of the city of Boston, the outskirts that were spared destruction from Kargak the Conqueror's heartless invasion. It now surrounds Sotapolis on all sides but the shoreline and the 'lake' to the north, having slightly expanded in the wake of the invasion and thus blurring into surrounding township lines. While initially a cause for concern for these townships, the surrounding area now considers itself to be in something of an alliance against the growth of Sotapolis, a once symbiotic relationship souring as the mighty city of tomorrow today reaches its current population cap.<br><br>Old Boston is defined by its history, with particular community care given to its remaining landmarks; both those considered to be such before the invasion, and surviving structures elevated in public perception after the invasion. For an example of the former, the surviving half of Chinatown sits in the shadow of the raised foundations of Sotapolis, where public perception of the neighbouring city is at an all-time low, especially given how the elevating transit tunnels that convey visitors and commuters from sea level to Sotapolis' level must drive through this area. For an example of the latter, one need look no further than the Silver Barrel; once a pub of little consequence that achieved legendary status as a temporary headquarters of a combined force of Heroes and Villains while they stood against the invasion. To this day, it remains a neutral ground zone for Supers.<br><br>The Old Boston Undercity and Old Boston itself have an uneasy relationship. Outside of the Rust Dwellers and the Boston Beasts, the lesser gangs that plague the Undercity view Sotapolis as too high stakes for them to bother with: Old Boston is easier pickings. What they don't expect, no matter how many times this lesson is taught, is the ferocity with which the stubborn residents of these old buildings will fight to protect their homes: Old Boston has perhaps the single highest population of Local-tier Heroes in the country per-capita.", hover: "The outer remnants of the city of Boston, mostly spared destruction from the invasion.<br>It now flanks Sotapolis from most sides, and struggles against its expansion.<br>Its historic buildings paint a stark contrast against the gleaming spires of Sotapolis.", see_also: ["The Invasion Of Boston", "Sotapolis", "Old Boston Undercity", "Rust Dwellers", "Boston Beasts", "Ground Broken On Regeneration Of Boston"], see_also_number: 6, }, Old_Boston_Undercity:{name: "Old_Boston_Undercity", full_title: "Old Boston Undercity", category: "Codex - Places - Earth", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Old Boston Undercity is the ruins of the original Boston, as destroyed in the Invasion of Boston, over which Sotapolis was built upon a raised, reinforced foundation plate. Now shielded from the elements, the crumbling buildings of the old world are tiered down towards the north end, where ground zero of the Alien excavation efforts was most intense, terminating in a flooded section dammed from the artificial lake left in the invasion's wake. Home to criminals, outcasts, Alien remnants and individuals mutated from exposure to Alien chemicals and radioactive elements left behind from the destruction of Kargak's mothership, many of whom came to Boston after the invasion with the intent to salvage this technology, only to fall victim to it.<br><br>While the Undercity is home to a number of criminal gangs, it is most infamously the stomping grounds and home of the Rust Dwellers - a combined pair of gangs brought under one roof by the marriage of its leaders, Han Cannon and Plenti. Projecting a unified front against the smaller gangs and scavengers of the Undercity, the Rust Dwellers have been able to spearhead a major rejuvenation of the forbidden zone beneath Sotapolis, often stealing energy and resources from above to accomplish this. What was once a nigh-inhospitable zone of darkness is now a paradise for exiles, featuring its own economy, entertainment and utterly anarchic culture. Buildings new and rebuilt stretch across the tiers, with catwalks and bridges set up to connect them and reinforcements set in place to prevent further collapse. Much of the ceiling of the foundational plate of Sotapolis is now strung with fairy lights and graffiti, creating an artificial night's sky. Much of the lighting is salvaged with a 'take what you get' attitude, leading to portions of the Undercity being entirely painted in coloured lighting.<br><br>Many pieces of Alien technology still exist down in the Undercity, buried beneath rubble or submerged in the flooded north. The Rust Dwellers consider it their property, but that doesn't stop criminals - lesser and greater - from trying their luck from time to time. Access to Sotapolis directly is possible, but difficult: the foundational plate features layers of a sewer and water filtration system (which the Undercity hooks into, naturally) which must be navigated first, and thus most raids into Sotapolis take place via leaving through the far more accessible Old Boston exits first.<br><br>While the Rust Dwellers own much of the Undercity, this is only true of the developed areas. Half-feral Alien remnants and more severely warped Mutants exist further down to the flooded shore, deeper into the dark and twisted labyrinth of the destroyed streets of the old city.", hover: "The destroyed city of Boston, paved over for the construction of Sotapolis.<br>Awash with ruined buildings, flooded areas and parts of Kargak's mothership and mining bases.<br>Now home to Alien remnants, mutants, criminals and outcasts: an exile's paradise.", see_also: ["The Invasion Of Boston", "Sotapolis", "Old Boston", "Rust Dwellers", "Han Cannon", "Plenti", "Ground Broken On Regeneration Of Boston"], see_also_number: 7, }, New_Chicago:{name: "New_Chicago", full_title: "New Chicago", category: "Codex - Places - Earth", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "New Chicago is a historic city with origins steeped in criminal intrigue, a tradition carried through to this very day. When Chicago was all but destroyed by the Great Chicago Fire, an optimistic redesign of the city of the same name to be built upon the ashes immediately fell into hardship and budget constraints. As the debt piled up and the city planners needed the moment as soon as possible by any means, the door was opened to less legitimate parties to help cover the cheques, cementing New Chicago as simultaneously being a paradise of industrial progression and a hell under the control of criminal families, who would see it prosper during the Great Depression at the cost of its surrounding communities.<br><br>For a long while, New Chicago was unofficially ruled by the Commission, a syndicate of Mafia families in text, yet an extension of the dominance of the Parrillo Family in reality. When the Commission was forcibly disbanded, things got worse, fast: New Chicago practically became a warzone as Villains and criminals worked to try and fill the power vacuum left in the Commission's wake. It wasn't until the city's current Mayor - the Villain known as Smoke and Mirrors, or SaM - took over by winning her election legitimately that the city's fortunes once again turned for the better, now enjoying its second decade of rejuvenation after the seizure of assets from many of SaM's rivals.<br><br>New Chicago is an absolutely thriving city in spite of its origins, a mixture of sweeping gothic architecture and modern sensibilities. It has become a major hub of Superpowered combat sports, with SaM capitalizing on Superpowered rivalries to turn settling them into major spectacles. While the city is still undeniably corrupt, it's careful to share the wealth: perhaps not <i>equally,</i> but enough to keep the vast majority of its population on-side.", hover: "New Chicago was built when the original Chicago was mostly destroyed in a historic fire.<br>It is a city dominated by organized crime since its rebuilding.<br>Nigh-considered a warzone for years, it has prospered under Mayor SaM (Smoke and Mirrors).", see_also: ["The Great Chicago Fire", "Saint Valentines Day Bloodbath", "Collapse Of The Commission", "Smoke And Mirrors Becomes New Chicago Mayor", "Smoke And Mirrors"], see_also_number: 5, }, Rafton:{name: "Rafton", full_title: "Rafton", category: "Codex - Places - Earth", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Rafton is an artificial floating island, city, and former state of America. Once prosperous, it is now in a state of absolute anarchy, with a high population of Mages who stand in contrast to its dark spires and neon lights. It was originally created by the Serasera corporation as a research outpost and business park for use by the corporation and its partners. After the invasion of Boston saw much of that city annihilated, Serasera agreed to sell the entire island to the United States Government so that it could be turned into a city of refuge for the countless people displaced by the invasion: not just Bostonites, but people from areas affected by the tidal activity created by the invasion's excavations. The newly-formed city immediately prospered, but this would not last.<br><br>As Sotapolis was built over the ruins of Boston, business began to dry up in this experimental city in favour of the newer, better-planned Sotapolis, especially as a great deal of Rafton's population was able to move to the new city for next to nothing upon its partial completion. Things truly changed for Rafton when the Sorceress arrived: a woman so powerful that she claimed the very name of her discipline for herself, becoming the embodiment of Sorcery. Petrifying the entire board of one of the city's largest remaining corporations and claiming their assets, the Sorceress announced her presence to Rafton as its conqueror, setting her Magic upon any who dared question her newfound authority. In turn, her presence invited Mages of all stripes to flock to the island, for if she saw something of value there, surely it must exist.<br><br>Rafton was transformed into a rogue state with a high population of Mages from across the Disciplines, be they Divinistic, Classical or Modernistic. For a time, an uneasy peace reigned under the Sorceress, albeit one where the crime rate rose by the week as all but the most stubborn or incapable of residents left the city. But then the Sorceress was assassinated one day, and Rafton plunged into anarchy from which it has yet to recover.<br><br>The city has no leadership. Its economy is entirely criminal; the black market is the sole market. It is a haven for Mages brave enough to carve a slice of its vertically inclined central island for themselves, and a final destination for many a Villain and criminal who have burned too many bridges elsewhere... or simply wish for the privacy afforded by a place where few journalists dare to tread. Open gang warfare and Mage rivalries paint the neon streets red and purple, with the walls of reality weakened and allowing all kinds of entities from beyond the mortal plane entry to this one: the rate of Fae in Rafton is rising by the day. It is said that there are no Heroes in Rafton: merely survivors.", hover: "An artificial floating island created by Serasera Corp as a research outpost.<br>After Boston was destroyed, it was sold to the US Government and became the 51st state.<br>While it briefly prospered, it fell into economic crisis when Sotapolis was completed.<br>It was then conquered by The Sorceress, becoming a haven for Mages until her death.<br>It is now an anarchist island of Mages vying for dominance and criminals taking whatever they can.", see_also: ["The Invasion Of Boston", "Rafton Becomes An American State", "Rafton Is Conquered By The Sorceress", "The Sorceress Is Assassinated", "Serasera", "Sorcerer", "Magic", "Fae"], see_also_number: 8, }, Queendom_Of_Faizaria:{name: "Queendom_Of_Faizaria", full_title: "Queendom Of Faizaria", category: "Codex - Places - Earth", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Queendom of Faizaria is a former micro-realm of the Realms Realized, that was fused to the mortal plane off the east coast of England and Scotland during a Villain scheme. A powerful reality-warper known as the Playwright attempted to fuse all of the Realms Realized to Earth, and it was by the deeds of Heroes and Villains from both Earth and Faizaria that this plot was foiled; at the cost of the realm becoming permanently displaced in the single largest Fae displacement event in history. This has, largely speaking, been a boon for all involved: the presence of Faizaria brings a substantial amount of tourism to the United Kingdom, and the Fae who hail from the Queendom adore mortal kind as much as all Fae are wont to do.<br><br>Citizens (and descendants thereof) of Faizaria make up somewhere around 86% of the world's Fae population. Primarily populated by Elves (with the Queen herself being one), it is host to a great variety of Fae entities besides them. It now serves as a member nation of the United Kingdom, though the UK's Monarchy has no authority there (insofar as their Monarchy has authority to begin with). It consists of Faizaria itself - a massive castle town with great walls surrounding it, with a river cutting through its center - and a variety of biomes alien to the planet Earth, from the subtly different plains and mountains to the strange and exotic silver desert.<br><br>Since Faizaria arrived on the scene, the rate of half-Fae births has increased dramatically. It is said that what happens in Faizaria (with its high tourism from around the world) stays in Faizaria, but that doesn't quite ring true for babies. It is an extremely liberal society, bordering on outright libertarianism, with many of the laws of the United Kingdom either not applying to it or simply being followed 'selectively'. In turn, the money it brings in prevents anything more than sabre-rattling in response.<br><br>In short: imagine Vegas, but with Fairies, and the castles are real.", hover: "A micro-realm of the Realms Realized that was fused to the mortal plane.<br>It is now a nation of the United Kingdom.<br>A large percentage of the world's Fae and Fantastical population hail from Faizaria.", see_also: ["Fae", "Realms Realized", "The Faizaria Incident"], see_also_number: 3, }, Isle_Of_Bedlam:{name: "Isle_Of_Bedlam", full_title: "Isle Of Bedlam", category: "Codex - Places - Earth", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Isle of Bedlam, located in the Oceania region, is the volcanic lair of the deceased Supervillain, Bedlam. Now, it is a tourism paradise with a majority population of Animen. Having taken over this small island and its isolated community, Bedlam subjected the entire population to transformation and mental conditioning, turning them into his Beasts of Bedlam: loyal, animalistic soldiers and servants. When Bedlam was defeated on this very island and perished from his own refusal to accept aid, the BoBs were left despondent, angry, and bereft of purpose. Initially refusing outside help, a severe storm season or two softened their edge and pride, and eventually a diplomatic convoy was established between the island and its surrounding territories.<br><br>Over the years, Bedlam turned from a community on the brink of destruction to a thriving tourist hotspot, with its pristine beaches the envy of its surrounding nations and the mostly-intact lair of Bedlam providing geothermal power to the entire island, allowing it to prosper. After exiling the Bedlam Eternal remnants from its shores, the quality of life on Bedlam improved significantly via several engineering projects that took advantage of existing infrastructure left behind by the Villain. This abundance of energy and protection from the storms that previously plagued the area has allowed for a vibrant entertainment district on the island, albeit one that is shielded within the volcano for the sake of scenic separation, and for preventing light pollution from disturbing the beach wildlife.<br><br>Bedlam will still occasionally attract the ire of the Bedlam Eternal remnants for their perceived 'betrayal'. For the most part, the island is a sanctuary: but a criminal element remains in place there, not in the least because several high-profile criminals and Villains have used their ill-gotten gains to set up semi-permanent residence there.", hover: "The former volcanic lair of the Supervillain known as Bedlam.<br>Since inherited by his Beasts of Bedlam, it has become a tourism haven.<br>It has a criminal element, but strongly rejects any ties with the Bedlam Eternal remnants.<br>It is a place of interest for Supervillain history buffs and beach-goers alike!", see_also: ["The Demise Of Bedlam", "Animan", "Beast Of Bedlam", "Bedlam Eternal"], see_also_number: 4, }, Celestial_02:{name: "Celestial_02", full_title: "Celestial 02", category: "Codex - Places - Earth", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Celestial 02 is Earth's largest orbiting space station, an international effort by the Cosmic Exploration Society - a private enterprise of America and China, with lesser investments from many countries around the world. A successor to the first, smaller Celestial station - which remains in service on the opposite orbit to 02 - it is a constantly expanding space that is open to tourism and aims to become a drydock suitable for building spaceships to extend Mankind's reach out into the Galaxy.<br><br>Celestial 02 is a matte silver-and-gold vessel that consists of two rotating ring sections that spin in countering directions to aid in the station's stability, each connected to the central spire by four supporting tunnel arms each. Gravity is induced in these rings, which include many of the tourism-centric aspects of the station, along with various businesses that have a presence on board. The top of the station is dominated by a massive solar panel array, which is capable of turning as needed, and the central spire is home to a number of module docking points for various government and private corporate addons, such as science labs that require zero gravity.<br><br>Further down, the spire terminates at a large docking and cargo transit bay known as the 'hammer' for its resemblance to the head of a hammer (with the central spire being the shaft). A second spire begins from beneath this point, which is subject to a number of ongoing extensions and expansions for the purposes of turning it into a drydock suitable for shipbuilding.<br><br>Notably, the Superhero Teams 'Justice' and 'Zone Vigil' both have offices onboard Celestial 02.", hover: "Earth's largest orbiting space station, an international effort.<br>It is open to tourism and private enterprise, and is being expanded into a drydock.<br>It is hoped that Celestial 02 will become a foothold for travel further into space.", see_also: ["Cosmic Exploration Society", "Justice", "Zone Vigil"], see_also_number: 3, }, /* ^^^ PLACES - EARTH END HERE vvv PLACES - OTHER BEGINS HERE */ The_Void:{name: "The_Void", full_title: "The Void", category: "Codex - Places - Other", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The Void is the space between planes and timelines. It is a complete absence of existence that, when brought into contact with existence, blurs and smears with it. It is 'impressionable', in other words. It is populated by facets, shadows and mimicries of reality, and now that it has had a taste of these things, it can only desire to have more.<br><br>Exposure to the Void without significant protection or natural immunity will invariably leave a living being changed by it, likely permanently. It is even capable of warping inanimate objects and places, should they be displaced into or through it. Void corruption can manifest in an infinite number of ways, from imperceptible to abominable, but a common symptom is an increase in appetite of all kinds.<br><br>That's really all anyone knows about it, other than the Magical and physical methods by which one can be shielded from its influence. Realm teleportation Magic is one part relocation, two parts Void protection, for example.", hover: "The space between worlds, a place of absence that becomes smeared with existence.<br>The Void is empty, yet it is impressionable.<br>Exposure to the Void means exposure to all that has, hasn't and mightn't be.<br>It invariably leaves its mark on people and places who fall within it, unless sufficiently protected.", see_also: ["Magic"], see_also_number: 1, }, Immortan4321s_Gaze:{name: "Immortan4321s_Gaze", full_title: "Immortan's Gaze", category: "Codex - Places - Other", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Immortan's Gaze is a Martian colony of the Aeternus Empire, which initially settled the red planet as a show of dominance and to act as a foothold for an invasion of Earth. As the scope of Earth's protectors came into focus, the invasion plans were delayed until such time as the Empire has 'sufficiently prepared' - code for 'indefinitely', or so Earth hopes. In the meantime, Immortan's Gaze has become a tourist destination for the nobility of the Aeternus Empire: its initial status as a military base did little to detract from the Aeternans' propensity for illustrious decor in every direction imaginable.<br><br>The star of the show is the colony's arenas, of which the largest is known simply as 'The Eye'. It's known for its elaborate battles, often 'starring' captive Metabeings and Supernaturals from Earth. The colony itself is also something of a marketplace for such individuals, which is partly why it's as lavishly decorated as it is: it is a place to both extract the wealth of the nobility and to show off that wealth in turn.<br><br>It should be noted that while the colony is unshielded, Mars itself has not been terraformed - at least, not totally. Immortan's Gaze has a Magically-induced atmosphere around it, which tapers off along its outskirts before dissipating entirely. The outskirts of the colony are home to exotic Alien plant life left to grow wild, forming a sort of natural barrier before the emptiness that lies beyond.", hover: "The Aeternus Empire colony set up on Mars, with a localized terraformed atmosphere.<br>What began as a foothold for invasion is now little more than a tourist destination for them.<br>Noblefolk visit the colony for its grandiose arenas and pleasure districts.", see_also: ["Aeternus Empire"], see_also_number: 1, }, Galore:{name: "Galore", full_title: "Galore", category: "Codex - Places - Other", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Galore is the personal flagship of Mr Boreas, and by extension, the main headquarters of Degenerate Star Features: both its head office and one of its most productive broadcast and recording studios. It is a gigantic mobile space station equipped with all manner of facilities across its many decks, the top of which is Mr Boreas' private yacht level. Below this is a sizeable private military deck, before multiple decks are devoted to entertainment, leisure, recording studios and production for DSF products and tools. Some of this space is rented out - at great cost - to partnering businesses. Below this, an extensive brig lies connected to the studios above and a research center below, and below <i>that</i> is a massive starport for business, civilian and private military use.<br><br>Galore is comprised of three main discs: the top disk is the smallest, and this is the yacht section. The central disk onto which it is adjoined in the top center is gigantic by comparison, and consists of a dozen decks in all with an extensive internal transit and teleportation system. The final disc below this is a smaller affair, though it still dwarfs the private disc. From the central disc, four gigantic supporting wings jut out in each diagonal direction, each bristling with an array of weaponry and thruster engines.<br><br>For legal reasons, Degenerate Star Features offices are not allowed anywhere near the Earth's orbit. It is not allowed permanent residence within the Sol system either, but the loophole is that it can pass through the Sol system as required... which is why the Galore has been on a multi-year tour of Earth's solar system with no end in sight, orbiting different planets and taking the long way around each time it moves on. There's nothing wrong with a spot of sight-seeing, you know!<br><br>It is believed that the Galore is responsible for roughly 58% of all traffic into and out of the Sol system, as ships comes and go for business and pleasure alike.", hover: "The personal flagship and mobile space station of Mr Boreas.<br>It is the mobile headquarters of Degenerate Star Features, always on the move throughout Sol.<br>Legally, it cannot enter Earth's orbit or be stationed anywhere in the system. So, it stays mobile.<br>Armed to the teeth, it is a mobile city and paradise for the perverted.", see_also: ["Mr Boreas", "Degenerate Star Features"], see_also_number: 2, }, /* ^^^ PLACES - OTHER END HERE vvv SPECIES - EARTHLING BEGINS HERE */ Human:{name: "Human", full_title: "Human", category: "Codex - Species - Earthling", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "No. I'm not telling you what a Human is.<br><br>What I will tell you is that just 0.7% of Humans have 'known' Metapowers: that is, mutations and abilities that are obvious to themselves and their peers. It is estimated that a further 1.5% of Humans have incredibly minor powers or mutations they are unaware of, or harbour the potential to have dormant powers activate via some stimuli.<br><br>I'll further tell you that as of 2025, around 0.9% of Humans are half or partially Human by lineage, crossbreeding with other species.", hover: "I don't really have to tell you what a Human is, do I?..", see_also: ["Superpowers"], see_also_number: 1, }, Mountain_Soul:{name: "Mountain_Soul", full_title: "Mountain Soul", category: "Codex - Species - Earthling", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Mountain Souls, also known as the People of the Mountain, are Animen - often chimeric in nature - who dwell in communities built upon and around mountains and large hills. They are a prideful and hardy people who seek to protect and embellish the reputations of their homes via their deeds, with many of them becoming artisans or fierce warriors. In the modern day, many young Mountain Souls travel to civilized areas and become Heroes for the sake of bringing honour to their mountains through their righteous deeds and displays of power.<br><br>A Mountain Soul is a half-Human, half-beast. Many of them are chimeric in nature, taking after more than one animal aspect; this is the result of interbreeding, though these genes can be recessive, and it is still semi-common for 'pure' Mountain Souls to be born. While also not a hard and fast rule, many of these animalistic influences are limited to hardy creatures that reside in mountainous, steppe or similar habitats. Finally, a Mountain Soul is capable of transforming into an Ensouled form, thought to draw upon the collective consciousness of their mountain homes; an Ensouled form is larger, more bestial, and much stronger. However, being Ensouled is an extremely draining experience for the inexperienced, and it requires extensive training to maintain the form for anything other than mere seconds.", hover: "Mountain-dwelling Animen, half-Humans, half-beasts.<br>Mountain Souls are a hardy and proud people who seek glory for their home mountains.<br>Many have turned to Heroism as a method of promoting this.<br>They tend to take after hardy animals and can transform into more monstrous forms.<br>They are often chimeric in younger generations, though this varies by genetics and parents.", see_also: ["Animan", "Ion Horn", "Raza"], see_also_number: 3, subheading: "Animan", }, Beast_Of_Bedlam:{name: "Beast_Of_Bedlam", full_title: "Beast Of Bedlam", category: "Codex - Species - Earthling", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Beasts of Bedlam are genetically-engineered Animen created to serve the Supervillain known as Bedlam. The first generation of 'BoB's was created when Bedlam took over a small island and enslaved its population, putting them all through his newly developed Beastform process to turn them into hybrids. None were spared: all were converted, conditioned, and served Bedlam. Fortunately, Bedlam is long-since dead, and the BoBs have been free to cut their own path through life ever since... though there are those among the first generation (and their offspring) stuck in the cycle of furthering the goals of a deceased maniac.<br><br>For the rest, a period of instability eventually turned to prosperity once they accepted outside aid. Over time, the BoBs have transformed their island home into a paradise by utilizing Bedlam's leftover technology and his massive volcanic lair at the center of the island for their own ends.<br><br>While BoBs do take after specific animal aspects as determined by their function within Bedlam's army and workforce, these roles were incredibly numerous and cover most of the Vertebrates and some Invertebrates. As a result, BoBs are equally as incredibly diverse, and their second and third generations have exploded further in variety via crossbreeding - be that with other BoBs, Humans, or other races entirely. However, BoBs are typically defined by having enhanced strength and an instilled primal instinct drive despite their capacity for intelligence, as Bedlam desired that even a simple labourer should be capable of taking up arms to defend him and his ambitions.<br><br>While many of the first-generation BoBs feel a call to remain on their island home - the Isle of Bedlam as it is now known - some second and many third generation BoBs and half-BoBs have struck out on their own, either exploring surrounding territories or heading to larger nations to study, work and live. A fair number of BoBs have taken up the mantle of Heroes - alas, an equal number live as Villains and mercenaries.", hover: "Forcibly transformed by the Villain known as Bedlam, 'BoBs' were slaves to his quest to rule.<br>After his defeat, the BoBs were left to their own devices, defiant to any attempts to aid them.<br>Harsh conditions on the Isle of Bedlam whittled this attitude down, and peace reigned.<br>Many BoBs have now emigrated, particularly the third and fourth generations.", see_also: ["Animan", "Bedlam", "Isle Of Bedlam"], see_also_number: 3, subheading: "Animan", }, Gremlin:{name: "Gremlin", full_title: "Gremlin", category: "Codex - Species - Earthling", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Gremlins are diminutive chimeric Animen created by Bedlam Eternal in a failed attempt to recreate the Beastform process Bedlam himself once used to create the Beasts of Bedlam. Using reverse-engineered knowledge and significantly lower resources, the Gremlins were the result of this process: colourful, short, made up at least three animalistic influences (one major, two minor), and deemed a total and utter failure by the Villain Organization that made them. With their capacity for high intelligence, they were put to work as engineers, researchers and labourers for the sake of perfecting future attempts at Beastforming, abused by their creators all the while. Lacking the thorough conditioning the original Beasts of Bedlam had, the Gremlins conspired in secret and worked to transmit the location of Bedlam Eternal's largest base to a Superhero Team capable of busting it apart... then joined in with their own liberation the moment sirens started blaring.<br><br>Since then, Gremlins have been enjoying their freedom, putting their skills to good use. While the first generation were born in adult forms from nothing (unlike the BoBs, who were converted Humans), all future Gremlins were born the good old-fashioned way: be they born from Gremlin gals or sired by Gremlin guys (or whatever other such combination of possibilities). Indeed, while a Gremlin's physical attributes may not be all that impressive, they certainly seemed to have scored highly in fertility and virility - where applicable.<br><br>Gremlins are known for being no taller than four foot six (and often being shorter), and vary from being stick-thin to remarkably curvy. They have extremely colourful bodies, often having vibrantly bright exotic skin tones, eye colours and hair colours. They will primarily take after one animal, and then show minor aspects of two others: a Gremlin can take after quite literally anything, and their exotic colourations are not tied to whatever beasts they are born with aspects of.<br><br>Gremlins have an unusually high rate of Metabeing potential, likely as a result of their unstable genetics. They have diminished lifespans compared to normal Humans, but many would say that a Gremlin lives twice as fast as a Human does anyway: just listen to one speak about a topic they enjoy some time, and you'll understand.", hover: "An invention of Bedlam Eternal, an attempt to recreate Bedlam's Beasts of Bedlam.<br>Gremlins are short chimeras with inquisitive minds, though many have short attention spans.<br>Deemed a failure by Bedlam Eternal, they were liberated via Heroic action.<br>Now, Gremlins are spreading out across the world, naturally inquisitive beings that they are.", see_also: ["Animan", "Bedlam", "Bedlam Eternal"], see_also_number: 3, subheading: "Animan", }, Botanikan:{name: "Botanikan", full_title: "Botanikan", category: "Codex - Species - Earthling", alias: "sdfsdff", entry: "Botanikans are people born from plants, a process which involves a tree, bush, etc., sprouting an unusually large and firm fruit which eventually splits open to reveal an adolescent plant person. While appearing Humanoid in nature, Botanikans typically take on aspects of the plants from which they were born: green skin is extremely common but not universal, and their flesh tends to be of a texture and firmness more akin to leaf matter than that of a Human's. Leafy hair (entirely or partially), additional vine-like limbs, the ability to grow fruit upon their bodies, and the aspects of predatory plants in particular - regardless of parent plant - are all further common aspects.<br><br>Botanikans have Human-like intelligence, albeit one that perceives the world differently from how an ordinary Human does. They can intrinsically understand plants and can communicate and translate their will and desires. Surprisingly, a Botanikan is wholly capable of crossbreeding with Humans; Half-Botanikans exist, though they are understandably somewhat rare given that Botanikans themselves are not terribly common to begin with.<br><br>It is popular theory that Botanikans are a form of Metabeing, but debate rages as to whether or not the plants that bear them are, themselves, Metaflora. It is excessively rare for a plant to ever produce more than one Botanikan in its lifetime - indeed, the process is quite destructive to a plant, as it must draw far more nutrition from its surroundings to achieve such a birth. In turn, however, a Botanikan is born with the intuition and instinct to defend their homes by any means possible. For many Botanikans, this means taking up the life of a semi-feral protector of their groves, forests and jungles. Plenty will seek out civilization, however, and work to protect their homes via more social means.", hover: "People born from plants, typically from fruits of unusual size and firmness.<br>Out of such fruit, a humanoid Botanikan is born.<br>Scientists theorize that Botanikans are Metaflora who exist to protect their biomes.", }, /* ^^^ SPECIES - EARTHLING END HERE vvv SPECIES - EXTRATERRESTRIAL AND EXTRADIMENSIONAL BEGINS HERE */ Demon:{name: "Demon", full_title: "Demon", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Demons - of the Divine iteration - are beings of darkness that appear across many different religions. They are significantly more numerous than the Gods and their servants, but comparatively weaker. This, however, means that they are more capable of breaching the Inverse Aegis: all but the most powerful of Devils can make their way to Earth, willingly or via summoning against their will.<br><br>As a general rule, Divine Demons take after one or more sins, aspecting to them from the moment of their creation - though their behaviour is not limited to embodying these sins, they will be their most potent form of energy and power growth. A Demon of Sloth, for example, is capable of feeding upon laziness and lost potential, and will typically possess a form that aids in making such behaviours seem desirable.<br><br>While Demons thus come in many different forms - and those of the wider pantheons of ancient times are particularly varied and strange in appearance - many of the more common varieties appear as twisted Humanoids with exotic skintones, horns on their heads, uncanny beauty (or exaggerated grotesqueness), tails, and optionally wings and scales. Demons tend to be potent Magic users - or at least, possess the potential to be such - and even weak Demons have physical attributes beyond those of a normal Human.", hover: "Demons born of the Divine Hells and Underworlds.<br>They come in a great variety of forms, needs and desires.<br>On the whole, most Demons are aspected to one or more Sins that define them.", see_also: ["Divine", "Magic", "Inverse Aegis"], see_also_number: 3, }, Fae:{name: "Fae", full_title: "Fae", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Fae are denizens of the Realms Realized, a tapestry of worlds created by the finely-mixed broth of Human thoughts and imagination. Creatures of mythology and folklore given manifest, Fae are as varied as they come, with many species being unique to specific Realms whereas others may be spread across many if not all of them - the Elves being the most diverse and populous example of the latter.<br><br>Fae are universally fascinated by mortal kind, though the manner in which this manifests will very from individual to individual. They are similarly compelled by stories and storytelling, for these things are quite literally the lifeblood of the Realms Realized: without them, this entire magnificent space of imagination run wild would simply cease to be. When the Inverse Aegis was erected in ancient times, the flow of Mankind's influence on the Realms was severely stifled. This caused the Fae to adapt to their new circumstances, elevating individuals of their kind to the role of Storytellers, who work in cooperation with one another to write new stories and sagas for the Fae to follow.<br><br>Every Fae knows their role in the current saga - if they're involved in it to begin with, of course, for multiple sagas can run at the same time in different realms. But there are plenty of times when an actor is left idle on or off the stage, and thus do the Fae use their seemingly infinite time to learn, play, create and conjure. Just be warned: even the most graceful of Fae adore a good prank.", hover: "Denizens of the Realms Realized, forged by mortal thought.<br>After the Inverse Aegis was erected, their world was left to develop by itself.<br>Fae consist of an incredible number of individual races, many born of Human mythology.<br>They are, as a rule, fascinated by mortals, and adore stories and storytelling.", see_also: ["Realms Realized", "Inverse Aegis", "Elf", "Kitsune", "Fae Demon", "Pixie", "Dragon"], see_also_number: 7, }, Elf:{name: "Elf", full_title: "Elf", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Elves: the Humans of the Realms Realized. Alright, that's a little unfair. Elves are an incredibly diverse species with a number of subraces that determine their appearance and specialized capabilities even before getting into their widely varied societies, from tribes to castle towns. A Wood Elf is very different from a Jungle Elf, for example, who are both miles apart from a Dark Elf, which is similar to a Cave Elf but with several key differences-- you get the picture. Generally speaking, an Elven subrace's unique traits can be guessed mostly accurately by their prefix: you hear Sea Elf, you probably have a roughly correct idea in your head already.", hover: "The most populous of all the Fae, Elves are numerous and varied folks.<br>In the Realms Realized, they're practically a stand-in for Humans.<br>The second-most populous of the Fae are Half Elves, which is telling.", see_also: ["Fae", "Realms Realized"], see_also_number: 2, subheading: "Fae", }, Kitsune:{name: "Kitsune", full_title: "Kitsune", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Kitsune are Fox-aspected Fae Animen with anywhere from one to nine fluffy tails, a firm grasp of Magic - particularly Illusion and Spirit Magics - and the ability to transform between a Fox form and their Kitsune form. Derived from Japanese mythology and popular perception of such in the centuries that followed their inception, Kitsune are mischievous, devious and ambitious.<br><br>The more tails a Kitsune has, the more powerful they are. A Kitsune is born with a single tail, regardless of their heritage. A new tail can be gained from a variety of methods: the binding of a powerful soul, the completion of a grand work, or the simple result of extensive wisdom and experience: centuries of it. Each tail grants the Kitsune an increase to both their capacity to store Magic and the amount of it that they can channel into use at a time. However, it is difficult to use a Kitsune's tails as a measure of their strength, for they are, as aforementioned, extremely potent with Illusion magic: Kitsune on a mission will often conceal themselves back down to a single tail in order to blend in and surprise their opponents.", hover: "Fox-like Fae known for their mischievous attitudes, magical aptitude, and lustful hunger.<br>It is said that you should never fully trust a Kitsune, and for good reason.", see_also: ["Fae", "Realms Realized", "Animan"], see_also_number: 3, subheading: "Fae", }, Fae_Demon:{name: "Fae_Demon", full_title: "Fae Demon", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Tales of Demonkind from across the mortal realm inevitably twisted and distorted as they were told, and retold, and retold again. For every real Demon of the Divine, there are the Fae Demons, reflections, simplified and streamlined for the sake of slotting into stories of evil forces and redemptive crusades. Fae Demons differ from Divine Demons in these origins, hailing from the Realms Realized and being aspected to no sins in specific: they come in just as many forms and appearances, but are somewhat 'unbound' of the rules of being a Demon to begin with.<br><br>In true practice, there is very little difference between them and the 'true' Divine Demons. The two iterations hold no true rivalries and are, in fact, far happier to cooperate for the sake of fulfilling their agendas. It is noteworthy, however, that the storytelling nature of the Fae compels certain Fae Demon individuals to act against their typical grain, far more often than might be observed in Divine Demons. While you would be hard pressed to find a Divine Demon Hero in the mortal realms, there are a number of Fae Demon Heroes.", hover: "Demons exist within the Realms Realized, and are distinct from 'Divine' Demons.<br>Fae Demons follow similar but different rules, and are not aspected to specific sins.", see_also: ["Fae", "Realms Realized", "Divine"], see_also_number: 3, subheading: "Fae", }, Pixie:{name: "Pixie", full_title: "Pixie", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Pixies are diminutive winged Fae, who take after specific aspects that define their appearances and capabilities. This aspect can be as broad as a major element - say, Earth - or as specific as a mortal-born concept, like tools, or statues, or specifically bronze statues. Such befits their origins as spirits who - depending on the mind that brewed them - existed either to protect things, or were conjured as the explanation for why things broke or became worn.<br><br>Pixies are no more than 2 feet in height, often shorter. They are Humanoid and tend to be sharply featured, with insectoid wings. Some may possess antennae, and they typically have sharp teeth. A Pixie's aspect will often have a heavy influence on their bodies: an Earth Pixie, for example, will often have their limbs clad in stone armour, and will trend bigger than their other-aspected kin, typically possessing larger wings such as those of a Beetle. A Water Pixie may have limbs entirely clad out of liquid, capable of stretching or being sliced without injury. For a less extreme example, a Pixie aspected to plants may simply have flowers and vines growing down their arms.<br><br>While all Fae are fascinated by mortalkind, Pixies take this fascination to an extreme. They are also perhaps the single most accomplished pranksters of all Fae entities, and they are extremely competitive - both with one another, and with literally everyone else if they feel sufficiently challenged or threatened. While not universal, many Pixies have the ability to infiltrate the dreams of other living beings, and particularly experienced Pixies with this power can influence them to their own design. The natural curiosity of the Pixie has led to a large number of them becoming displaced from the Realms Realized by virtue of them falling into world fissures.", hover: "Diminutive winged Fae, Pixies all take after a specific aspect that defines them.<br>This could be as broad as an element or as specific as 'bronze statues'.<br>Pixies take the mortal fascination associated with Fae and dial it up to eleven.<br>They are incredible pranksters, but often take things too far. They are intensely competitive.", see_also: ["Fae", "Realms Realized"], see_also_number: 2, subheading: "Fae", }, Dragon:{name: "Dragon", full_title: "Dragon", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Dragons are Fae known for their Reptilian appearances, immense power, and their elemental breath. They are born Humanoid, but through great trials, they can become 'True' Dragons akin to the massive flying Reptiles of the mythologies that conjured them in the first place. Dragons trend towards being large and in charge, and are instinctually driven to achieve wealth and glory... albeit by their own perceptions of their potential.<br><br>If they can meet this potential by forging a legend worthy of them, they will ascend to become True Dragons. Wealthy hoards, a history of victories and large family trees are all common examples of ways in which a Dragon might expand their legacy on the road to ascension. The more potential a Dragon perceives themselves to have, the longer this road becomes - but by the same token, the more powerful a form they shall ascend to.<br><br>Many Dragons are born with specific elemental aspects, often determined by their lineage but occasionally shaped by their environment later in life. A Dragon who spends substantial time in a land consumed by Darkness, for example, may become a Dark Dragon in kind. The aspect typically affects their colouration, some aspects of their Magical powers, and, of course, their fearsome breath attacks.", hover: "Reptilian humanoids blessed with great strength, powerful bodies and elemental breath.<br>All Dragons aspire to become 'True' Dragons, as depicted by Mankind's legends.<br>To ascend in this manner, a Dragon must meet their potential - as defined by their own perception.<br>Attaining wealth, winning battles and games, and spreading their genes all contribute.", see_also: ["Fae", "Realms Realized"], see_also_number: 2, subheading: "Fae", }, Fantastical:{name: "Fantastical", full_title: "Fantastical", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "A Fantastical is a catch-all term for any genumorphic species: that is, the transformation of a Human (or other comparable race) to a species or condition that does not otherwise occur naturally. The Undead, for example, in their many forms, are Fantasticals; be they Ghosts, Vampires or Zombies, despite all three of these examples being very different in biology (if they even have biology!). The term is not exclusive to the Undead, of course: a Werewolf (or Were-anything) is another example of Fantastical.", hover: "Humans (or other species) who have been transformed into Fae-like beings.<br>Ghosts, Vampires and Zombies are common examples of Fantasticals.<br>They are not limited to these 'Undead' examples, however! Take the Werewolf. Carefully.", see_also: ["Ghost", "Vampire", "Zombie"], see_also_number: 3, }, Vampire:{name: "Vampire", full_title: "Vampire", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Vampires are Fantastical Undead whose hearts beat no longer. Harmed by the light of the sun (and comparable artificial sources of its radiation), Vampires require mortal essence to stay healthy and in control of the vast powers that their Undeath provides them with. Depending on their clan and their experience, Vampires have different reactions to sunlight and different powers at their disposal. One clan may experience a typical burn-on-contact reaction to the sun, and this may vary based on their strength from immolation to a scalding sensation. Another clan, on the other hand, may experience madness of mounting severity whilst exposed to the sun, but remain otherwise physically unharmed.<br><br>Vampires are universally pallid of complexion, though this will obviously vary by their skin pigmentation. They have sharpened canine fangs, and depending on the clan, these are either hollow and capable of drinking fluids, or simply suitable for inflicting light puncture wounds to extract that crimson essence they are so associated with - some Vampires, meanwhile, used their hardened fingernails for such a purpose. A Vampire has enhanced physical attributes compared to a basic Human, with this power growing with age, along with exercise and training. Beyond this, their powers are determined by their Clan, either from the one who turned them or their parents.<br><br>Yes: Vampires are not infertile. Not totally, anyway. It is an extremely laborious process for a Vampire to impregnate or become impregnated, but it is possible. A Vampire pregnancy induced into a mortal can be a dangerous thing, as the unborn will draw significantly higher nutrition than normal - a Vampire pregnancy in a Vampire 'merely' requires a higher draw of essence than normal. Drinking for two, as it were. Vampires are most successful at breeding with one another... but sometimes life finds a way.<br><br>The modern world is aware of the existence of Vampires, of course. Turning someone into a Vampire - even consensually - is a highly illegal act, but while the clan that did it can be traced, it is difficult to pinpoint the individual responsible without the cooperation of the turned. As for the Vampire's appetite, nothing states that the Vampire must drink with lethality: consensual donation of blood is a possibility, and obviously the preferred means of consumption. It is notable, however, that blood is not the only thing a Vampire can feast upon... merely the most efficient. Other forms of mortal essence can get the job done, perhaps even more sustainably: milk, for example, is a popular alternative.<br><br>While the vast majority of Vampires are Human originally, Vampirism is not exclusive to Humanity. In the Realms Realized, it is an affliction among the Elves in particular, and technically <i>any</i> sapient species can become a Vampire if turned! The process involves the transfusion of blood from the Vampire to the turnee, either via a special function of the fangs (where one fang draws and the other injects), or via contaminating the turnees blood via physical contact (a blood brother handshake, for example).", hover: "Denizens of the night who are harmed by the sun and require mortal essence to survive.<br>Vampires typically consume blood, but this is not the only mortal fluid that does the trick.<br>In return for their weakness to sunlight - which varies by Clan - they have Magical powers.", see_also: ["Fantastical", "Human", "Elf"], see_also_number: 3, subheading: "Fantastical", }, Ghost:{name: "Ghost", full_title: "Ghost", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Ghosts are a form of Undead Fantastical, bereft of body. They are the lingering spirits of the deceased: themselves in every sense of the word, just minus the meat that once held them. Unbound by this physical form, a Ghost can learn to fully control how they appear to the world, though they may develop some specific attributes and capabilities specific to the type of Ghost they are. The Poltergeist, for example, is infamous for its telekinetic ability and the ability to possess objects and people. Shades, on the other hand, are known for their affinity for the cold. The curious thing is that a Ghost's type appears to have no relevance to the manner in which they died, nor the manner of person they were before their death: it is a mystery how these types manifest.<br><br>One may become a Ghost if one dies when experiencing strong sensations of regret, or a desire to live at any cost. It can also happen, on the other side of the coin, with very unexpected deaths: in this case, the deceased may not realize they've become a Ghost until they elicit reactions from others, or accidentally phase through something while trying to move. The process is not fully understood, but it's more common in young adults than any other demographic.<br><br>Ghosts are capable of solidifying themselves to a degree, though this is easier for interacting with lifeforms than it is for inanimate objects or constructions. A Ghost should aim to remain active throughout their Undeath, be it in pursuit of accomplishing goals, or more commonly just being sociable with people. Prolonged inactivity can cause personality chafing as the Ghost loses its form, eventually becoming a mindless cloud of aimless malice towards the living. Thankfully, this state is easy enough to avoid in the first place... but very difficult to cure.", hover: "A form of Undead bereft of body, Ghosts are all soul, no meat.<br>They are usually formed by sensations of regret or a desire to live when one perishes.<br>Ghosts must remain active, lest their form fades and they become aggressive and mindless.", see_also: ["Fantastical"], see_also_number: 1, subheading: "Fantastical", }, Zombie:{name: "Zombie", full_title: "Zombie", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Zombies are Undead Fantasticals, the result of someone dying yet remaining anchored to their body. Though the body is dead, the soul remains within, capable of continued mobility and function. Some argue, in fact, that 'Zombies' are really just a form of Ghost locked into a state of permanent possession, but this is largely dismissed as semantics versus the more useful separate classification of the two Fantastical kinds.<br><br>Zombies are extremely varied. In terms of origin, Zombies have been the result of Magic, science gone wrong (or gone right), chemical leaks, cosmic radiation, and - on at least one occasion - angry chimpanzees. In terms of appearance, Zombies can range from looking almost as they were at the point of their death, to bearing substantial mutations and transformations: indeed, many Zombies will experience some manner of mutation across their body at some point or another, ranging from cosmetic in appearance to instilling upon them new capabilities entirely; acidic spit glands are a common example.<br><br>A Zombie's intelligence, meanwhile, is largely dependent on the manner in which they became a Zombie to begin with. Some Zombies are severely bereft of their original intellect and act with feral intention, particularly those that are capable of spreading their state like an infection. Thankfully, this is not universal: plenty of intelligent and cordial Zombies exist, not in the least because the Anomalous Investigations Unit has put substantial money and research into finding ways to cure, regress and manage Zombification-based conditions. While regrettably not universal, it is possible for many types of Zombie-ism to be managed via medication.", hover: "A form of Undead wherein the body returns to a state of half-life after death.<br>The soul continues to pilot the body more akin to a Ghost's possession.<br>Zombies highly vary in their origins, intellect, appearance and capabilities.", see_also: ["Fantastical", "Anomalous Investigations Unit"], see_also_number: 2, subheading: "Fantastical", }, Sneerz:{name: "Sneerz", full_title: "Sneerz", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "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 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 known as the 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>Today and ever since, Sneerz 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>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.<br><br>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.<br><br>Sneerz names follow a very simple and rigid structure, and are gender neutral. Consonant, double vowel, apostrophe, consonant, double vowel. Huu'Saa, Bii'Nuu, Jii'Jii, and so on.", hover: "Charitably known as the Universe's Greatest Assholes, they would emphasize on 'Greatest'.<br>Sneerz were the aggressors in the Pan-Galactic War, a war they lost at great cost.<br>Despite their technological superiority, Sneerz have largely been reduced to a ruined Empire.<br>Many of them are criminals, mercenaries or pirates, or part of remnant forces.<br>A surprising number of them are in the adult entertainment industry.", see_also: ["Lii’Vaa", "Zii’Luu"], see_also_number: 2, subheading: "Alien", }, Rakumo:{name: "Rakumo", full_title: "Rakumo", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "The RaKuMo (typically written Rakumo) 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, and 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 hairdresser's 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.<br><br>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 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 for one very simple reason: Rakumo the Conquerer had realized that their planet was doomed to tear itself apart, and nobody would listen to her. 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 forevermore. She died before the first Rakumo ship successfully broke orbit, but now she is carried with every surviving daughter of the Dead Star.<br><br>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 bear 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.<br><br>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.", hover: "Hulking Reptilian Aliens, also known as the Daughters of the Dead Star.<br>United under the banner of a single runt warlord known as Rakumo, they renamed in her honour.<br>Rakumo (the person) united the clans and foretold the world's destruction.<br>Rakumo (the species) are known as excellent warriors and physical labourers.", see_also: ["Jakabo"], see_also_number: 1, subheading: "Alien", }, Imp:{name: "Imp", full_title: "Imp", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "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 just over 300 individuals in all the Galaxy!<br><br>Imps are short: this is undeniable... at least in their preferred forms. 'Shortstack', whilst a crude descriptor, is an 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 the 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 can float with their minds, or simply 'walk' upon their cable tentacles, and they tend 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 vices 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, whom they hold in high regard as much as they behold them with irritation.<br><br> No one knows where Imps originated from, except for the Neuvo. Which really bloody annoys the Imps.<br><br>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.<br><br>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 of their laziness and hedonism, 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.<br><br>It is of some comfort to Earthling 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 Cold War Earth'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 mercenaries of similarly warlike appearances 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. A number of Earth's most powerful Metabeings have received invitations to partake in such games.", hover: "Thought to be the Universe's most powerful specie - at least, if you ask them.<br>Imps are extremely limited of population, as they despise competition.<br>They are diminutive but incredibly strong, capable of transforming into 'Imperial Forms'.<br>A single Imp will rule, on average, 4 solar systems worth of territory.<br>They are highly competitive with one another and delight in 'nourishing' planets in their realm.<br>Earth's Imp is known as Zot, and she loves to brag about its Metabeings and Supernaturals.", see_also: ["Zot", "Vok"], see_also_number: 2, subheading: "Alien", }, Neuvo:{name: "Neuvo", full_title: "Neuvo", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "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 more than the most barely functional of 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>No one knows the origins of the Neuvo. Not even the Imps, which really bloody annoys them.<br><br> Neuvo names are lengthy and possess at least one double vowel. They sound akin to gentle breezes before terminating. Vaariikan, Jiiriiliik, Breeluuzud.<br><br>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.", hover: "An elder Alien race who typically serve as servants and diplomats for Imps.<br>Neuvo are incredibly intelligent Psionics.<br>In their youth, they will explore the Galaxy before settling down for a life's work.<br>They are indispensable to Imp politics, yet equally irritating blemishes on their fun.", see_also: ["Voohiinaam"], see_also_number: 1, subheading: "Alien", }, Unquiet:{name: "Unquiet", full_title: "Unquiet", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "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 each hand. Skin colour varies, but is usually pallid 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.<br><br>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.<br><br>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'.<br><br>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 quarter to a third of a standard Earth year. This affords them plenty of time for leisure and vice, which is where the aforementioned legal fees come in.<br><br>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.", hover: "Both an Alien race and a collective of cybernetic races who operate as a single union.<br>Originally a hypercapitalist 'death debt' society, the workers rose up and took over.<br>They're known as the most impressive builders in the Galaxy, and they accept recruits.<br>On average, an Unquiet member only words for 20-30% of an Earth year.<br>The downside is that you're turned into a cybernetic Zombie, but hey, immortality.", see_also: ["Dit Kzo Sid"], see_also_number: 1, subheading: "Alien", }, Visobarzi:{name: "Visobarzi", full_title: "Visobarzi", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "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 Earth Amphibians, 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, akin 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 complements the Species' penchant for acrobatic proclivities, for even exposed panels will cling snugly enough to their bodies to prevent them from becoming snagged. Many will further decorate these suits with colourful and often patterned sashes and hoods, which tie in to the other Visobarzi mainstay: the masks.<br><br>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 several 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.<br><br>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 expanding 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.<br><br>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.<br><br>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 live 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.<br><br>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 prehensility 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 brain matter. 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 man right off the ground with ease: the most common exercise to achieve this is pull-ups performed with the arms crossed, one leg crossed ankle-over the other, using only their Neurevu.", hover: "Amphibious Aliens with long, prehensile head-tails in place of hair.<br>Saved by a rogue Neuvo from planetary destruction, they honour Neuvo-kind with their masks.<br>Visobarzi have small colonies, but most of them live in flotilla fleets of ships.<br>They are renowned entertainers of all stripes.", see_also: ["Vaassavi Hred Grod"], see_also_number: 1, subheading: "Alien", }, Starzuru_Tarakau:{name: "Starzuru_Tarakau", full_title: "Starzuru Tarakau", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Starzuzu Tarakau are Insectoid Aliens of the Starzuru Collective. They are the sole members of the 'Au' Caste, the rulers of their collective kind. They are gigantic, hyper-elegant, and take after aspects of Roaches, with Humanoid bodies partially clad in natural chitin armour. They are extremely powerful Psionics, some say rivalled only by the Neuvo.<br><br>While all Starzuru skew majority female, the Tarakau are the most extreme example of this, with 95% of the species being female. They are massive individuals: a typical female Tarakau will stand between 9 and 12 feet in height, with the males being half or less of this range. Female Tarakau have bodies that drastically swerve from incredibly svelte and incredibly curvy: many of them have pinched waists with chitin armour 'corsets', yet they have very wide chests and hips, their bodies typically forming into exaggerated hourglass figures. The males, meanwhile, are much more slender all over, save for in the hips.<br><br>A Tarakau's flesh is firm and is typically of pale, pastel-colour shades, whereas their chitin is shiny, stiffer, and is typically of a vibrant colour that complements their skin tone. They have four arms, with the lower pair being much smaller, and their chitin will typically develop around their legs up to the hips, their arms up to the shoulders, around their waist and neck, and in parts down their sides and groin. They have tall, springy antennae, which are prehensile and can amplify and direct their Psionic powers, and their wings have been engineered to further amplify these abilities: they do not need them to fly, given that they can simply levitate, a skill the females use to carry their heavy bodies with ethereal grace. Thus, their wings function more like capes, unfurling only when using their powers. Tarakau have retractable armoured mandibles that either form protective masks over their lower faces or lie at rest along their slender jawlines. Their antennae are protected at the base by 'crowns' grown naturally with their chitin. Most Tarakau have extremely long hair, which they often decorate with tricks of their Psionics: 'painting' the inner side of their hair is very fashionable right now. Their eyes are particularly dazzling with an array of colours, and they have no noses, for they breathe through their skin.<br><br>Tarakau are named just about anything, so long as their names end in 'au'. This applies to females and males.", hover: "The Queens of the Starzuru Collective, and sole members of the 'Au' Caste.<br>Tarakau are gigantic, hyper-elegant, and take after aspects of Roaches.<br>They are powerful Psionics rivalled only by the Neuvo.", see_also: ["Queen Nezihau", "Starzuru Collective", "Neuvo"], see_also_number: 3, subheading: "Alien", }, Starzuru_Pervaa:{name: "Starzuru_Pervaa", full_title: "Starzuru Pervaa", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Starzuzu Pervaa are Insectoid Aliens of the Starzuru Collective. They are of the 'Aa' Guidance Caste, and they are Humanoids with Moth-like features, possessed of powerful Psionic powers with a focus on empathic ability. This makes them excellent diplomats and political advisors, as well as strategic analysts and community leaders. Like all Starzuru, they have been genetically engineered to facilitate these roles. Pervaa are around 80% female, 20% male.<br><br>Pervaa tend to be quite tall, with the females often standing between 6 and 7.5 feet in height, with the males trending 2.5 feet shorter across the range. They have slender-hourglass bodies with a mixture of flesh and shiny chitin, and they have slender abdomens jutting from the small of their back below beautifully patterned wings. They tend to have quite vibrantly coloured skin with darker chitin. They have a lot of fuzzy patches across their body, which can vary by individual: having fluff on the wrists, ankles, chest, and neck are all very common areas, and the hair on their head will tend to mirror the texture of this fluffy fuzz. They have solid black eyes, which makes it very hard to tell where they're looking at any given time. Their antennae are feathery and tend to stoop slightly under their own weight. Their wings, when extended, can be used to direct and amplify their Psionic abilities. They have clawed hands and feet, with three fingers and a thumb on each hand and two-toed clawed feet. They tend to be slender in the arms and legs, as few Pervaa exercise or weight train, though there are exceptions.", hover: "Moth-like Aliens who belong to the 'Aa' Guidance Caste of the Starzuru Collective.<br>Potent Psionics with a focus on empathic ability, they are indispensable social workers and guides.", see_also: ["Starzuru Collective", "Stardust"], see_also_number: 2, subheading: "Alien", }, Starzuru_Orumcee:{name: "Starzuru_Orumcee", full_title: "Starzuru Orumcee", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Starzuzu Orumcee are Insectoid Aliens of the Starzuru Collective. These Spider-like Humanoids are of the 'Ee' Science Caste, and are the specific 'Orumc' genetic template bred for this Caste. With six arms - two main ones and four ancillary - they are engineered to have a limited need for sleep, with active, creative minds that think outside of the box, and their arms facilitate complex engineering work with a reduced number of attending engineers required. Some can generate silk of remarkable strength, capable of resisting all manner of tears and damage.<br><br>Orumcee tend to be anywhere from 4.5-6 feet in height. They are roughly 70% female, 30% male, with the males being about a foot shorter and usually having shorter ancillary arms and smaller abdomens. Orumcee have large abdomens clad in their armoured chitin that bob from their backs, which are capable of storing large nutritional surpluses to aid in multi-day work shifts. They tend to have quite dark, ashen skin tones, and their chitin tends to be even darker - yet it will typically bear bright colours somewhere in limited segments, such as solely on their forearms and lower legs. The 'Ee' Caste of Orumc have bristle-like fur growing from their ankles, wrists and sometimes their neck, and their hair is typically of this similar spiky, stiff texture. Unlike Earth Spiders, Orumcee have short, two-segmented antennae. They have black sclera eyes with 'blurred' solid colour pupils: gold is the most common colour, with six small dots assorted above these eyes, akin to eyebrows: these are additional visual organs. They tend to have enlarged canine fangs capable of envenoming prey, and their hands vary in finger count: the ancillary thin arms - which swoop one pair over and shoulders and one pair flanking the hips - have just two strong claws per slender hand, whereas their primary hands have three fingers and a thumb, tipped with sharp claws.", hover: "Spider-like Aliens who belong to the 'Ee' Science Caste of the Starzuru Collective.<br>They are engineered to rarely need sleep, and have active, creative minds.<br>Their four ancillary arms aid them in complex engineering work.", see_also: ["Starzuru Collective", "Six Shots"], see_also_number: 2, subheading: "Alien", }, Starzuru_Arisii:{name: "Starzuru_Arisii", full_title: "Starzuru Arisii", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Starzuzu Arisii are Insectoid Aliens of the Starzuru Collective. They are of the 'Ii' Military Caste, and are the specific 'Aris' genetic template bred for this Caste. Wasp-like and Hornet-like Humanoids, the Arisii have perhaps the greatest range of acceptable genetic templates for their position within Starzuru society, as they are expected to fulfil a great many roles within the military; from hyper-agile sharpshooters to barbaric melee combatants.<br><br>Arisii are roughly 70% female, 30% male. The females stand anywhere between four to eight feet due to the variance of their templates, while the males stand at four to six. They have gossamer wings upon their backs, above long, slender abdomens equipped with brutally sharp stingers that can thrust with added force to their attacks. They have sharp teeth and bodies made up of semi-hard and hard chitin all over. The semi-hard chitin is typically of a bright colour, while the hard chitin is far stiffer, nigh-inflexible, and of darker shades: though it may bear splashes of colour, most commonly stripes. Arisii have tall, triple-segmented antennae that stand tall and stiff, with which they can communicate quickly with one another over long distances. They have black sclera eyes with round ring pupils, and trend towards colourful monochrome: usually black and one other colour. Some have four arms, with the secondary pair being smaller than the main pair, but this is not universal and again depends on their genetic template.", hover: "Wasp and Hornet-like Aliens of the 'Ii' Warrior Caste of the Starzuru Collective.<br>Arisii are known for their durability and aggression.<br>Depending on genetic mold, they are hyper-agile or hyper-strong, and all can fly.<br>Many are venomous.", see_also: ["Starzuru Collective"], see_also_number: 1, subheading: "Alien", }, Starzuru_Cekirgii:{name: "Starzuru_Cekirgii", full_title: "Starzuru Cekirgii", category: "Codex - Species - Extraterrestrial and Extradimensional", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Starzuzu Cekirgii are Insectoid Aliens of the Starzuru Collective. They are of the 'Ii' Military Caste, and are the specific 'Cekirg' genetic template bred for this Caste, having undergone extensive genetic modification to fulfil this role. These Locust-like Humanoids have a unique form of blood which can be consumed as fuel for their specially-made weapons, armour and gear, allowing them to perform brief but powerful actions out in the field and to replenish themselves with simple rest and nutrition.<br><br>Cekirgii are entirely female, and a Cekirgii pregnancy will - 95% of the time - result in Cekirgii children regardless of the sire. They are extremely slender beings who stand between four and five feet in height, not including their foot-long, curved antennae with three stiff segments. They are highly adapted to high-oxygen worlds, even more so than most Starzuru, and thus, without specialized augmentations, they must rely on closed atmosphere helmets in order to breathe properly. These helmets tend to darken with these internalized atmospheres, giving them obscured faces save for their glowing eyes, the same colour as their blood: bright cyan. Indeed, Cekirgii have very little genetic deviance from one to another: they are all some shade of blue, teal or green, and they have pale gold chitin that their suits typically integrate with for the sake of maximizing protection while remaining light on their feet. They have clawed hands and feet, and a pair of small ancillary arms with which they typically operate their armour's weaponry.<br><br>A Cekirgii is usually equipped with one or two shoulder-mounted weapons affixed to a modified wingcase on their backs, which replaces their wings with a thruster pack. In combat, the Cekirgii is a shock trooper: leap behind enemy lines, blow up something or someone important, and retreat before anyone knows what's happened!", hover: "Locust-like Aliens who belong to the 'Ii' Warrior Caste of the Starzuru Collective.<br>Cekirgii have been specially engineered to generate a fuel substance for blood.<br>They use this fuel to power their weaponry and augmentations in the field.<br>Defined by powerful jumping capability and slender bodies.", see_also: ["Starzuru Collective", "Hib"], see_also_number: 2, subheading: "Alien", }, /* ^^^ SPECIES - EXTRATERRESTRIAL AND EXTRADIMENSIONAL END HERE vvv TECHNOLOGY BEGINS HERE */ Glow_Reactor:{name: "Glow_Reactor", full_title: "Glow Reactor", category: "Codex - Technology", alias: "REPLACETHISKEYWITHACHARACTERNAMEFORADDITIONALCOMMENTARY", entry: "Glow Reactors are a form of miniaturized nuclear reactor: they possess an extremely efficient size-to-power ratio, and the process by which they generate energy is non-hazardous in the event of a breach. They are effectively conductive and protective housings for refined Gloriabellum Ore, a substance thought to originate from elsewhere in the Galaxy, which is used by many sapient species for different applications. With the ore suspended within these spherical chambers - typically built with an access porthole - it begins to emit its energy into the housing, which can then be stored via capacitors and batteries and released as needed into whatever it is powering. When this storage is full, the Glow Reactor calms the ore into dormancy.<br><br>Many Heroes and Villains utilized gadgets, vehicles and weapons created with Glow Reactor technology. While initially dismissed as something of a parlour trick after World War 2 due to the sheer scarcity of Gloriabellum Ore, a number of sources of the substance have been discovered since, which raises the wider viability of this energy production method for anything beyond bespoke creations. In particular, the Glory Meteor that broke up in Earth's atmosphere in 1971 massively increased the amount of available Gloriabellum on the surface and on the seabed.<br><br>Unfortunately, due to how useful they are, Glow Reactors and Gloriabellum Ore alike are both extremely valuable on the black market, which is a major driver of criminal activity. Even beyond the black market itself, plenty of Villains with a need for extensive and lightweight power production would rather target existing reactors or refined ore themselves rather than buy it full price.<br><br>Gloriabellum Ore is purple and glows intensely. Synthetic Gloriabellum Ore - sometimes known as 'Glow Crystal' - is not strong enough for use in reactors, but it can bestow regenerative effects on Metabeings, for they seem to have some strange tie to the Gloriabella Particle that science has yet to explain.", hover: "Small, potent and deeply expensive sources of energy.<br>Glow Reactors are used in several high-tech devices and vehicles that require high power.<br>The ore required to make them is extremely rare, and in high demand on the black market.", see_also: ["Gloriabella Particle", "Discovery Of The Gloriabella Particle", "First Glow Reactor Created", "Glory Meteor Breakup"], see_also_number: 4, }, Power_Armour:{name: "Power_Armour", full_title: "Power Armour", category: "Codex - Technology", alias: "", entry: "Power Armour refers to the concept of mechanized suits of armour that enhance the movements and strength of the wearer. A fairly common concept throughout the Galaxy, the first suits of Power Armour on Earth were deployed by The Hand, the product of one of their Finger research teams. Since then, Power Armour troops have appeared across multiple nations, either in the form of seriously funded applications or publicity stunts. While Power Armour is obviously expensive to make and maintain - and commonly relies on either Glow Reactors or Magic in order to power it without weighing it down to nigh-useless levels - its usefulness is undeniable and obvious. A 'standard' suit of Power Armour (though no such thing truly exists) can allow an ordinary Human to stand against a Metabeing - depending on the Metabeing, of course.<br><br>The Hand's first Power Armour models were crude but effective, propelling the Finger that designed and produced them to the top of the Villain Organization's internal rankings. However, they would end up falling behind the competition of other Fingers who put new eyes and ideas onto the concept, which has led to The Hand being one of the premier fielders of Power Armour with some of the most advanced designs in the world.<br><br>MeKO Teams are commonly equipped with at least one Power Armour user, though large cities from wealthy nations will typically have a squad of them available. In militaries, Power Armour is typically deployed either as a single unit backing up a squad of mixed disciplines, or as small squads themselves, usually either specialized for a singular strategy or function, or designed to complement one another's specializations. That is the beauty of Power Armour, of course: unless the chassis itself is specialized towards high agility or high brute strength, many suits can be easily customized into fulfilling a variety of roles.<br><br>Power Armour is a popular choice for Heroes and Villains born without powers. Getting one's hands on such a suit is difficult, of course, which is why many low-tier 'Naturals' will try their hand at making their own, or salvaging broken examples. Indeed, the first few Power Armours outside of The Hand's control were reverse-engineered from their defeated units.<br><br>While there is no standardized design of Power Armour, the majority of them are Humanoid in structure for the simple sake of them being easy to wear and figure out. Quad-legged, wheeled and 'torso' designs have been seen throughout history, of course. Power Armour that exceeds a certain size is more typically designated as an Exosuit instead.", hover: "Suits of armour with mechanized, self-propelled enhancements of the wearer's strength.<br>Power Armour is an extremely varied discipline, used by Villains and Governments.<br>It can turn an ordinary Human into a warrior capable of butting heads with a Metabeing.<br>Of course, they're also used for commercial, entertainment and construction purposes.", see_also: ["Glow Reactor", "Magic"], see_also_number: 2, }, }>> <</nobr>><<nobr>> <<if $codexCategory is "Codex - Foundational Concepts">> Foundational Concepts: matters important to understanding this world and the people within it. <<elseif $codexCategory is "Codex - Concepts">> Situational Relevance: information specific to this scenario. People, opposing forces, locations and miscellaneous information. <<elseif $codexCategory is "Codex - Concepts">> Concepts: useful information about the world on a broad variety of topics. <<elseif $codexCategory is "Codex - History">> History: events that helped shaped this world into what it is today. <<elseif $codexCategory is "Codex - Magic">> Magic: Supernatural powers, spread across hundreds of disciplines and methods of harnessing them. <<elseif $codexCategory is "Codex - Monsters">> Monsters: entities that dwell below the classification of 'people', but above mere beasts. <<elseif $codexCategory is "Codex - Organizations and Corporations">> Organizations and Corporations: groups that operate within this world for shared purpose. <<elseif $codexCategory is "Codex - People - Naturals">> People - Naturals: 'ordinary' Humans who are nevertheless notable to this world. <<elseif $codexCategory is "Codex - People - Superheroes">> People - Superheroes: empowered Metabeings and Supernaturals who use their powers for the betterment of the world. <<elseif $codexCategory is "Codex - People - Superneutrals">> People - Superneutrals: empowered Metabeings and Supernaturals who, more often than not, are just trying to live in this world. <<elseif $codexCategory is "Codex - People - Supervillains">> People - Supervillains: empowered Metabeings and Supernaturals who use their powers to take what they want from this world. <<elseif $codexCategory is "Codex - Places - Earth">> Places - Earth: locations of note found upon the planet Earth and its surrounding orbit. <<elseif $codexCategory is "Codex - Places - Other">> Places - Other: locations of note located elsewhere in the universe and upon other planes of reality. <<elseif $codexCategory is "Codex - Species - Earthling">> Species - Earthling: the species and races that comprise Earth's population. It's more than just Humans! <<elseif $codexCategory is "Codex - Species - Extraterrestrial and Extradimensional">> Species - Extra-terrestrial and Extra-dimensional: species and races that populate the universe and planes beyond it. <<elseif $codexCategory is "Codex - Technology">> Technology: the theories and results of scientific progress, be they positive or negative for this world. <</if>> <hrt><hr></hrt> <<set $currentCodex to "Category">> <<set _num to 0>> <<capture _codexAlso, _codexDate>> <<for _codexAlso, _val range setup.codex>> <<if setup.codex[_codexAlso].category is $codexCategory>> <<if def $codex[_codexAlso]>> <<if $codex[_codexAlso].unlocked gte 1>> <<set $codexCheckout to 1>> <<else>> <<set $codexCheckout to 0>> <</if>> <<else>> <<set $codexCheckout to 1>> <</if>> <<if $codexCheckout is 1>> <<set _num to _num + 1>> <<set _codexDate to _codexAlso>> <<set _codexAlso to _codexAlso.replace(/_/g, ' ')>> <<set _codexAlso to _codexAlso.replace(/4321/g, "’")>> <<if $codexCategory is "Codex - History">> <<= setup.codex[_codexDate].date>> - <<codex>>_codexAlso<</codex>> <<elseif $codexCategory is "Codex - Magic" or $codexCategory is "Codex - Maverick Manor" or $codexCategory is "Codex - Organizations and Corporations" or $codexCategory is "Codex - Species - Earthling" or $codexCategory is "Codex - Species - Extraterrestrial and Extradimensional">> <<if setup.codex[_codexDate].subheading isnot "none" and def setup.codex[_codexDate].subheading>> _num - <<codex>>_codexAlso<</codex>> - <<=setup.codex[_codexDate].subheading>> <<else>> _num - <<codex>>_codexAlso<</codex>> <</if>> <<elseif $codexCategory is "Codex - People - Superneutrals" or $codexCategory is "Codex - People - Superheroes" or $codexCategory is "Codex - People - Supervillains">> <<codex>>_codexAlso<</codex>> <<if def setup.codex[_codexDate].UHR>> - Hero Rank: <<=setup.codex[_codexDate].UHR>> <</if>> <<if def setup.codex[_codexDate].UVR>> - Villain Rank: <<=setup.codex[_codexDate].UVR>> <</if>> <<else>> _num - <<codex>>_codexAlso<</codex>> <</if>> <br> <</if>> <</if>> <</for>> <</capture>> <hrt><hr></hrt> <<include "Codex Return">> <</nobr>><<nobr>> <span id="combatScreen"> <div style = "align-items: center;display: flex;min-height: 95%;"> <div align="left" style="border-width: 2px 1px 1px 2px;border-style: solid;border-color: #919191;width: 99%;height: 55vh;background-color: rgba(0, 0, 0, 0.2);padding: 5px;overflow-y: auto;"> <span id="PlayerCombat">$Player_alias is ready to fight!</span> </div> <div align="left" style="border-width: 2px 2px 1px 1px;border-style: solid;border-color: #919191;width: 99%;height: 55vh;background-color: rgba(0, 0, 0, 0.2);padding: 5px;overflow-y: auto;"> <span id="EnemyCombat"><<include "Player Turn Taunt Blurbs">></span> </div> </div> <div style = "align-items: center;display: flex;min-height: 95%"> /* 𝐓𝐇𝐈𝐒 𝐈𝐒 𝐓𝐇𝐄 𝐏𝐋𝐀𝐘𝐄𝐑 𝐁𝐔𝐅𝐅𝐒 𝐒𝐄𝐂𝐓𝐈𝐎𝐍 */ <div id ="buffs-player" align="left" style="border-width: 1px 1px 1px 2px;border-style: solid;border-color: #919191;width: 99%;height: 6vh;background-color: rgba(0, 0, 0, 0.2);padding: 5px;overflow-y: hidden;font-size:2.8vh;overflow-x: auto;white-space: nowrap;"> <icon><<include "Player Status Report">></icon> </div> /* 𝐄𝐍𝐃 𝐎𝐅 𝐏𝐋𝐀𝐘𝐄𝐑 𝐁𝐔𝐅𝐅𝐒 𝐒𝐄𝐂𝐓𝐈𝐎𝐍 */ /* 𝐓𝐇𝐈𝐒 𝐈𝐒 𝐓𝐇𝐄 𝐄𝐍𝐄𝐌𝐘 𝐁𝐔𝐅𝐅𝐒 𝐒𝐄𝐂𝐓𝐈𝐎𝐍 */ <div id ="buffs-enemy" align="left" style="border-width: 1px 2px 1px 1px;border-style: solid;border-color: #919191;width: 99%;height: 6vh;background-color: rgba(0, 0, 0, 0.2);padding: 5px;overflow-y: hidden;font-size:2.8vh;overflow-x: auto;white-space: nowrap;"> <icon><<include "Enemy Status Report">></icon> </div> /* 𝐄𝐍𝐃 𝐎𝐅 𝐄𝐍𝐄𝐌𝐘 𝐁𝐔𝐅𝐅𝐒 𝐒𝐄𝐂𝐓𝐈𝐎𝐍 */ </div> <div style = "align-items: center;display: flex;min-height: 95%"> <div align="left" style="border-width: 1px 1px 1px 2px;border-style: solid;border-color: #919191;width: 20%;height: 4vh;background-color: #343434;padding: 5px;overflow-y: auto;"></div> /* 𝐓𝐇𝐈𝐒 𝐈𝐒 𝐓𝐇𝐄 𝐂𝐎𝐍𝐓𝐄𝐗𝐓 𝐁𝐀𝐑 𝐒𝐄𝐂𝐓𝐈𝐎𝐍 The divs above and below it are the darker buffers. */ <div align="center" style="border-width: 1px 1px 1px 1px;border-style: solid;border-color: #919191;width: 99%;height: 4vh;line-height: 4vh;background-color: rgba(0, 0, 0, 0.2);padding: 5px;overflow-y: hidden;font-size:2.5vh;font-variant: small-caps;"> <span id="ContextBar"> $FightContext </span> </div> /* 𝐄𝐍𝐃 𝐎𝐅 𝐂𝐎𝐍𝐓𝐄𝐗𝐓 𝐁𝐀𝐑 𝐒𝐄𝐂𝐓𝐈𝐎𝐍 */ <div align="left" style="border-width: 1px 2px 1px 1px;border-style: solid;border-color: #919191;width: 20%;height: 4vh;background-color: #343434;padding: 5px;overflow-y: auto;"></div> </div> <div style = "align-items: center;display: flex;min-height: 95%"> <div align="left" style="border-width: 1px 2px 2px 2px;border-style: solid;border-color: #919191;width: 100%;height: 18vh;background-color: rgba(0, 0, 0, 0.2);overflow: hidden;white-space: nowrap;"> <span id="CombatMenu"><<include "Combat Menu Replacer">></span> </div> </div> </span> /* Note; total vh height setting must equal 87.5 (I think)*/ <</nobr>><<nobr>> /* Beneficial effects (Buffs) start here. */ <<if $Player_regenerating isnot 0>> <<set $Status_Deadline to 5>> <<set $Status_Time to Math.clamp(0 + $Player_regenerating, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_hp_max / 15>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_regenerating]] <<tip>> $Player_alias is regenerating!<br> Soothing energies are restoring HP each turn.<br> $She will regain $Player_temp HP each turn.<br> In $Status_Severity turns, this effect ends.<br> This effect is a beneficial buff. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_rejuvenating isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_rejuvenating, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_hp_max / 12>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_rejuvenating]] <<tip>> $Player_alias is rejuvenating!<br> Powerful healing energies are restoring $her HP.<br> $She will regain $Player_temp HP each turn.<br> In $Status_Severity turns, this effect ends.<br> This effect is a beneficial buff. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_meditating isnot 0>> <<set $Status_Deadline to 4>> <<set $Status_Severity to $Status_Deadline - $Player_meditating>> <<set $Status_Report to "<sup><<= $Player_meditating>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_focus_max / 16>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_meditating]] <<tip>> $Player_alias is meditating!<br> By clearing $her mind, $her Focus is restored each turn.<br> $She will regain $Player_temp Focus each turn.<br> In $Status_Severity turns, this effect ends.<br> This effect is a beneficial buff. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_satellite_basic isnot 0>> <<set $Status_Deadline to $Player_satellite_basic_limit>> <<set $Status_Time to Math.clamp(0 + $Player_satellite_basic, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_hp_max / 15>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_satellite_basic]] <<tip>> $Player_alias has deployed a Satellite weapon!<br> This Satellite is attacking $Enemy_Article each turn.<br> This is a basic Satellite, firing unaspected shots that can miss.<br> In $Status_Severity turns, the Satellite will run out of charge.<br> This effect is a beneficial buff. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_momentum isnot 0>> <<set $Status_Deadline to 4>> <<set $Status_Time to Math.clamp(0 + $Player_momentum, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report>> <<hover>> [img[$Status_icon_momentum]] <<tip>> $Player_alias is experiencing momentum!<br> All Flow gains are increased by 50%.<br> For example, 10 Flow becomes 15 Flow.<br> In $Status_Severity turns, this effect ends.<br> This effect is a beneficial buff. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_ironclad isnot 0>> <<set $Status_Deadline to 5>> <<set $Status_Time to Math.clamp(0 + $Player_ironclad, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report>> <<hover>> [img[$Status_icon_ironclad]] <<tip>> $Player_alias is ironclad!<br> $Her defence is bolstered significantly when Defending.<br> The bonus is a 100% increase.<br> In $Status_Severity turns, this effect ends.<br> This effect is a beneficial buff. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_smokescreen isnot 0>> <<set $Status_Deadline to 4>> <<set $Status_Time to Math.clamp(0 + $Player_smokescreen, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_smokescreen]] <<tip>> $Player_alias is under a smokescreen!<br> $Her movements are obscured, making it easier to dodge.<br> It is also making it easier to Flee, if possible.<br> In $Status_Severity turns, this effect ends.<br> This effect is a beneficial buff. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_spite isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_spite, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_spite_total>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_spite]] <<tip>> $Player_alias is driven by spite!<br> A third of all damage sustained is being stored.<br> In $Status_Severity turns, $Player_spite_total damage will be unleashed.<br> This effect is a beneficial buff. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_pressure isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_pressure, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_pressure_total>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_pressure]] <<tip>> $Player_alias is keeping up the pressure!<br> A third of all damage dealt is being stored.<br> In $Status_Severity turns, $Player_pressure_total damage will be unleashed.<br> This effect is a beneficial buff. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> /* DoT time. Haem comes first so that it isn't triggered on the same turn as it's applied. DoT starts here.*/ <<if $Player_haemorrhaging isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_haemorrhaging, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup>$Status_Time</sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_hp_max / 7>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_haemorrhaging]] <<tip>> $Player_alias is haemorrhaging!<br> Substantial blood loss is weakening $her body and mind.<br> $She will lose $Player_temp HP and Focus each turn. This is a 'Doom' effect.<br> In $Status_Severity turns, $she will be KO'd at turn's end!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_bleeding isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_bleeding, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_hp_max / 18>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_bleeding]] <<tip>> $Player_alias is bleeding!<br> Minor blood loss is slowly draining $her HP.<br> $She will lose $Player_temp HP each turn.<br> In $Status_Severity turns, the effect will end...<br> ... But $she will begin haemorrhaging instead!<br> Haermorrhaging is a severe upgrade of bleeding. It is a 'Doom' effect.<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_burning isnot 0>> <<set $Status_Deadline to 5>> <<set $Status_Time to Math.clamp(0 + $Player_burning, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp2 to $Status_Time + 1>> <<if $Player_temp2 gt 5>><<set $Player_temp2 to 5>><</if>> <<set $Player_temp to $Player_hp_max / 30>> <<set $Player_temp to $Player_temp * $Player_temp2>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp, $Player_temp2>> <<hover>> [img[$Status_icon_burning]] <<tip>> $Player_alias is burning!<br> The spreading flames are growing more intense each turn.<br> $She will lose more HP every turn. $She will lose $Player_temp HP next.<br> In $Status_Severity turns, the effect will end...<br> ... But the flames will surge and deal double damage!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_static isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_static, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_hp_max / 4>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_static]] <<tip>> $Player_alias is experiencing static!<br> Nothing is happening... for now. But charge is building!<br> In $Status_Severity turns, the effect will end...<br> ... But a severe static shock will deal $Player_temp HP damage!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_drowning isnot 0>> <<set $Status_Deadline to 5>> <<set $Status_Time to Math.clamp(0 + $Player_drowning, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_hp_max / 5>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp, $Status_Time>> <<hover>> [img[$Status_icon_drowning]] <<tip>> $Player_alias is drowning!<br> Bereft of air, $her accuracy and damage are decreased by <<= $Status_Time>>!<br> In $Status_Severity turns, the effect will end...<br> ... But $her air will run out, dealing $Player_temp HP and Focus damage!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_poisoned isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Player_poisoned, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<set $Player_temp to $Player_hp_max / 16>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_poisoned]] <<tip>> $Player_alias is poisoned!<br> This persistent effect is weakening $her HP and Focus!<br> Every turn, $she will suffer $Player_temp HP and Focus damage!<br> This effect will not end by itself!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_toxic isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Player_toxic, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<set $Player_temp to $Player_hp_max / 12>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_toxic]] <<tip>> $Player_alias is severely poisoned with toxic!<br> This persistent effect is severely weakening $her HP!<br> Every turn, $she will suffer $Player_temp HP damage!<br> This effect will not end by itself!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_aphrodisiac isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Player_aphrodisiac, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<set $Player_aphrodisiac to $Player_aphrodisiac + 1>> <<set $Player_temp to $Player_focus_max / 12>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_aphrodisiac]] <<tip>> $Player_alias is poisoned with an aphrodisiac!<br> $Her flushed skin is impairing $her Focus!<br> Every turn, $she will suffer $Player_temp Focus damage!<br> This effect will not end by itself!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_reverb isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Player_reverb, 1, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<set $Player_temp to $Player_hp_max / 18>> <<set $Player_temp to $Player_temp * $Status_Time>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_reverb]] <<tip>> $Player_alias is bombarded by the reverb!<br> This sonic assault is damaging $her HP!<br> Every turn, she will suffer $Player_temp HP damage!<br> Reverb can be applied again to multiply its damage.<br> This effect will not end by itself!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_melting isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Player_melting, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<set $Player_temp to $Player_hp_max / 24>> <<set $Player_temp to $Player_temp * ($Status_Time + 1)>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_melting]] <<tip>> $Player_alias is being melted!<br> Acid is seeping deeper, costing progressively greater HP!<br> Next turn, $she will suffer $Player_temp HP damage!<br> This effect will not end by itself!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_softening isnot 0>> <<set $Status_Deadline to 4>> <<set $Status_Time to Math.clamp(0 + $Player_softening, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_hp_max / 4>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_softening]] <<tip>> $Player_alias is getting softened!<br> $Her armour is lowering by $Status_Time, and $she feels increasingly squishy...<br> In $Status_Severity turns, the effect will end...<br> ... But a severe spike of damage will deal $Player_temp HP damage!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_hypnotized isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_hypnotized, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_focus_max / 8>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_hypnotized]] <<tip>> $Player_alias is being hypnotized!<br> Intrusive thoughts and alien whispers are eroding $her Focus.<br> $She will lose $Player_temp Focus each turn. This is a 'Doom' effect.<br> In $Status_Severity turns, $she will be KO'd at turn's end!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_charmed isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_charmed, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_focus_max / 16>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_charmed]] <<tip>> $Player_alias is charmed!<br> $She can't get $Enemy_article out of $her head!<br> $She will lose $Player_temp Focus each turn.<br> In $Status_Severity turns, the effect will end...<br> ... But $she will become hypnotized instead!<br> Hypnotized is a severe upgrade of charmed. It is a 'Doom' effect.<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <<else>> dfhdfgdgdg <</if>> <</capture>> <</if>> /* Remaining Doom effects start here. */ <<if $Player_frozen isnot 0>> <<set $Status_Deadline to 6>> <<set $Status_Time to Math.clamp(0 + $Player_frozen, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_frozen * 2>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_frozen]] <<tip>> $Player_alias is being frozen!<br> Encroaching ice is severely impacting $her ability to dodge.<br> Dodge is reduced by $Player_temp and getting worse!<br> In addition, this is a 'Doom' effect.<br> In $Status_Severity turns, $she will be KO'd at turn's end!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_paralyzed isnot 0>> <<set $Status_Deadline to 6>> <<set $Status_Time to Math.clamp(0 + $Player_paralyzed, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_hp_max / 14>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_paralyzed]] <<tip>> $Player_alias is being paralyzed!<br> $Her body is seizing up, and it's painful to move.<br> Each turn, $she will sustain $Player_temp HP damage!<br> In addition, this is a 'Doom' effect.<br> In $Status_Severity turns, $she will be KO'd at turn's end!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_petrified isnot 0>> <<set $Status_Deadline to 6>> <<set $Status_Time to Math.clamp(0 + $Player_petrified, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to Math.clamp(0 + $Player_petrified, 1, 99)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_petrified]] <<tip>> $Player_alias is being petrified!<br> $Her body is slowly turning solid and immobile.<br> Dodging is impossible! Defence is increased by $Player_temp and growing!<br> In addition, this is a 'Doom' effect.<br> In $Status_Severity turns, $she will be KO'd at turn's end!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_slimed isnot 0>> <<set $Status_Deadline to 6>> <<set $Status_Time to Math.clamp(0 + $Player_slimed, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to Math.clamp(0 + $Player_slimed, 1, 99)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_slimed]] <<tip>> $Player_alias is being slimed!<br> Growing slime is covering $her body and impeding offense.<br> Damage is reduced by $Player_temp and getting worse!<br> In addition, this is a 'Doom' effect.<br> In $Status_Severity turns, $she will be KO'd at turn's end!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_judgement isnot 0>> <<set $Status_Deadline to 7>> <<set $Status_Time to Math.clamp(0 + $Player_judgement, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to Math.clamp(0 + $Player_judgement, 1, 99)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report>> <<hover>> [img[$Status_icon_judgement]] <<tip>> $Player_alias is under judgement!<br> A harsh spotlight is focused on $her wrongdoings...<br> Damage, Accuracy, Dodge and Defence are lowered by $Player_temp...<br> ... And it's getting worse!<br> In addition, this is a 'Doom' effect.<br> In $Status_Severity turns, $she will be KO'd at turn's end!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_corruption isnot 0>> <<set $Status_Deadline to 7>> <<set $Status_Time to Math.clamp(0 + $Player_corruption, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_hp_max / 13>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_corruption]] <<tip>> $Player_alias is falling victim to corruption!<br> Black flames lick tantalizingly at $her soul, ruining $her Focus.<br> Every turn, $she will sustain $Player_temp Focus damage!<br> In addition, this is a 'Doom' effect.<br> In $Status_Severity turns, $she will be KO'd at turn's end!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> /* Debuff effects start here. */ <<if $Player_concussion isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Player_concussion, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<set $Player_temp to Math.clamp(0 + $Player_concussion, 1, 99)>> <<set $Player_temp to $Player_temp * 2>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_concussion]] <<tip>> $Player_alias has a concussion!<br> $Her ringing head is affecting $her ability to attack.<br> Accuracy is reduced by $Player_temp and damage is reduced by $Player_concussion... <br> ... And it's getting worse!<br> This effect will not end by itself!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_exposed isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Player_exposed, 1, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_exposed]] <<tip>> $Player_alias has been exposed!<br> Damage to $her armour has rendered it useless.<br> Attacks against $her act as if $she has no armour value.<br> This effect will not end by itself!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_bogged_down isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Player_bogged_down, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<set $Player_temp to Math.clamp(0 + $Status_Time, 1, 99)>> <<set $Player_temp to $Status_Time * 2>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_bogged_down]] <<tip>> $Player_alias is bogged down!<br> Unstable footing is ruining $her ability to move.<br> Accuracy and dodge are reduced by $Player_temp each...<br> ... And it's getting worse!<br> This effect will not end by itself!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_choking isnot 0>> <<set $Status_Deadline to 4>> <<set $Status_Time to Math.clamp(0 + $Player_choking, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp, Status_Time>> <<hover>> [img[$Status_icon_choking]] <<tip>> $Player_alias is choking!<br> Severe coughing is making $her an easy target.<br> Dodge and defence are both reduced by <<= $Status_Time>>... <br> ... And it's getting worse!<br> In $Status_Severity turns, the effect will end...<br> ... But $she will sustain 4 decay damage to Str, Agi and Wits!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_silenced isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_silenced, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to 4>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_silenced]] <<tip>> $Player_alias is silenced!<br> $She cannot utilize Special Attacks in this condition.<br> In $Status_Severity turns, the effect will end without consequence.<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_EMP isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Player_EMP, 1, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_EMP]] <<tip>> $Player_alias is afflicted by an EMP!<br> $Her shield is disabled until the effect is lifted.<br> This effect will not end by itself!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_drained isnot 0>> <<set $Status_Deadline to 4>> <<set $Status_Time to Math.clamp(0 + $Player_drained, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_flow_max / 15>> <<set $Player_temp to $Player_temp * ($Status_Time + 1)>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_drained]] <<tip>> $Player_alias is being drained!<br> $Her Flow is being reduced by more every turn.<br> Next turn, it will reduced by <<= $Player_temp>>.<br> In $Status_Severity turns, the effect will end...<br> ... And $her Flow will be reduced to 0!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_disabled isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_disabled, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to 4>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_disabled]] <<tip>> $Player_alias is disabled!<br> $She cannot perform basic attacks in this condition.<br> In $Status_Severity turns, the effect will end without consequence.<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_clotted isnot 0>> <<set $Status_Deadline to 4>> <<set $Status_Time to Math.clamp(0 + $Player_clotted, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_hp_max / 4>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_clotted]] <<tip>> $Player_alias is suffering from a clot!<br> In this state, healing has no effect!<br> In $Status_Severity turns, the effect will end...<br> ... But the clot will deal $Player_temp HP damage!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_hexed isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_hexed, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_focus_max / 5>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_hexed]] <<tip>> $Player_alias has been hexed!<br> The hex converts healing into Focus damage!<br> In $Status_Severity turns, the effect will end...<br> ... But $she will suffer $Player_temp Focus damage!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_cursed isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_cursed, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to $Player_hp_max / 5>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_cursed]] <<tip>> $Player_alias is afflicted by a curse!<br> The curse converts healing into HP damage!<br> In $Status_Severity turns, the effect will end...<br> ... But the curse will deal $Player_temp HP damage!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_glued isnot 0>> <<set $Status_Deadline to 4>> <<set $Status_Time to Math.clamp(0 + $Player_glued, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_glued]] <<tip>> $Player_alias has been glued!<br> In this state, items cannot be used!<br> In $Status_Severity turns, the effect will end...<br> ... But the glue will harden, dealing 3 decay damage to Str and Agi!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_blinded isnot 0>> <<set $Status_Deadline to 5>> <<set $Status_Time to Math.clamp(0 + $Player_blinded, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Player_temp to Math.clamp(0 + $Status_Time, 1, 99)>> <<set $Player_temp to $Player_temp * 2>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_blinded]] <<tip>> $Player_alias has been blinded!<br> Accuracy is being reduced by <<= $Player_temp>>!<br> In $Status_Severity turns, the effect will end without consequence.<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_infuriated isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_infuriated, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_infuriated]] <<tip>> $Player_alias is infuriated!<br> Seeing red, $she cannot Defend (or Triage)!<br> In $Status_Severity turns, the effect will end without consequence. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> /* Combo effects start here. */ <<if $Player_charred isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_charred, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_charred]] <<tip>> $Player_alias is charred!<br> Dried out, $she is vulnerable to Water attacks.<br> In $Status_Severity turns, the effect will end without consequence.<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_brittle isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_brittle, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_brittle]] <<tip>> $Player_alias is brittle!<br> Made fragile, $she is vulnerable to Earth attacks.<br> In $Status_Severity turns, the effect will end without consequence.<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_electrocuted isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_electrocuted, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_electrocuted]] <<tip>> $Player_alias has been electrocuted!<br> Running hot, $she is vulnerable to Fire attacks.<br> In $Status_Severity turns, the effect will end without consequence.<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_dusty isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_dusty, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_dusty]] <<tip>> $Player_alias is dusty!<br> Surrounded by sharp debris, $she is vulnerable to Wind attacks.<br> In $Status_Severity turns, the effect will end without consequence.<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_soaked isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_soaked, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_soaked]] <<tip>> $Player_alias is soaked!<br> Sopping wet, $she is vulnerable to Elec attacks.<br> In $Status_Severity turns, the effect will end without consequence.<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_windchilled isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Player_windchilled, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_windchilled]] <<tip>> $Player_alias has been windchilled!<br> Cooled down, $she is vulnerable to Ice attacks.<br> In $Status_Severity turns, the effect will end without consequence.<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Player_primed isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Player_primed, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Player_temp>> <<hover>> [img[$Status_icon_primed]] <<tip>> $Player_alias is primed!<br> Set for a chain reaction, $she is vulnerable to Radiation attacks.<br> This effect will not end by itself!<br> This effect can be removed via Defend and Triage. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity lte 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <</nobr>><<nobr>> <<if $Turn is "Player Start">> <<if $Player_charging gte 1>> /* THIS 'AMY' BIT EXISTS AS A JANKY PATCH FOR DEALING WITH MULTI-CHARACTER FIGHTS. WE SHOULD REVISE THIS.*/ <<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 $attack to "Groovy">> <</if>> <</if>> <</if>> /* DISREGARDING THAT, THIS BIT SIMPLY CHECKS IF THE PLAYER IS CURRENTLY CHARGING. IF THEY ARE, IGNORE THE PLAYER'S TURN - BECAUSE IT HAS BEEN PREBOOKED - AND REDIRECT. '$Attack' should still be saved and set from the original execution of this move in the menu. */ <<replace '#PlayerCombat'>> @@.shud;<<include setup.attacks[_attack].passage>>@@ <span id="PlayerTaunt"></span> <</replace>> /*<<set $Turn to "Player End">> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>>*/ <<include "Generic Loss Check">> <div class="Continue"> <<if $Turn is "Victory">> <<replace '#ContextBar'>> <span style="color:#ffff9e">$FightContext</span> <</replace>> <<link [img[$combat_menu_victory][$Enemy_Loss_Check_Passage]]>> <<run $('#macro-hover-tip').empty();>> <</link>> <<elseif $Turn is "Defeat">> <<replace '#ContextBar'>> <span style="color:#c874ff">$FightContext</span> <</replace>> <<link [img[$combat_menu_defeat][$Enemy_Loss_Check_Passage]]>> <<run $('#macro-hover-tip').empty();>> <</link>> <<else>> @@#space;<<link [img[$combat_menu_continue]]>> <<run $('#macro-hover-tip').empty();>> <<replace '#EnemyCombat'>> @@.shud;<<include "Combat Enemy Status Effects Start Turn">>@@ <span id="EnemyTaunt"></span> <</replace>> <<set $Turn to "Enemy End">> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>>@@ <</if>> </div> <<else>> <div class="grid-container"> <div class="item"> /* BASIC ATTACK BUTTON */ <<if $Player_disabled > 0 and $currentWeapon isnot "bare hands">> <<hover>> <<link [img[$combat_menu_1_blocked]]>> <</link>> <<tip>> Warning! $Player_alias is Disabled!<br> $Her $Player_weapon_main has been rendered useless.<br> Until this condition clears, $she cannot perform Basic Attacks!<br> Using $her bare fists will bypass this restriction.<br> <</hover>> <<else>> <<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 $Actual_attack_type to "Forceful">> <</if>> <<hover>> @@#1;<<link [img[$combat_menu_1]]>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<replace '#PlayerCombat'>> @@.shud;<<include "Combat Basic Attack">>@@ <span id="PlayerTaunt"></span> <</replace>> <<set $Turn to "Player End">> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>>@@ <<tip>> Perform a basic attack with the equipped Main Weapon.<br> This attack costs nothing and has no bonuses.<br> The attack element will be <<= $Player_weapon_main_damage_type>><<if $Player_weapon_main_damage_type_2 isnot "unaspected">>and <<= $Player_weapon_main_damage_type_2>><</if>>.<br> <<include "HitChance Basic">> <<= $chancehit>>% Chance to hit.<</hover>> <</if>> </div> <div class="item"> /* SPECIAL ATTACK BUTTON */ <<if $Player_silenced is 0>> <<hover>> @@#2;<<link [img[$combat_menu_2]]>> <<dialogclose>> <<dialog>> <<include "Combat Special Attack Menu">> <</dialog>> <</link>> <<tip>> Open the Special Attack menu in a window.<br> Special attacks come in many different forms and sources.<br> Weapon attacks come from gear and use Flow, which grows each turn.<br> Class attacks are powerful but consume Glow, which is more limited.<br> Learned attacks are permanently unlocked abilities.<br> Ace attacks are once-per-fight. They are powerful, but hard to unlock.<br> Finally, all fight-relevant items will be listed. <</hover>> <<else>> <<hover>> <<link [img[$combat_menu_2_blocked]]>> <</link>> <<tip>> Warning! $Player_alias is Silenced!<br> $She cannot perform Special Attacks in this state.<br> <</hover>> <</if>> </div> <div class="item"> /* CONTEXT MOVE BUTTON */ <<if $Player_context_move > 0>> <<hover>> @@#3;<<link [img[$combat_menu_3]]>> <<dialogclose>> <<dialog>> <<include "Combat Context Moves Menu">> <</dialog>> <</link>> <<tip>> Open the Context Moves menu in a window.<br> Context Moves are actions specific to the current fight.<br> They take many forms; they may be the result of preparation...<br> ... Exploration, experimentation, or fight progress. <</hover>> <<else>> <<hover>> <<link [img[$combat_menu_3_blocked]]>> <</link>> <<tip>> There are currently no applicable Context Moves here!<br> Otherwise, this will open the Context Moves menu in a window.<br> Context Moves are actions specific to the current fight.<br> They take many forms; they may be the result of preparation...<br> ... Exploration, experimentation, or fight progress. <</hover>> <</if>> </div> <div class="item"> /* DEFEND & TRIAGE BUTTON */ <<if $Player_infuriated is 0>> /* We changed this from 'lte' to 'is' to accomodate status effects that are about to begin, but have not yet. */ <<if $Player_Debuffed is 0>> <<hover>> @@#4;<<link [img[$combat_menu_4]]>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<replace '#PlayerCombat'>> @@.shud;<<include "Combat Defend">>@@ <span id="PlayerTaunt"></span> <</replace>> <<set $Turn to "Player End">> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>>@@ <<tip>> Spend this turn Defending.<br> Defending adds +5 armour for the turn.<br> It also reduces the application chance of status effects.<br> If afflicted with a status effect, this will become 'Defend & Triage'.<br> Defend & Triage purges current negative status effects. <</hover>> <<else>> <<hover>> @@#4;<<link [img[$combat_menu_4_alt]]>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<replace '#PlayerCombat'>> @@.shud;<<include "Combat Defend">>@@ <span id="PlayerTaunt"></span> <</replace>> <<set $Turn to "Player End">> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>>@@ <<tip>> Spend this turn Defending and Triaging.<br> Defending adds +5 armour for the turn.<br> It also reduces the application chance of status effects.<br> Triage purges negative status effects, removing them.<br> Some Status Effects may only be partially removed!<br><br> Enemies can also use Defend & Triage.<br> Reaction to status effects depends on the individual enemy.<br> Smarter enemies are generally more alert!<br> <</hover>> <</if>> <<else>> <<hover>> <<link [img[$combat_menu_4_alt_blocked]]>> <<run $('#macro-hover-tip').empty();>> <</link>> <<tip>> $Player_alias is infuriated!<br> $She cannot Defend & Triage in this state...<br> $She must wait for it to wear off, or purge it somehow! <</hover>> <</if>> </div> <div class="item"> /* EXAMINE BUTTON */ <<hover>> @@#5;<<link [img[$combat_menu_5]]>> <<dialogclose>> <<dialog>> <<include "Combat Examine">> <</dialog>> <</link>> <<tip>> Examine the enemy in detail.<br> This will open a window, and does not end the turn.<br> Detailed descriptions and information both useful and dubious await! <</hover>> </div> <div class="item"> /* PACIFY BUTTON */ <<if $Enemy_Morale lte 0>> <<hover>> @@#6;<<link [img[$combat_menu_6]]>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<replace '#PlayerCombat'>> @@.shud;<<include "Combat Spare">>@@ <span id="PlayerTaunt"></span> <</replace>> <<set $Turn to "Player End">> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>>@@ <<tip>> Pacify the foe, ending the fight.<br> Because $Enemy_article has 0 Morale, this is possible.<br> Depending on context, this might be a truce, or a surrender.<br> <</hover>> <<else>> <<hover>> <<link [img[$combat_menu_6_blocked]]>> <<run $('#macro-hover-tip').empty();>> <</link>> <<tip>> $Enemy_Article is not willing to surrender!<br> Enemies can be pacified if their Morale is at 0.<br> Not all enemies can be pacified.<br> Pacifying an enemy ends the fight without defeating them.<br> Depending on context, this might be a truce, or a surrender. <</hover>> <</if>> </div> <div class="item"> /* FLEE BUTTON */ <<if $Fleeable is 1>> <<hover>> @@#7;<<link [img[$combat_menu_7]]>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<replace '#PlayerCombat'>> @@.shud;<<include "Combat Flee">>@@ <span id="PlayerTaunt"></span> <</replace>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>>@@ <<tip>> Attempt to flee from this fight.<br> Successfully fleeing will escape the fight with no rewards.<br> Sometimes, it's better to live to fight another day!<br> If this button is active, there is a chance to escape.<br> Escaping gets easier for every turn it is attempted. <</hover>> <<else>> <<hover>> <<link [img[$combat_menu_7_blocked]]>> <<run $('#macro-hover-tip').empty();>> <</link>> <<tip>> This is one fight $Player_alias can't escape from!<br> Perhaps an opening will present itself?... <</hover>> <</if>> </div> <div class="item"> /* SURRENDER BUTTON */ <<hover>> @@#8;<<link [img[$combat_menu_8]]>> <<dialogclose>> <<dialog>> Will $Player_alias surrender? No HP will be lost from further combat, but beware the consequences of losing! <br><br> <<link "SURRENDER...">> <<dialogclose>> <<replace '#PlayerCombat'>> @@.shud;Unwilling to fight any further, $Player_alias surrenders to <<= $Enemy_article>>...@@ <</replace>> <<set $Turn to "Player End">> <<set $Player_surrender to 1>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>> <br><br> <<link "Do not surrender!">><<dialogclose>><</link>> <</dialog>> <</link>> <<tip>> Surrender this fight.<br> Confirmation will be requested.<br> No further HP, Focus or resource loss will occur from this battle...<br> ... But beware the consequences of losing! <</hover>> </div> </div> <</if>> <</if>> <<if $Turn is "Struggle">> <div class="grid-container-struggle"> <div class="item"> /* STRUGGLE BUTTON */ <<hover>> @@#1;<<link [img[$struggle_menu_1]]>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<set $struggleType to "Struggle">> <<replace '#PlayerCombat'>> @@.shud;<<include $StrugglePlayer>>@@ <</replace>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>>@@ <<tip>> Struggle and squirm to increase Escape progress by <<= $strugglePower + $struggleRangeDown - $struggleStreak>>-<<= $strugglePower + $struggleRangeUp - $struggleStreak + $struggleBoost>>%.<br>Decreases in power when used consecutively.<br>Current streak: <<= $struggleStreak / 5>><br><<if $struggleBoost gt 0>>Next use is empowered by Appease (currently: +<<= $struggleBoost>>).<</if>> <</hover>> </div> <div class="item"> /* THRASH BUTTON */ <<if $Player_hp gt $struggleThrash>> <<hover>> @@#2;<<link [img[$struggle_menu_2]]>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<set $struggleType to "Thrash">> <<replace '#PlayerCombat'>> @@.shud;<<include $StrugglePlayer>>@@ <</replace>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>>@@ <<tip>> Violently kick and twist to increase Escape progress by <<= $strugglePower - $struggleRangeDown>>-<<= $strugglePower + $struggleRangeUp + $struggleBoost + 10>>%.<br>Costs $struggleThrash HP, getting worse with each total use.<br>Unaffected by Struggle fatigue, but does not reset it.<br><<if $struggleBoost gt 0>>Next use is empowered by Appease (currently: +<<= $struggleBoost>>).<</if>> <</hover>> <<else>> <<hover>> <<link [img[$struggle_menu_2_blocked]]>> <<run $('#macro-hover-tip').empty();>> <</link>> <<tip>> Cannot Thrash!<br> HP is too low! <</hover>> <</if>> </div> <div class="item"> /* ENDURE BUTTON */ <<hover>> @@#3;<<link [img[$struggle_menu_3]]>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<set $struggleType to "Endure">> <<replace '#PlayerCombat'>> @@.shud;<<include $StrugglePlayer>>@@ <</replace>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>>@@ <<tip>> Resets struggle fatigue.<br>Enemy $captureType progress will only increase by 10. <</hover>> </div> <div class="item"> /* APPEASE BUTTON */ <<if $Player_focus gt $struggleAppease>> <<hover>> @@#4;<<link [img[$struggle_menu_4]]>> <<dialogclose>> <<run $('#macro-hover-tip').empty();>> <<set $struggleType to "Appease">> <<replace '#PlayerCombat'>> @@.shud;<<include $StrugglePlayer>>@@ <</replace>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>>@@ <<tip>> Resets struggle fatigue.<br>Empowers next Struggle or Trash by 10. This bonus can be stacked.<br>Current Appease boost: <<= $struggleBoost>>.<br>Costs $struggleAllure Focus, getting worse with each total use.<br>Enemy $captureType progress will increase as normal. <</hover>> <<else>> <<hover>> <<link [img[$struggle_menu_4_blocked]]>> <<run $('#macro-hover-tip').empty();>> <</link>> <<tip>> Cannot Appease!<br> Focus is too low! <</hover>> <</if>> </div> </div> <</if>> <<if $Turn is "Escaped">> <<replace '#ContextBar'>> <span style="color:#ffff9e">$Player_alias successfully escaped!</span> <</replace>> <<link [img[$combat_menu_escaped][$Prior_Location]]>> <<include "Combat Deactivate Combat Mode">> <<run $('#macro-hover-tip').empty();>> <</link>> <</if>> <<if $Turn is "Player End">> <<include "Generic Loss Check">> <div class="Continue"> <<if $Turn is "Victory">> <<replace '#ContextBar'>> <span style="color:#ffff9e">$FightContext</span> <</replace>> <<link [img[$combat_menu_victory][$Enemy_Loss_Check_Passage]]>> <<run $('#macro-hover-tip').empty();>> <</link>> <<elseif $Turn is "Defeat">> <<replace '#ContextBar'>> <span style="color:#c874ff">$FightContext</span> <</replace>> <<link [img[$combat_menu_defeat][$Enemy_Loss_Check_Passage]]>> <<run $('#macro-hover-tip').empty();>> <</link>> <<else>> @@#space;<<link [img[$combat_menu_continue]]>> <<run $('#macro-hover-tip').empty();>> <<replace '#EnemyCombat'>> @@.shud;<<include "Combat Enemy Status Effects Start Turn">>@@ <span id="EnemyTaunt"></span> <</replace>> <<set $Turn to "Enemy End">> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <</link>>@@ <</if>> </div> <</if>> <<if $Turn is "Enemy End">> <<include "Generic Loss Check">> <div class="Continue"> <<if $Turn is "Victory">> <<replace '#ContextBar'>> <span style="color:#ffff9e">$FightContext</span> <</replace>> <<link [img[$combat_menu_victory][$Enemy_Loss_Check_Passage]]>> <<run $('#macro-hover-tip').empty();>> <</link>> <<elseif $Turn is "Defeat">> <<replace '#ContextBar'>> <span style="color:#c874ff">$FightContext</span> <</replace>> <<link [img[$combat_menu_defeat][$Enemy_Loss_Check_Passage]]>> <<run $('#macro-hover-tip').empty();>> <</link>> <<elseif $Turn is "Struggle">> <<replace '#ContextBar'>> $Player_alias is being grappled! <</replace>> @@#space;<<link [img[$combat_menu_loop]]>> <<run $('#macro-hover-tip').empty();>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <<set $struggleType to "Initial">> <<replace '#PlayerCombat'>> @@.shud;<<include $StrugglePlayer>>@@ <</replace>> <<replace '#EnemyCombat'>> @@.shud;<<include $StruggleEnemy>>@@ <</replace>> <</link>> <<else>> @@#space;<<link [img[$combat_menu_loop]]>> <<run $('#macro-hover-tip').empty();>> <<set $Turn to "Player Start">> <<replace '#PlayerTaunt'>> <<include "Combat Player Status Effects Start Turn">> <</replace>> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <<replace '#EnemyTaunt'>> /*<hrt><hr></hrt>*/ <<include "Player Turn Taunt Blurbs">> <</replace>> <</link>>@@ <</if>> </div> <</if>> <</nobr>><<nobr>> <<include "Adjust All Bars">> <<replace '#buffs-player'>> <icon><<include "Player Status Report">></icon> <</replace>> <<replace '#buffs-enemy'>> <icon><<include "Enemy Status Report">></icon> <</replace>> <<if $Enemy_hp lte 0 or $Enemy_surrender is 1>> <<set $Turn to "Victory">> <<if $Enemy_hp lte 0>> <<set $FightContext to "Victory achieved! Condition: enemy HP reduced to 0.">> <<else>> <<set $FightContext to "Victory achieved! Condition: enemy convinced to back down.">> <</if>> <<elseif $Player_hp lte 0 or $Player_focus lte 0 or $Player_surrender is 1>> <<set $Turn to "Defeat">> <<if $struggleProgressEnemy gte 100>> <<set $FightContext to "Defeated... Condition: $Player_alias was fully captured.">> <<elseif $Player_hp lte 0>> <<set $FightContext to "Defeated... Condition: $Player_alias HP reduced to 0.">> <<elseif $Player_focus lte 0>> <<set $FightContext to "Defeated... Condition: $Player_alias Focus reduced to 0.">> <<else>> <<set $FightContext to "Defeated... Condition: $Player_alias surrendered.">> <</if>> <<elseif $Player_alive is 1 and $Enemy_alive is 1>> <<if $Player_turn is 0>> <<set $Turn to "Enemy Start">> <<elseif $Player_turn is 1>> <<set $Turn to "Player Start">> <</if>> <<if $TurnOverride is "Struggle">> <<set $Turn to "Struggle">> <<set $TurnOverride to "nothing">> <</if>> <</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_Debuffed to 0>> <<set $Player_item_block to 1>> <<if $Player_success gte 1>> <<if $Enemy_charred is -2>> <<set $Enemy_charred to 0>> $Enemy_Article took severe water damage, purging their <b>charred</b> status! <</if>> <<if $Enemy_brittle is -2>> <<set $Enemy_brittle to 0>> $Enemy_Article took severe earth damage, purging their <b>brittle</b> status! <</if>> <<if $Enemy_electrocuted is -2>> <<set $Enemy_electrocuted to 0>> $Enemy_Article took severe fire damage, purging their <b>electrocuted</b> status! <</if>> <<if $Enemy_dusty is -2>> <<set $Enemy_dusty to 0>> $Enemy_Article took severe wind damage, purging their <b>dusty</b> status! <</if>> <<if $Enemy_soaked is -2>> <<set $Enemy_soaked to 0>> $Enemy_Article took severe elec damage, purging their <b>soaked</b> status! <</if>> <<if $Enemy_windchilled is -2>> <<set $Enemy_windchilled to 0>> $Enemy_Article took severe ice damage, purging their <b>windchilled</b> status! <</if>> <<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>> <hrt><hr></hrt> /* The order of status effects is by type, by element (ending with non-elemental). Refer to the 'Status Effects rework' doc. Exceptions are made for 'evolving' status effects, like Bleed/Haemorrhage below. Also, we start with Beneficial Effects (buffs) because Regen, etc needs to fire first above everything else. */ /* Beneficial effects (Buffs) start here. */ <<if $Player_regenerating isnot 0 and $No_Status is 0>> <<if $Player_regenerating is -1>><<set $Player_regenerating to 0>><</if>> <<set $Player_regenerating to $Player_regenerating + 1>> <<set $Player_temp to $Player_hp_max / 15>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<if $Player_regenerating lt 5>> $Player_alias sighs in relief as a pleasant sensation weaves across $her body, <b>healing $her for $Player_temp HP!</b> <<else>> <fail>Regeneration expired...</fail> $Player_alias sighs in relief as a pleasant sensation weaves across $her body, <b>healing $her for $Player_temp HP!</b> However, the feeling fades... <b>$She is no longer regenerating!</b> <<set $Player_regenerating to 0>> <</if>> <<set $Player_hp = Math.clamp($Player_hp + $Player_temp, 0, $Player_hp_max)>> <br><br> <</if>> <<if $Player_rejuvenating isnot 0 and $No_Status is 0>> <<if $Player_rejuvenating is -1>><<set $Player_rejuvenating to 0>><</if>> <<set $Player_rejuvenating to $Player_rejuvenating + 1>> <<set $Player_temp to $Player_hp_max / 12>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<if $Player_regenerating lt 3>> $Player_alias feels a surge of energy across $her body, <b>healing $her for $Player_temp HP!</b> <<else>> <fail>Rejuvenation expired...</fail> $Player_alias feels a surge of energy across $her body, <b>healing $her for $Player_temp HP!</b> However, the feeling fades... <b>$She is no longer rejuvenating!</b> <<set $Player_rejuvenating to 0>> <</if>> <<set $Player_hp = Math.clamp($Player_hp + $Player_temp, 0, $Player_hp_max)>> <br><br> <</if>> <<if $Player_meditating isnot 0 and $No_Status is 0>> <<if $Player_meditating is -1>><<set $Player_meditating to 0>><</if>> <<set $Player_meditating to $Player_meditating + 1>> <<set $Player_temp to $Player_focus_max / 16>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<if $Player_meditating lt 4>> $Player_alias exhales as $she clears $her mind, <b>restoring $Player_temp Focus!</b> <<else>> <fail>Meditation expired...</fail> $Player_alias exhales as $she clears $her mind, <b>restoring $Player_temp Focus!</b> However, $her happy place fades. <b>$She is no longer meditating!</b> <<set $Player_meditating to 0>> <</if>> <<set $Player_focus = Math.clamp($Player_focus + $Player_temp, 0, $Player_focus_max)>> <br><br> <</if>> <<if $Player_satellite_basic isnot 0 and $No_Status is 0>> <<if $Player_satellite_basic is -1>><<set $Player_satellite_basic to 0>><</if>> <<set $Player_Satellite_Type to "Basic">> <<include "Player Satellite">> <<if $Player_satellite_basic is $Player_satellite_basic_limit>> <fail>Satellite (Basic) expired...</fail> <b>The $Satellite_alias has run out of charge!</b> <<set $Player_satellite_basic to 0>> <<set $Player_satellite_basic_limit to 0>> <</if>> <</if>> <<if $Player_momentum isnot 0 and $No_Status is 0>> <<if $Player_momentum is -1>><<set $Player_momentum to 0>><</if>> <<set $Player_momentum to $Player_momentum + 1>> <<if $Player_momentum lt 4>> $Player_alias is feeling the momentum! <b>Flow gains increased by 50%!</b> <<else>> <fail>Momentum expired...</fail> $Player_alias feels $her groove slipping. <b>$She is no longer benefitting from momentum!</b> <<set $Player_momentum to 0>> <</if>> <br><br> <</if>> <<if $Player_ironclad isnot 0 and $No_Status is 0>> <<if $Player_ironclad is -1>><<set $Player_ironclad to 0>><</if>> <<set $Player_ironclad to $Player_ironclad + 1>> <<if $Player_ironclad lt 6>> $Player_alias feels downright invincible! <b>The effect of 'Defend' is doubled!</b> <<else>> <fail>Ironclad expired...</fail> $Player_alias feels $her defence returning to normal... <b>$She is no longer ironclad!</b> <<set $Player_ironclad to 0>> <</if>> <br><br> <</if>> <<if $Player_smokescreen isnot 0 and $No_Status is 0>> <<if $Player_smokescreen is -1>><<set $Player_smokescreen to 0>><</if>> <<set $Player_smokescreen to $Player_smokescreen + 1>> <<if $Player_smokescreen lt 4>> $Player_alias is shrouded by smog! <b>Dodge increased! Fleeing is easier!</b> <<else>> <fail>Smokescreen expired...</fail> $Player_alias watches the smoke fade away. <b>$She is no longer covered by smokescreen!</b> <<set $Player_smokescreen to 0>> <</if>> <br><br> <</if>> <<if $Player_spite isnot 0 and $No_Status is 0>> <<if $Player_spite is -1>><<set $Player_spite to 0>><</if>> <<set $Player_spite to $Player_spite + 1>> <<if $Player_spite lt 3>> $Player_alias can feel $her spite building... <b>Current spite: <<= $Player_spite_total>>!</b> <<else>> <<if $Player_spite_total > 0>> <success>Spite expired!</success> $Player_alias unleashes a savage attack in retaliation, <b>striking $Enemy_article for $Player_spite_total damage!</b> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Player_spite_total, 0, $Enemy_hp_max)>> <<else>> <fail>Spite expired...</fail> $Player_alias has no spite built up! <b>Nothing happens!</b> <</if>> <<set $Player_spite to 0>> <<set $Player_spite_total to 0>> <</if>> <br><br> <</if>> <<if $Player_pressure isnot 0 and $No_Status is 0>> <<if $Player_pressure is -1>><<set $Player_pressure to 0>><</if>> <<set $Player_pressure to $Player_pressure + 1>> <<if $Player_pressure lt 3>> $Player_alias is keeping up the pressure! <b>Current pressure: <<= $Player_pressure_total>>!</b> <<else>> <<if $Player_pressure > 0>> <success>Pressure expired!</success> $Player_alias unleashes a savage attack to press the advantage, <b>striking $Enemy_article for $Player_pressure_total damage!</b> <<set $Enemy_hp = Math.clamp($Enemy_hp - $Player_pressure_total, 0, $Enemy_hp_max)>> <<else>> <fail>Spite expired...</fail> $Player_alias has no spite built up! <b>Nothing happens!</b> <</if>> <<set $Player_pressure to 0>> <<set $Player_pressure_total to 0>> <</if>> <br><br> <</if>> /* DoT time. Haem comes first so that it isn't triggered on the same turn as it's applied. DoT starts here.*/ <<if $Player_haemorrhaging isnot 0 and $No_Status is 0>> <<if $Player_haemorrhaging is -1>><<set $Player_haemorrhaging to 0>><</if>> <<set $Player_temp to $Player_hp_max / 7>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<set $Player_haemorrhaging to $Player_haemorrhaging + 1>> <<if $Player_haemorrhaging lt 3>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias feels $her head spin as $she bleeds severely, losing <b>$Player_temp HP and Focus</b><<if $Player_shield > 0>><b> - bypassing $her shield</b><</if>><b>!</b> <<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>> <<set $Player_focus = Math.clamp($Player_focus - $Player_temp, 0, $Player_focus_max)>> <<elseif $Player_haemorrhaging is 3>> <<set $Player_haemorrhaging to 0>> <<set $Player_hp to 0>> <fail>Haemorrhaging Deadline expired... </fail>falling to her knees, $Player_alias loses consciousness; <b>$she has passed out from blood loss!</b> <</if>> <br><br> <</if>> <<if $Player_bleeding isnot 0 and $No_Status is 0>> <<if $Player_bleeding is -1>><<set $Player_bleeding to 0>><</if>> <<set $Player_temp to $Player_hp_max / 18>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<set $Player_bleeding to $Player_bleeding + 1>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias seethes as $she continues to bleed, losing <b>$Player_temp HP</b><<if $Player_shield > 0>><b> - bypassing $her shield</b><</if>><b>!</b> <<if $Player_bleeding is 3>><<set $Player_bleeding to 0>><<set $Player_haemorrhaging to -1>><fail>Bleeding Deadline expired... </fail>Left unattended, the bleed worsens. $Player_alias is no longer merely bleeding; <b>$she is haemorrhaging!</b><</if>> <<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>> <br><br> <</if>> <<if $Player_burning isnot 0 and $No_Status is 0>> <<if $Player_burning is -1>><<set $Player_burning to 0>><</if>> <<set $Player_burning to $Player_burning + 1>> <<set $Player_temp to $Player_hp_max / 30>> <<set $Player_temp to $Player_temp * $Player_burning>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<if $Player_burning isnot 5>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias pats at $herself as the fire spreads, losing <b>$Player_temp HP</b><<if $Player_shield > 0>><b> - bypassing $her shield</b><</if>><b>!</b> <<else>> <<set $Player_burning to 0>> <fail>Burning Deadline expired... </fail> the burning accelerates! $Player_alias is briefly engulfed in flame; she manages to put herself out, but loses a further <b>$Player_temp HP!</b> <<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>> <</if>> <<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>> <br><br> <</if>> <<if $Player_static isnot 0 and $No_Status is 0>> <<if $Player_static is -1>><<set $Player_static to 0>><</if>> <<set $Player_static to $Player_static + 1>> <<set $Player_temp to $Player_hp_max / 4>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<if $Player_static isnot 3>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias feels $her hair standing on end... <<else>> <<set $Player_static to 0>> <fail>Static Deadline expired...</fail> $Player_alias gasps sharply as an electric shock suddenly rips through $her body, dealing <b>$Player_temp damage</b><<if $Player_shield > 0>><b> - bypassing $her shield</b><</if>><b>!</b> <<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>> <</if>> <br><br> <</if>> <<if $Player_drowning isnot 0 and $No_Status is 0>> <<if $Player_drowning is -1>><<set $Player_drowning to 0>><</if>> <<set $Player_drowning to $Player_drowning + 1>> <<set $Player_temp to $Player_hp_max / 5>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<if $Player_drowning isnot 4>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias cannot breathe! $Her accuracy and damage are decreased by <<= $Player_drowning>>! <<else>> <<set $Player_drowning to 0>> <fail>Drowning Deadline expired...</fail> $Player_alias clutches at $her throat as bubbles spew past her lips. $Her vision blurs as her body and mind burn for <b>$Player_temp damage</b> to HP and Focus<<if $Player_shield > 0>><b> - bypassing $her shield</b><</if>><b>!</b> Somehow, $her airways clear... <<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>> <<set $Player_focus = Math.clamp($Player_focus - $Player_temp, 0, $Player_focus_max)>> <</if>> <br><br> <</if>> <<if $Player_poisoned isnot 0 and $No_Status is 0>> <<if $Player_poisoned is -1>><<set $Player_poisoned to 0>><</if>> <<set $Player_poisoned to $Player_poisoned + 1>> <<set $Player_temp to $Player_hp_max / 16>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias shudders as the poison rushes through $her veins, making her ache for <b>$Player_temp HP and Focus damage</b><<if $Player_shield > 0>><b> - bypassing $her shield</b><</if>><b>!</b> <<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>> <<set $Player_focus = Math.clamp($Player_focus - $Player_temp, 0, $Player_focus_max)>> <br><br> <</if>> <<if $Player_toxic isnot 0 and $No_Status is 0>> <<if $Player_toxic is -1>><<set $Player_toxic to 0>><</if>> <<set $Player_toxic to $Player_toxic + 1>> <<set $Player_temp to $Player_hp_max / 12>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias coughs and seethes as the toxic poison overcomes $her. $She loses <b>$Player_temp HP</b><<if $Player_shield > 0>><b> - bypassing $her shield</b><</if>><b>!</b> <<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>> <br><br> <</if>> <<if $Player_aphrodisiac isnot 0 and $No_Status is 0>> <<if $Player_aphrodisiac is -1>><<set $Player_aphrodisiac to 0>><</if>> <<set $Player_aphrodisiac to $Player_aphrodisiac + 1>> <<set $Player_temp to $Player_focus_max / 12>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias barely supresses a squeal at how desperately her aphrodisiac-flushed skin aches, losing<b>$Player_temp Focus</b><<if $Player_shield > 0>><b> - bypassing $her shield</b><</if>><b>!</b> <<set $Player_focus = Math.clamp($Player_focus - $Player_temp, 0, $Player_focus_max)>> <br><br> <</if>> <<if $Player_reverb isnot 0 and $No_Status is 0>> <<if $Player_reverb is -1>><<set $Player_reverb to 1>><</if>> <<set $Player_temp to $Player_hp_max / 18>> <<set $Player_temp to $Player_temp * $Player_reverb>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias clutches $her head as the reverb bellows, losing <b>$Player_temp HP</b><<if $Player_shield > 0>><b> - bypassing $her shield</b><</if>><b>!</b> <<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>> <br><br> <</if>> <<if $Player_melting isnot 0 and $No_Status is 0>> <<if $Player_melting is -1>><<set $Player_melting to 0>><</if>> <<set $Player_melting to $Player_melting + 1>> <<set $Player_temp to $Player_hp_max / 24>> <<set $Player_temp to $Player_temp * $Player_melting>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias coughs and panics as acidic smoke billows from $her, dealing <b>$Player_temp HP damage</b><<if $Player_shield > 0>><b> - bypassing $her shield</b><</if>><b>!</b> <<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>> <br><br> <</if>> <<if $Player_softening isnot 0 and $No_Status is 0>> <<if $Player_softening is -1>><<set $Player_softening to 0>><</if>> <<set $Player_softening to $Player_softening + 1>> <<set $Player_temp to $Player_hp_max / 4>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<if $Player_softening isnot 4>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias can feel $herself getting... squishier, softer! <<else>> <<set $Player_softening to 0>> <fail>Softening Deadline expired...</fail> $Player_alias feels something bend in a direction it absolutely shouldn't, dealing <b>$Player_temp HP damage</b><<if $Player_shield > 0>><b> - bypassing $her shield</b><</if>><b>!</b> <<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>> <</if>> <br><br> <</if>> <<if $Player_hypnotized isnot 0 and $No_Status is 0>> <<if $Player_hypnotized is -1>><<set $Player_hypnotized to 0>><</if>> <<set $Player_temp to $Player_focus_max / 8>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<set $Player_hypnotized to $Player_hypnotized + 1>> <<set $Player_Debuffed to $Player_Debuffed + 1>> <<if $Player_hypnotized lt 3>> $Player_alias blinks out of sync as $her head is filled with tempting commands to obey, losing <b>$Player_temp Focus, Glow and Flow!</b> <<set $Player_focus = Math.clamp($Player_focus - $Player_temp, 0, $Player_focus_max)>> <<set $Player_flow = Math.clamp($Player_flow - $Player_temp, 0, $Player_flow_max)>> <<set $Player_glow = Math.clamp($Player_glow - $Player_temp, 0, $Player_glow_max)>> <<elseif $Player_hypnotized is 3>> <<set $Player_hypnotized to 0>> <<set $Player_focus to 0>> <fail>Hypnotized Deadline expired... </fail>stopping in $her tracks, $Player_alias stands with $her shoulders slumped and her eyes vacant; <b>$she has been completely hypnotized!</b> <</if>> <br><br> <</if>> <<if $Player_charmed isnot 0 and $No_Status is 0>> <<if $Player_charmed is -1>><<set $Player_charmed to 0>><</if>> <<set $Player_temp to $Player_focus_max / 16>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<set $Player_charmed to $Player_charmed + 1>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias huffs as $her mind is saturated with pleasant thoughts of $her opponent, losing <b>$Player_temp Focus</b> and <b>$Player_charmed attack!</b> <<if $Player_charmed is 4>><<set $Player_charmed to 0>><<set $Player_hypnotized to -1>><fail>Charmed Deadline expired... </fail>$Player_alias shudders as the images in $her head become more vivid... and loud. <b>$She is hypnotized!</b><</if>> <<set $Player_focus = Math.clamp($Player_focus - $Player_temp, 0, $Player_focus_max)>> <br><br> <</if>> /* Remaining Doom effects start here. */ <<if $Player_frozen isnot 0 and $No_Status is 0>> <<if $Player_frozen is -1>><<set $Player_frozen to 0>><</if>> <<set $Player_frozen to $Player_frozen + 1>> <<set $Player_temp to $Player_frozen * 2>> <<set $Player_Debuffed to $Player_Debuffed + 1>> <<if $Player_frozen lt 6>> $Player_alias is freezing over! $Her <b>dodge is reduced by $Player_temp</b> as the ice spreads! <<else>> <<set $Player_frozen to 0>> <<set $Player_hp to 0>> <fail>Frozen Deadline expired... </fail> $Player_alias lets out a stifled cry before the ice fully forms over $her panicked face. <b>$she has been completely frozen!</b> <</if>> <br><br> <</if>> <<if $Player_paralyzed isnot 0 and $No_Status is 0>> <<if $Player_paralyzed is -1>><<set $Player_paralyzed to 0>><</if>> <<set $Player_temp to $Player_hp_max / 14>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<set $Player_paralyzed to $Player_paralyzed + 1>> <<set $Player_Debuffed to $Player_Debuffed + 1>> <<if $Player_paralyzed lt 6>> $Player_alias feels a shocking ache through $her body, losing <b>$Player_temp HP</b><<if $Player_shield > 0>><b> - bypassing $her shield</b><</if>><b> and hampering accuracy by <<= $Player_paralyzed>>!</b> <<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>> <<else>> <<set $Player_paralyzed to 0>> <<set $Player_hp to 0>> <fail>Paralyzed Deadline expired... </fail> $Player_alias twitches, jerks, and then falls to the ground stiffly; <b>$she's fully paralyzed!</b> <</if>> <br><br> <</if>> <<if $Player_petrified isnot 0 and $No_Status is 0>> <<if $Player_petrified is -1>><<set $Player_petrified to 0>><</if>> <<set $Player_petrified to $Player_petrified + 1>> <<set $Player_temp to $Player_petrified * 2>> <<set $Player_Debuffed to $Player_Debuffed + 1>> <<if $Player_petrified lt 6>> $Player_alias is slowly stiffening and turning solid! $She <b>cannot dodge,</b> but $her <b>defence is raised by $Player_temp!</b> <<else>> <<set $Player_petrified to 0>> <<set $Player_hp to 0>> <fail>Petrified Deadline expired... </fail> $Player_alias gasps as $she feels the petrification spreading up her neck. In a flash, <b>$she finds herself turned solid, mind trapped!</b> <</if>> <br><br> <</if>> <<if $Player_slimed isnot 0 and $No_Status is 0>> <<if $Player_slimed is -1>><<set $Player_slimed to 0>><</if>> <<set $Player_slimed to $Player_slimed + 1>> <<set $Player_temp to $Player_slimed * 2>> <<set $Player_Debuffed to $Player_Debuffed + 1>> <<if $Player_slimed lt 6>> $Player_alias is covered in spreading slime! $Her <b>accuracy is reduced by $Player_temp</b> and $her <b>damage is reduced by $Player_slimed!</b> <<else>> <<set $Player_slimed to 0>> <<set $Player_focus to 0>> <fail>Slimed Deadline expired... </fail> $Player_alias seethes as $her arms are yanked behind her back, writhing on the spot as <b>$her body is entirely engulfed in living slime!</b> <</if>> <br><br> <</if>> <<if $Player_judgement isnot 0 and $No_Status is 0>> <<if $Player_judgement is -1>><<set $Player_judgement to 0>><</if>> <<set $Player_judgement to $Player_judgement + 1>> <<set $Player_Debuffed to $Player_Debuffed + 1>> <<if $Player_judgement lt 7>> $Player_alias feels $her spirit being judged... $Her <b>accuracy, damage, dodge and defence are all lowered by <<= $Player_judgement>>!</b> <<else>> <<set $Player_judgement to 0>> <<set $Player_focus to 0>> <fail>Judgement Deadline expired... </fail> $Player_alias emits a choked noise, $her eyes widening as $her very spirit is grappled with an iron fist. <b>$She convulses as she passes out!</b> <</if>> <br><br> <</if>> <<if $Player_corruption isnot 0 and $No_Status is 0>> <<if $Player_corruption is -1>><<set $Player_corruption to 0>><</if>> <<set $Player_corruption to $Player_corruption + 1>> <<set $Player_Debuffed to $Player_Debuffed + 1>> <<set $Player_temp to $Player_hp_max / 13>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<if $Player_corruption lt 7>> $Player_alias feels corruption crawling across $her body and soul, <b>dealing $Player_temp Focus damage!</b> <<set $Player_focus to $Player_focus - $Player_temp>> <<else>> <<set $Player_corruption to 0>> <<set $Player_focus to 0>> <fail>Corruption Deadline expired... </fail> $Player_alias feels something snap deep inside $her spirit. $She blinks in confusion, giggles despite $herself, then breaks into unhinged laughter as $she gropes at $her own body, <b>all thoughts of fighting $Enemy_alias banished from $her addled mind!</b> <</if>> <br><br> <</if>> /* Debuff effects start here. */ <<if $Player_concussion isnot 0 and $No_Status is 0>> <<if $Player_concussion is -1>><<set $Player_concussion to 0>><</if>> <<set $Player_concussion to $Player_concussion + 1>> <<set $Player_temp to $Player_concussion * 2>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias feels $her head swimming from concussion! $Her <b>accuracy is reduced by $Player_temp</b> and $her <b>damage is reduced by $Player_concussion!</b> <br><br> <</if>> <<if $Player_exposed isnot 0 and $No_Status is 0>> <<if $Player_exposed is -1>><<set $Player_exposed to 0>><</if>> <<set $Player_exposed to $Player_exposed + 1>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias feels like <<= $she>>'s wearing nothing at all! <b>$Her armour is useless!</b> <br><br> <</if>> <<if $Player_bogged_down isnot 0 and $No_Status is 0>> <<if $Player_bogged_down is -1>><<set $Player_bogged_down to 0>><</if>> <<set $Player_bogged_down to $Player_bogged_down + 1>> <<set $Player_temp to $Player_bogged_down * 2>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias is bogged down in this terrain! <b>$Her dodge and accuracy are reduced by <<= $Player_temp>>!</b> <br><br> <</if>> <<if $Player_choking isnot 0 and $No_Status is 0>> <<if $Player_choking is -1>><<set $Player_choking to 0>><</if>> <<set $Player_choking to $Player_choking + 1>> <<set $Player_temp to 4>> <<if $Player_choking isnot 4>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias is wracked by coughing fits! $Her dodge and defence are decreased by <<= $Player_choking>>! <<else>> <fail>Choking Deadline expired...</fail> $Player_alias stumbles and doubles over, finally dislodging the blockage in $her throat. It's left her weak and wide open; <b>Strength, Agility and Wits decay by <<= $Player_choking>>!</b> <<set $Player_strength_decay_buff to $Player_strength_decay_buff - $Player_choking>> <<set $Player_agility_decay_buff to $Player_agility_decay_buff - $Player_choking>> <<set $Player_wits_decay_buff to $Player_wits_decay_buff - $Player_choking>> <<set $character[$Player_name].strength_decay to $Player_strength_decay_buff>> <<set $character[$Player_name].agility_decay to $Player_agility_decay_buff>> <<set $character[$Player_name].wits_decay to $Player_wits_decay_buff>> <<set $Player_choking to 0>> <</if>> <br><br> <</if>> <<if $Player_silenced isnot 0 and $No_Status is 0>> <<if $Player_silenced is -1>><<set $Player_silenced to 0>><</if>> <<set $Player_silenced to $Player_silenced + 1>> <<if $Player_silenced isnot 3>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias clutches at $her throat, unable to speak! <b>$She cannot use Special Attacks!</b> <<else>> <<set $Player_silenced to 0>> <success>Silenced expired!</success> $Player_alias gasps loudly as $her voice returns; <b>Special Attacks were unblocked!</b> <</if>> <br><br> <</if>> <<if $Player_EMP isnot 0 and $No_Status is 0>> <<if $Player_EMP is -1>><<set $Player_EMP to 0>><</if>> <<set $Player_EMP to $Player_EMP + 1>> <<set $Player_Debuffed to $Player_Debuffed + 1>> <<= $Player_alias>> feels the air crackle around $her with electromagnetic energy... <b>$Her shields are disabled!</b> <br><br> <</if>> <<if $Player_drained isnot 0 and $No_Status is 0>> <<if $Player_drained is -1>><<set $Player_drained to 0>><</if>> <<set $Player_drained to $Player_drained + 1>> <<set $Player_temp to $Player_flow_max / 15>> <<set $Player_temp to $Player_temp * $Player_drained>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<if $Player_drained lt 4>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias feels a wave of exhaustion crash over $her, <b>losing $Player_temp Flow!</b> <<set $Player_flow to $Player_flow - $Player_temp>> <<else>> <<set $Player_drained to 0>> <<set $Player_flow to 0>> <fail>Drained Deadline expired... </fail> $Player_alias almost topples over as $her energy is completely drained, all her momentum ruined! <b>Flow was drained to 0!</b> <</if>> <br><br> <</if>> <<if $Player_disabled isnot 0 and $No_Status is 0>> <<if $Player_disabled is -1>><<set $Player_disabled to 0>><</if>> <<set $Player_disabled to $Player_disabled + 1>> <<if $Player_disabled isnot 3>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias tries and fails to fix the problem with $her weapon! <b>$She cannot use Basic Attacks!</b> <<else>> <<set $Player_disabled to 0>> <success>Disabled expired!</success> $Player_alias manages to restore $her weapon; <b>Basic Attacks were unblocked!</b> <</if>> <br><br> <</if>> <<if $Player_clotted isnot 0 and $No_Status is 0>> <<if $Player_clotted is -1>><<set $Player_clotted to 0>><</if>> <<set $Player_clotted to $Player_clotted + 1>> <<set $Player_temp to $Player_hp_max / 4>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<if $Player_clotted lt 4>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias clutches at $her heart, feeling something amiss... <b>$She cannot heal!</b> <<else>> <<set $Player_clotted to 0>> <fail>Clotted Deadline expired... </fail> $Player_alias splutters, $her eyes almost whiting out as a pain shoots through $her body for <b>$Player_temp HP!</b> <<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>> <</if>> <br><br> <</if>> <<if $Player_hexed isnot 0 and $No_Status is 0>> <<if $Player_hexed is -1>><<set $Player_hexed to 0>><</if>> <<set $Player_hexed to $Player_hexed + 1>> <<set $Player_temp to $Player_focus_max / 5>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<if $Player_hexed lt 3>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias feels a perverse shadow upon her spirit... <b>Healing will damage Focus!</b> <<else>> <<set $Player_hexed to 0>> <fail>Hexed Deadline expired... </fail> $Player_alias squeaks and stiffens on the spot, a surge of lewd energy ripping through $her mind for <b>$Player_temp Focus damage!</b> <<set $Player_hp = Math.clamp($Player_focus - $Player_temp, 0, $Player_focus_max)>> <</if>> <br><br> <</if>> <<if $Player_cursed isnot 0 and $No_Status is 0>> <<if $Player_cursed is -1>><<set $Player_cursed to 0>><</if>> <<set $Player_cursed to $Player_cursed + 1>> <<set $Player_temp to $Player_hp_max / 5>> <<set $Player_temp to $Player_temp * $Player_status_vuln>> <<set $Player_temp to $Player_temp + 0.001>> <<set $Player_temp to Math.round($Player_temp)>> <<if $Player_cursed lt 3>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias feels a dark presence around $her... <b>Healing will damage HP!</b> <<else>> <<set $Player_cursed to 0>> <fail>Cursed Deadline expired... </fail> $Player_alias gasps and coughs as $her lifeforce is pulled from her, dealing <b>$Player_temp HP damage!</b> <<set $Player_hp = Math.clamp($Player_hp - $Player_temp, 0, $Player_hp_max)>> <</if>> <br><br> <</if>> <<if $Player_glued isnot 0 and $No_Status is 0>> <<if $Player_glued is -1>><<set $Player_glued to 0>><</if>> <<set $Player_glued to $Player_glued + 1>> <<if $Player_glued isnot 3>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias grimaces as the glue clings fast to $her body! <b>$She cannot use Items!</b> <<else>> <fail>Glued deadline expired...</fail> $Player_alias grunts as the glue upon $her body hardens; <b>Strength and Agility decayed by <<= $Player_glued>>! Items were unblocked!</b> <<set $Player_strength_decay_buff to $Player_strength_decay_buff - $Player_glued>> <<set $Player_agility_decay_buff to $Player_agility_decay_buff - $Player_glued>> <<set $character[$Player_name].strength_decay to $Player_strength_decay_buff>> <<set $character[$Player_name].agility_decay to $Player_agility_decay_buff>> <<set $Player_glued to 0>> <</if>> <br><br> <</if>> <<if $Player_blinded isnot 0 and $No_Status is 0>> <<if $Player_blinded is -1>><<set $Player_blinded to 0>><</if>> <<set $Player_blinded to $Player_blinded + 1>> <<set $Player_temp to $Player_blinded * 2>> <<if $Player_blinded isnot 5>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias wipes at $her eyes fruitlessly, <b>$her accuracy reduced by <<= $Player_temp>>!</b> <<else>> <<set $Player_blinded to 0>> <success>Blinded expired!</success> $Player_alias growls as $her vision finally clears. <b>$She is no longer blinded!</b> <</if>> <br><br> <</if>> <<if $Player_infuriated isnot 0 and $No_Status is 0>> <<if $Player_infuriated is -1>><<set $Player_infuriated to 0>><</if>> <<set $Player_infuriated to $Player_infuriated + 1>> <<if $Player_infuriated isnot 3>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias is seeing red... <b>$She cannot Defend (or Triage)!</b> <<else>> <<set $Player_infuriated to 0>> <success>Infuriated expired!</success> $Player_alias exhales deeply as $she calms down. <b>Defend was unblocked!</b> <</if>> <br><br> <</if>> /* Combo effects start here. */ <<if $Player_charred isnot 0 and $No_Status is 0>> <<if $Player_charred is -1>><<set $Player_charred to 0>><</if>> <<set $Player_charred to $Player_charred + 1>> <<if $Player_charred lt 3>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias feels charred and dry... <b>The next Water attack against $her is empowered!</b> <<else>> <success>Charred expired!</success> $Player_alias manages to refresh $herself and <b>is no longer charred!</b> <<set $Player_charred to 0>> <</if>> <br><br> <</if>> <<if $Player_brittle isnot 0 and $No_Status is 0>> <<if $Player_brittle is -1>><<set $Player_brittle to 0>><</if>> <<set $Player_brittle to $Player_brittle + 1>> <<if $Player_brittle lt 3>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias feels weakened and fragile... <b>The next Ice attack against $her is empowered!</b> <<else>> <success>Brittle expired!</success> $Player_alias shivers in relief. <b>$She is no longer brittle!</b> <<set $Player_brittle to 0>> <</if>> <br><br> <</if>> <<if $Player_electrocuted isnot 0 and $No_Status is 0>> <<if $Player_electrocuted is -1>><<set $Player_electrocuted to 0>><</if>> <<set $Player_electrocuted to $Player_electrocuted + 1>> <<if $Player_electrocuted lt 3>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias is running hot after that shock... <b>The next Fire attack against $her is empowered!</b> <<else>> <success>Electrocuted expired!</success> $Player_alias feels the shock passing. <b>$She is no longer electrocuted!</b> <<set $Player_electrocuted to 0>> <</if>> <br><br> <</if>> <<if $Player_dusty isnot 0 and $No_Status is 0>> <<if $Player_dusty is -1>><<set $Player_dusty to 0>><</if>> <<set $Player_dusty to $Player_dusty + 1>> <<if $Player_dusty lt 3>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias chokes on the rough sand kicked up around $her. <b>The next Wind attack against $her is empowered!</b> <<else>> <success>Dusty expired!</success> $Player_alias feels the shock passing. <b>$She is no longer dusty!</b> <<set $Player_dusty to 0>> <</if>> <br><br> <</if>> <<if $Player_soaked isnot 0 and $No_Status is 0>> <<if $Player_soaked is -1>><<set $Player_soaked to 0>><</if>> <<set $Player_soaked to $Player_soaked + 1>> <<if $Player_soaked lt 3>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias is utterly drenched! <b>The next Elec attack against $her is empowered!</b> <<else>> <success>Soaked expired!</success> $Player_alias is dried off. <b>$She is no longer soaked!</b> <<set $Player_soaked to 0>> <</if>> <br><br> <</if>> <<if $Player_windchilled isnot 0 and $No_Status is 0>> <<if $Player_windchilled is -1>><<set $Player_windchilled to 0>><</if>> <<set $Player_windchilled to $Player_windchilled + 1>> <<if $Player_windchilled lt 3>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias is buffeted by freezing winds! <b>The next Ice attack against $her is empowered!</b> <<else>> <success>Windchilled expired!</success> $Player_alias is sheltered from the wind. <b>$She is no longer windchilled!</b> <<set $Player_windchilled to 0>> <</if>> <br><br> <</if>> <<if $Player_primed isnot 0 and $No_Status is 0>> <<if $Player_primed is -1>><<set $Player_primed to 0>><</if>> <<set $Player_primed to $Player_primed + 1>> <<set $Player_Debuffed to $Player_Debuffed + 1>> $Player_alias feels strangely energized... and not in a good way! <b>The next Radiation attack against $her is empowered!</b> <br><br> <</if>> <<replace '#buffs-player'>> <icon><<include "Player Status Report">></icon> <</replace>> <<replace '#buffs-enemy'>> <icon><<include "Enemy Status Report">></icon> <</replace>> <</nobr>><<nobr>> <<if $Player_Satellite_Type is "Basic">> <<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('2d3')>> <<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 Satellite takes a shot! <<if $Player_success is 0>> The Satellite misses <<= $Enemy_article>>! <<elseif $Player_success is 1>> The Satellite hits <<= $Enemy_article>>! $Enemy_Article takes $Player_damage damage! <<include "Combat Enemy HP Adjustment">> <<elseif $Player_success is 2>> The Satellite 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>> <</if>> <</nobr>>1. icon 2. entry in 'Combat Player Status Effects End Turn' and Enemy version 3. entry under CharacterInit if that status effect appears in a multi-character game, in a fight with swapping 3a. hooked into 'Character Object Status Cleanse' (part of Deactivate Combat Mode) 4. initialized under Combat Init; effect and resistances 5. reverted under Combat Deactivate Combat Mode 6. hooked into any relevant stats if more complex than a DoT/Doom 7. hooked into the UI - Player/Enemy Status Report 8. hooked into armour/accessory init, for resistance 9. hooked into Equip Function's armour/accessory resistance sections 8/9a. This is only for 'common' status effects. boss-specific ones should not be given armour/acc resistance. 10. hooked into Combat Player Status Resistances and Enemy! 11. hooked into Player Status Effects Start Turn 'player_debuffed' check 12. hooked into 'StatusChance' for Player-dealt status effects 13. test it!<<nobr>> TO BE FILLED <</nobr>><<nobr>> /* Beneficial effects (Buffs) start here. */ <<if $Enemy_regenerating isnot 0>> <<set $Status_Deadline to 5>> <<set $Status_Time to Math.clamp(0 + $Enemy_regenerating, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Enemy_hp_max / 15>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_regenerating]] <<tip>> $Enemy_Article is regenerating!<br> Soothing energies are restoring HP each turn.<br> They will regain $Enemy_temp HP each turn.<br> In $Status_Severity turns, this effect ends.<br> This effect is a beneficial buff. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_rejuvenating isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Enemy_rejuvenating, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Enemy_hp_max / 12>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_rejuvenating]] <<tip>> $Enemy_Article is rejuvenating!<br> Powerful healing energies are restoring their HP.<br> They will regain $Enemy_temp HP each turn.<br> In $Status_Severity turns, this effect ends.<br> This effect is a beneficial buff. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_meditating isnot 0>> /* NOT USED*/ <</if>> <<if $Enemy_satellite_basic isnot 0>> <<set $Status_Deadline to $Enemy_satellite_basic_limit>> <<set $Status_Time to Math.clamp(0 + $Enemy_satellite_basic, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Enemy_hp_max / 15>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_satellite_basic]] <<tip>> $Enemy_Article has deployed a Satellite weapon!<br> This Satellite is attacking $Player_alias each turn.<br> This is a basic Satellite, firing unaspected shots that can miss.<br> In $Status_Severity turns, the Satellite will run out of charge.<br> This effect is a beneficial buff. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_momentum isnot 0>> /* NOT CURRENTLY USED */ <</if>> <<if $Enemy_ironclad isnot 0>> <<set $Status_Deadline to 5>> <<set $Status_Time to Math.clamp(0 + $Enemy_ironclad, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report>> <<hover>> [img[$Status_icon_ironclad]] <<tip>> $Enemy_Article is ironclad!<br> Their defence is bolstered significantly when Defending.<br> The bonus is a 100% increase.<br> In $Status_Severity turns, this effect ends.<br> This effect is a beneficial buff. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_smokescreen isnot 0>> <<set $Status_Deadline to 4>> <<set $Status_Time to Math.clamp(0 + $Enemy_smokescreen, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_smokescreen]] <<tip>> $Enemy_Article is under a smokescreen!<br> Their movements are obscured, making it easier to dodge.<br> In $Status_Severity turns, this effect ends.<br> This effect is a beneficial buff. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_spite isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Enemy_spite, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Enemy_spite_total>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_spite]] <<tip>> $Enemy_Article is driven by spite!<br> A third of all damage sustained is being stored.<br> In $Status_Severity turns, $Enemy_spite_total damage will be unleashed.<br> This effect is a beneficial buff. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_pressure isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Enemy_pressure, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Enemy_pressure_total>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_pressure]] <<tip>> $Enemy_Article is keeping up the pressure!<br> A third of all damage dealt is being stored.<br> In $Status_Severity turns, $Enemy_pressure_total damage will be unleashed.<br> This effect is a beneficial buff. <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> /* DoT time. Haem comes first so that it isn't triggered on the same turn as it's applied. DoT starts here.*/ <<if $Enemy_haemorrhaging isnot 0 >> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Enemy_haemorrhaging, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Enemy_hp_max / 8>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<set $Enemy_temp2 to $Enemy_temp *2>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_haemorrhaging]] <<tip>> $Enemy_Article is haemorrhaging!<br> Substantial blood loss is weakening their body and mind.<br> They will lose $Enemy_temp HP each turn. This is a 'Doom' effect.<br> Enemies can resist Doom effects, but are not completely immune.<br> In $Status_Severity turns, they will take $Enemy_temp2 HP damage!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_bleeding isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Enemy_bleeding, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Enemy_hp_max / 18>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_bleeding]] <<tip>> $Enemy_Article is bleeding!<br> Minor blood loss is slowly draining their HP.<br> They will lose $Enemy_temp HP each turn.<br> In $Status_Severity turns, the effect will end...<br> ... But they will begin haemorrhaging instead!<br> Haermorrhaging is a severe upgrade of bleeding. It is a 'Doom' effect.<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_burning isnot 0>> <<set $Status_Deadline to 5>> <<set $Status_Time to Math.clamp(0 + $Enemy_burning, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp2 to $Status_Time + 1>> <<if $Enemy_temp2 gt 5>><<set $Enemy_temp2 to 5>><</if>> <<set $Enemy_temp to $Enemy_hp_max / 30>> <<set $Enemy_temp to $Enemy_temp * $Enemy_temp2>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp, $Enemy_temp2>> <<hover>> [img[$Status_icon_burning]] <<tip>> $Enemy_Article is burning!<br> The spreading flames are growing more intense each turn.<br> They will lose more HP every turn. They will lose $Enemy_temp HP next.<br> In $Status_Severity turns, the effect will end...<br> ... But the flames will surge and deal double damage!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_static isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Enemy_static, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Enemy_hp_max / 4>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_static]] <<tip>> $Enemy_Article is experiencing static!<br> Nothing is happening... for now. But charge is building!<br> In $Status_Severity turns, the effect will end...<br> ... But a severe static shock will deal $Enemy_temp HP damage!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_drowning isnot 0>> <<set $Status_Deadline to 5>> <<set $Status_Time to Math.clamp(0 + $Enemy_drowning, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Enemy_hp_max / 5>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp, $Status_Time>> <<hover>> [img[$Status_icon_drowning]] <<tip>> $Enemy_Article is drowning!<br> Bereft of air, their accuracy and damage are decreased by <<= $Status_Time>>!<br> In $Status_Severity turns, the effect will end...<br> ... But their air will run out, dealing $Enemy_temp HP damage!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_poisoned isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Enemy_poisoned, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<set $Enemy_temp to $Enemy_hp_max / 16>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_poisoned]] <<tip>> $Enemy_Article is poisoned!<br> This persistent effect is weakening their HP!<br> Every turn, they will suffer $Enemy_temp HP damage!<br> This effect will not end by itself!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_toxic isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Enemy_toxic, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<set $Enemy_temp to $Enemy_hp_max / 12>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_toxic]] <<tip>> $Enemy_Article is severely poisoned with toxic!<br> This persistent effect is severely weakening their HP!<br> Every turn, they will suffer $Enemy_temp HP damage!<br> This effect will not end by itself!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_aphrodisiac isnot 0>> /* CURRENTLY UNUSED BECAUSE ENEMIES DON'T HAVE FOCUS */ <</if>> <<if $Enemy_reverb isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Enemy_reverb, 1, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<set $Enemy_temp to $Enemy_hp_max / 20>> <<set $Enemy_temp to $Enemy_temp * $Enemy_reverb>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_reverb]] <<tip>> $Enemy_Article is bombarded by the reverb!<br> This sonic assault is damaging their HP!<br> Every turn, they will suffer $Enemy_temp HP damage!<br> Reverb can be applied again to multiply its damage.<br> This effect will not end by itself!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_melting isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Enemy_melting, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<set $Enemy_temp to $Enemy_hp_max / 24>> <<set $Enemy_temp to $Enemy_temp * ($Status_Time + 1)>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_melting]] <<tip>> $Enemy_Article is being melted!<br> Acid is seeping deeper, costing progressively greater HP!<br> Next turn, they will suffer $Enemy_temp HP damage!<br> This effect will not end by itself!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_softening isnot 0>> <<set $Status_Deadline to 4>> <<set $Status_Time to Math.clamp(0 + $Enemy_softening, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Enemy_hp_max / 4>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_softening]] <<tip>> $Enemy_Article is getting softened!<br> Their armour is lowering by $Status_Time, and they feel increasingly squishy...<br> In $Status_Severity turns, the effect will end...<br> ... But a severe spike of damage will deal $Enemy_temp HP damage!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_hypnotized isnot 0>> /* CURRENTLY UNUSED */ <</if>> <<if $Enemy_charmed isnot 0>> /* CURRENTLY UNUSED */ <</if>> /* Remaining Doom effects start here. */ <<if $Enemy_frozen isnot 0>> <<set $Status_Deadline to 6>> <<set $Status_Time to Math.clamp(0 + $Enemy_frozen, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Status_Time * 2>> <<set $Enemy_temp2 to $Enemy_hp_max / 4>> <<set $Enemy_temp2 to $Enemy_temp2 + 0.001>> <<set $Enemy_temp2 to Math.round($Enemy_temp2)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp, $Enemy_temp2>> <<hover>> [img[$Status_icon_frozen]] <<tip>> $Enemy_Article is being frozen!<br> Encroaching ice is severely impacting their ability to dodge.<br> Dodge is reduced by $Enemy_temp and getting worse!<br> In addition, this is a 'Doom' effect.<br> Enemies can resist Doom effects, but are not completely immune.<br> In $Status_Severity turns, they will suffer $Enemy_temp2 HP damage!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_paralyzed isnot 0>> <<set $Status_Deadline to 6>> <<set $Status_Time to Math.clamp(0 + $Enemy_paralyzed, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Enemy_hp_max / 14>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<set $Enemy_temp2 to $Enemy_hp_max / 4>> <<set $Enemy_temp2 to $Enemy_temp2 * $Enemy_status_vuln>> <<set $Enemy_temp2 to $Enemy_temp2 + 0.001>> <<set $Enemy_temp2 to Math.round($Enemy_temp2)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp, $Enemy_temp2>> <<hover>> [img[$Status_icon_paralyzed]] <<tip>> $Enemy_Article is being paralyzed!<br> Their body is seizing up, and it's painful to move.<br> Each turn, they will sustain $Enemy_temp HP damage!<br> In addition, this is a 'Doom' effect.<br> Enemies can resist Doom effects, but are not completely immune.<br> In $Status_Severity turns, they will suffer $Enemy_temp2 HP damage!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_petrified isnot 0>> <<set $Status_Deadline to 6>> <<set $Status_Time to Math.clamp(0 + $Enemy_petrified, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Status_Time * 2>> <<set $Enemy_temp2 to $Enemy_hp_max / 4>> <<set $Enemy_temp2 to $Enemy_temp2 * $Enemy_status_vuln>> <<set $Enemy_temp2 to $Enemy_temp2 + 0.001>> <<set $Enemy_temp2 to Math.round($Enemy_temp2)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp, $Enemy_temp2>> <<hover>> [img[$Status_icon_petrified]] <<tip>> $Enemy_Article is being petrified!<br> Their body is slowly turning solid and immobile.<br> Dodging is impossible! Defence is increased by $Enemy_temp and growing!<br> In addition, this is a 'Doom' effect.<br> Enemies can resist Doom effects, but are not completely immune.<br> In $Status_Severity turns, they will suffer $Enemy_temp2 HP damage!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_slimed isnot 0>> <<set $Status_Deadline to 6>> <<set $Status_Time to Math.clamp(0 + $Status_Deadline, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Status_Time * 2>> <<set $Enemy_temp2 to $Enemy_hp_max / 4>> <<set $Enemy_temp2 to $Enemy_temp2 * $Enemy_status_vuln>> <<set $Enemy_temp2 to $Enemy_temp2 + 0.001>> <<set $Enemy_temp2 to Math.round($Enemy_temp2)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp, $Enemy_temp2>> <<hover>> [img[$Status_icon_slimed]] <<tip>> $Enemy_Article is being slimed!<br> Growing slime is covering their body and impeding offense.<br> Damage is reduced by $Enemy_temp and getting worse!<br> In addition, this is a 'Doom' effect.<br> Enemies can resist Doom effects, but are not completely immune.<br> In $Status_Severity turns, they will suffer $Enemy_temp2 HP damage!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_judgement isnot 0>> <<set $Status_Deadline to 7>> <<set $Status_Time to Math.clamp(0 + $Enemy_judgement, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Status_Time>> <<set $Enemy_temp2 to $Enemy_hp_max / 4>> <<set $Enemy_temp2 to $Enemy_temp2 * $Enemy_status_vuln>> <<set $Enemy_temp2 to $Enemy_temp2 + 0.001>> <<set $Enemy_temp2 to Math.round($Enemy_temp2)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp, $Enemy_temp2>> <<hover>> [img[$Status_icon_judgement]] <<tip>> $Enemy_Article is under judgement!<br> A harsh spotlight is focused on their wrongdoings...<br> Damage, Accuracy, Dodge and Defence are lowered by $Enemy_temp...<br> ... And it's getting worse!<br> In addition, this is a 'Doom' effect.<br> Enemies can resist Doom effects, but are not completely immune.<br> In $Status_Severity turns, they will suffer $Enemy_temp2 HP damage!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_corruption isnot 0>> <<set $Status_Deadline to 7>> <<set $Status_Time to Math.clamp(0 + $Enemy_corruption, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Enemy_hp_max / 13>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<set $Enemy_temp2 to $Enemy_hp_max / 4>> <<set $Enemy_temp2 to $Enemy_temp2 * $Enemy_status_vuln>> <<set $Enemy_temp2 to $Enemy_temp2 + 0.001>> <<set $Enemy_temp2 to Math.round($Enemy_temp2)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp, $Enemy_temp2>> <<hover>> [img[$Status_icon_corruption]] <<tip>> $Enemy_Article is falling victim to corruption!<br> Black flames lick tantalizingly at their soul, ruining their Focus.<br> Every turn, they will sustain $Enemy_temp Focus damage!<br> In addition, this is a 'Doom' effect.<br> Enemies can resist Doom effects, but are not completely immune.<br> In $Status_Severity turns, they will suffer $Enemy_temp2 HP damage!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> /* Debuff effects start here. */ <<if $Enemy_concussion isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Enemy_concussion, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<set $Enemy_temp to $Status_Time * 2>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_concussion]] <<tip>> $Enemy_Article has a concussion!<br> Their ringing head is affecting their ability to attack.<br> Accuracy is reduced by $Enemy_temp and damage is reduced by $Enemy_concussion... <br> ... And it's getting worse!<br> This effect will not end by itself!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_exposed isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Enemy_exposed, 1, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_exposed]] <<tip>> $Enemy_Article has been exposed!<br> Damage to their armour has rendered it useless.<br> Attacks against them act as if they have no armour value.<br> This effect will not end by itself!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_bogged_down isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Enemy_bogged_down, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<set $Enemy_temp to $Status_Time * 2>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_bogged_down]] <<tip>> $Enemy_Article is bogged down!<br> Unstable footing is ruining their ability to move.<br> Accuracy and dodge are reduced by $Enemy_temp each...<br> ... And it's getting worse!<br> This effect will not end by itself!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_choking isnot 0>> <<set $Status_Deadline to 4>> <<set $Status_Time to Math.clamp(0 + $Enemy_choking, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to 4>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_choking]] <<tip>> $Enemy_Article is choking!<br> Severe coughing is making them an easy target.<br> Dodge and defence are both reduced by <<= $Enemy_choking>>... <br> ... And it's getting worse!<br> In $Status_Severity turns, the effect will end...<br> ... But they will sustain 4 decay damage to Str, Agi and Wits!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_silenced isnot 0>> /* NOT CURRENTLY USED */ <</if>> <<if $Enemy_EMP isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Enemy_EMP, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_EMP]] <<tip>> $Enemy_Article is afflicted by an EMP!<br> Their shield is disabled until the effect is lifted.<br> This effect will not end by itself!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_drained isnot 0>> /* NOT CURRENTLY USED */ <</if>> <<if $Enemy_disabled isnot 0>> /* NOT CURRENTLY USED */ <</if>> <<if $Enemy_clotted isnot 0>> <<set $Status_Deadline to 4>> <<set $Status_Time to Math.clamp(0 + $Enemy_clotted, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Enemy_hp_max / 4>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_clotted]] <<tip>> $Enemy_Article is suffering from a clot!<br> In this state, healing has no effect!<br> In $Status_Severity turns, the effect will end...<br> ... But the clot will deal $Enemy_temp HP damage!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_hexed isnot 0>> /* NOT CURRENTLY USED */ <</if>> <<if $Enemy_cursed isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Enemy_cursed, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Enemy_hp_max / 5>> <<set $Enemy_temp to $Enemy_temp * $Enemy_status_vuln>> <<set $Enemy_temp to $Enemy_temp + 0.001>> <<set $Enemy_temp to Math.round($Enemy_temp)>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_cursed]] <<tip>> $Enemy_Article is afflicted by a curse!<br> The curse converts healing into HP damage!<br> In $Status_Severity turns, the effect will end...<br> ... But the curse will deal $Enemy_temp HP damage!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_glued isnot 0>> /* NOT CURRENTLY USED */ <</if>> <<if $Enemy_blinded isnot 0>> <<set $Status_Deadline to 5>> <<set $Status_Time to Math.clamp(0 + $Enemy_blinded, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<set $Enemy_temp to $Status_Time * 2>> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_blinded]] <<tip>> $Enemy_Article has been blinded!<br> Accuracy is being reduced by <<= $Enemy_temp>>!<br> In $Status_Severity turns, the effect will end without consequence.<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_infuriated isnot 0>> /* NOT CURRENTLY USED */ <</if>> /* Combo effects start here. */ <<if $Enemy_charred isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Enemy_charred, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_charred]] <<tip>> $Enemy_Article is charred!<br> Dried out, they are vulnerable to Water attacks.<br> In $Status_Severity turns, the effect will end without consequence.<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_brittle isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Enemy_brittle, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_brittle]] <<tip>> $Enemy_Article is brittle!<br> Made fragile, they are vulnerable to Earth attacks.<br> In $Status_Severity turns, the effect will end without consequence.<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_electrocuted isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Enemy_electrocuted, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_electrocuted]] <<tip>> $Enemy_Article has been electrocuted!<br> Running hot, they are vulnerable to Fire attacks.<br> In $Status_Severity turns, the effect will end without consequence.<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_dusty isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Enemy_dusty, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_dusty]] <<tip>> $Enemy_Article is dusty!<br> Surrounded by sharp debris, they are vulnerable to Wind attacks.<br> In $Status_Severity turns, the effect will end without consequence.<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_soaked isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Enemy_soaked, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_soaked]] <<tip>> $Enemy_Article is soaked!<br> Sopping wet, they are vulnerable to Elec attacks.<br> In $Status_Severity turns, the effect will end without consequence.<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_windchilled isnot 0>> <<set $Status_Deadline to 3>> <<set $Status_Time to Math.clamp(0 + $Enemy_windchilled, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>$Status_Deadline</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_windchilled]] <<tip>> $Enemy_Article has been windchilled!<br> Cooled down, they are vulnerable to Ice attacks.<br> In $Status_Severity turns, the effect will end without consequence.<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <<if $Enemy_primed isnot 0>> <<set $Status_Deadline to 99>> <<set $Status_Time to Math.clamp(0 + $Enemy_primed, 0, 99)>> <<set $Status_Severity to $Status_Deadline - $Status_Time>> <<set $Status_Report to "<sup><<= $Status_Time>></sup>/<sub>0</sub>">> <<capture $Status_Deadline, $Status_Severity, $Status_Report, $Enemy_temp>> <<hover>> [img[$Status_icon_primed]] <<tip>> $Enemy_Article is primed!<br> Set for a chain reaction, they are vulnerable to Radiation attacks.<br> This effect will not end by itself!<br> Clever enemies may remove this effect via Defending... <</hover>> <<if $Status_Severity gt 2>> $Status_Report <<elseif $Status_Severity is 2>> <span style=color:#fd9e87;>$Status_Report</span> <<elseif $Status_Severity is 1>> <span style=color:#ff4444;>$Status_Report</span> <</if>> <</capture>> <</if>> <</nobr>><<nobr>> /* This determines whether an Enemy will attack as normal, or waste a turn defending and triaging themselves. */ <<set $Status_Paranoia to $Enemy_Debuff_Limit + random($Enemy_Debuff_Wiggle_Negative, $Enemy_Debuff_Wiggle)>> <<if $Status_Paranoia lte $Enemy_Debuffed>> <<include "Combat Enemy Status Purge">> <<include "Combat Enemy Status Effects End Turn">> <<else>> <<include "Combat Enemy Turn">> <</if>> <</nobr>><<nobr>> <<set $Player_haemorrhaging to 0>> <<set $Player_bleeding to 0>> <<set $Player_burning to 0>> <<set $Player_static to 0>> <<set $Player_drowning to 0>> <<set $Player_poisoned to 0>> <<set $Player_toxic to 0>> <<set $Player_aphrodisiac to 0>> <<set $Player_reverb to 0>> <<set $Player_melting to 0>> <<set $Player_softening to 0>> <<set $Player_hypnotized to 0>> <<set $Player_charmed to 0>> <<set $Player_concussion to 0>> <<set $Player_bogged_down to 0>> <<set $Player_choking to 0>> <<set $Player_silenced to 0>> <<set $Player_EMP to 0>> <<set $Player_drained to 0>> <<set $Player_disabled to 0>> <<set $Player_clotted to 0>> <<set $Player_hexed to 0>> <<set $Player_cursed to 0>> <<set $Player_glued to 0>> <<set $Player_blinded to 0>> <<set $Player_infuriated to 0>> <<set $Player_charred to 0>> <<set $Player_brittle to 0>> <<set $Player_electrocuted to 0>> <<set $Player_dusty to 0>> <<set $Player_soaked to 0>> <<set $Player_windchilled to 0>> <<set $Player_primed to 0>> /*<br><br>*/ In the safety of cover, $Player_alias is able to focus on $her ailments. Through treatment and channeling of $her Glow, <<if $Player_frozen isnot 1 or $Player_paralyzed isnot 1 or $Player_petrified isnot 1 or $Player_slimed isnot 1 or $Player_judgement isnot 1 or $Player_corruption isnot 1>> most of $her ailments are purged! <<else>> $her ailments are purged! <</if>> <<if $Player_frozen isnot 0 or $Player_paralyzed isnot 0 or $Player_petrified isnot 0 or $Player_slimed isnot 0 or $Player_judgement isnot 0 or $Player_corruption isnot 0>> <br><br> <<if $Player_frozen isnot 0>> <<set $Player_triage_roll to 1 + $Player_agility_total>> <<set $Player_frozen to $Player_frozen - $Player_triage_roll>> $Player_alias is slowly being frozen! $She does $her best to warm up and brush away the spreading ice... <<if $Player_frozen lte 0>> <<set $Player_frozen to 0>> Phew! $She succeeds in purging $her freezing status! <<else>> No good; it's only partially effective! Deadline extended by <<= $Player_triage_roll>>! <</if>> <</if>> <<if $Player_paralyzed isnot 0>> <<set $Player_triage_roll to 1 + $Player_agility_total>> <<set $Player_paralyzed to $Player_paralyzed - $Player_triage_roll>> $Player_alias is succumbing to paralysis! $She does $her best to soothe $her spasming muscles... <<if $Player_paralyzed lte 0>> <<set $Player_paralyzed to 0>> Phew! $She succeeds in purging $her paralysis status! <<else>> No good; it's only partially effective! Deadline extended by <<= $Player_triage_roll>>! <</if>> <</if>> <<if $Player_petrified isnot 0>> <<set $Player_triage_roll to 1 + $Player_strength_total>> <<set $Player_petrified to $Player_petrified - $Player_triage_roll>> $Player_alias is succumbing to petrification! $She channels $her Glow to try and halt the curse... <<if $Player_petrified lte 0>> <<set $Player_petrified to 0>> Phew! $She succeeds in purging $her petrified status! <<else>> No good; it's only partially effective! Deadline extended by <<= $Player_triage_roll>>! <</if>> <</if>> <<if $Player_slimed isnot 0>> <<set $Player_triage_roll to 1 + $Player_strength_total>> <<set $Player_slimed to $Player_slimed - $Player_triage_roll>> $Player_alias is succumbing to encoraching slime! $She does $her best to wipe the living muck off of $herself... <<if $Player_slimed lte 0>> <<set $Player_slimed to 0>> Phew! $She succeeds in purging $her slimed status! <<else>> No good; it's only partially effective! Deadline extended by <<= $Player_triage_roll>>! <</if>> <</if>> <<if $Player_corruption isnot 0>> <<set $Player_triage_roll to 1 + $Player_wits_total>> <<set $Player_corruption to $Player_corruption - $Player_triage_roll>> $Player_alias is succumbing to mounting corruption! $She tries to clear $her mind with a mantra and focus... <<if $Player_corruption lte 0>> <<set $Player_corruption to 0>> Phew! $She succeeds in purging $her corruption status! <<else>> No good; it's only partially effective! Deadline extended by <<= $Player_triage_roll>>! <</if>> <</if>> <<if $Player_judgement isnot 0>> <<set $Player_triage_roll to 1 + $Player_wits_total>> <<set $Player_judgement to $Player_judgement - $Player_triage_roll>> $Player_alias is feeling the weight of judgement! $She steels $herself and tries to focus on her better moments... <<if $Player_judgement lte 0>> <<set $Player_judgement to 0>> Phew! $She succeeds in purging $her judgement status! <<else>> No good; it's only partially effective! Deadline extended by <<= $Player_triage_roll>>! <</if>> <</if>> <</if>> <</nobr>><<nobr>> /* When an enemy is driven to Triage, they fully remove all active debuffs. */ <<set $Enemy_haemorrhaging to 0>> <<set $Enemy_bleeding to 0>> <<set $Enemy_burning to 0>> <<set $Enemy_static to 0>> <<set $Enemy_drowning to 0>> <<set $Enemy_poisoned to 0>> <<set $Enemy_toxic to 0>> <<set $Enemy_aphrodisiac to 0>> <<set $Enemy_reverb to 0>> <<set $Enemy_melting to 0>> <<set $Enemy_softening to 0>> <<set $Enemy_hypnotized to 0>> <<set $Enemy_charmed to 0>> <<set $Enemy_frozen to 0>> <<set $Enemy_paralyzed to 0>> <<set $Enemy_petrified to 0>> <<set $Enemy_slimed to 0>> <<set $Enemy_judgement to 0>> <<set $Enemy_corruption to 0>> <<set $Enemy_concussion to 0>> <<set $Enemy_bogged_down to 0>> <<set $Enemy_choking to 0>> <<set $Enemy_silenced to 0>> <<set $Enemy_EMP to 0>> <<set $Enemy_drained to 0>> <<set $Enemy_disabled to 0>> <<set $Enemy_clotted to 0>> <<set $Enemy_hexed to 0>> <<set $Enemy_cursed to 0>> <<set $Enemy_glued to 0>> <<set $Enemy_blinded to 0>> <<set $Enemy_infuriated to 0>> <<set $Enemy_charred to 0>> <<set $Enemy_brittle to 0>> <<set $Enemy_electrocuted to 0>> <<set $Enemy_dusty to 0>> <<set $Enemy_soaked to 0>> <<set $Enemy_windchilled to 0>> <<set $Enemy_primed to 0>> /* Enemy-specific Purge flavour texts start here. */ <<if $Enemy_alias is "Glob">> <<set $Enemy_defend_defence to 2>> Even a Glob has its limits. With this many afflications plaguing it, the strange slime Monster suddenly lurches into rough cover, morphing and splattering in an effort to purge itself of status effects! <br><br> These bizarre efforts pay off. The Glob is fully free of status effects! It also improved its defences by $Enemy_defend_defence for a turn! <</if>> <<if $Enemy_alias is "Tentacle Pit">> <<set $Enemy_defend_defence to 2>> With a gurgling howl, the Tentacles seem to take a moment to re-evaluate their situation. One by one, those tendrils wounded by Jaycie's strikes retreat back into the overall mass for the time-being, affording them a moment to regenerate. <br><br> This act of turtling has allowed it to purge its status effects! It also improved its defences by $Enemy_defend_defence for a turn! <</if>> <<if $Enemy_alias is "Ghost Girl">> <<set $Enemy_defend_defence to 4>> <daria>"Ow ow owwwwwuuuh!! You fight dirty..."</daria> the Ghost seethes, hugging herself tightly with her jaw set tense. In a swirl of movement, she suddenly dissipates into formless fog! <br><br> She slowly begins to reform, a fresh start that's purged her status effects! It also improved her defences by $Enemy_defend_defence for a turn! <</if>> <<if $Enemy_alias is "Maiden Armour">> <<set $Enemy_defend_defence to 2>> The strange Maiden shudders and clanks loudly - and wetly - as it staggers backwards, seeming to inspect itself. It suddenly clamps back shut, immobilizing itself! <br><br> This seems to have helped it to purge its status effects! It also improved its defences by $Enemy_defend_defence for a turn! <</if>> <<if $Enemy_alias is "Corrupted Pixie">> <<set $Enemy_defend_defence to 3>> <pixie>"Nngh!!-- Tricksome little mostly-mortal, aren't you?"</pixie> the Pixies seethes, flitting from spot to spot in an effort to stay on the defence and tend to their mounting injuries. <br><br> Before Helen's eyes, the stone and leaves that comprise her outfit begin to weave and grow anew. The Pixie has managed to purge its status effects! It also improved her defences by $Enemy_defend_defence for a turn! <</if>> <<if $Enemy_alias is "Mandrakes">> <<set $Enemy_defend_defence to 4>> The Mandrakes emit panicked chitters and whines at the state of their bodies... until a bark from their leader brings them into line. They scatter in every direction at once, leaping into the soil beds and burrowing to get away from Jaycie! <br><br> While they're hidden, they manmage to purge their status effects! They also improved their defences by $Enemy_defend_defence for a turn! <</if>> <<if $Enemy_alias is "Haunted Portrait">> <<set $Enemy_defend_defence to -2>> With an unearthly screech like chalk upon board, the Portrait Monster crosses its arms before itself and begins to rapidly shed layers of paint. <br><br> This act of shedding has allowed it to purge its status effects! It also <b>decreased</b> its defences by $Enemy_defend_defence for a turn! <</if>> <<if $Enemy_alias is "Possessed Mirror">> <<set $Enemy_defend_defence to 3>> Utterly covered in wounds from Jaycie's assault, her warped reflection tilts its head as it looks down at itself. Himself? Ugh. Complicated. Without warning, it steps behind a bookshelf and emerges on the other side of the room, suddenly healed... but moving stiffly, body covered in what looks like shards of glass. <br><br> This strange warping act has allowed it to purge its status effects! It also improved its defences by $Enemy_defend_defence for a turn! <</if>> <<if $Enemy_alias is "Amy">> <<set $Enemy_defend_defence to 3>> <amy>"You LITTLE--"</amy> Amy snarls, clawing at her body and its myriad afflictions. She curls up in mid air, her wings blossoming larger in order to wrap around herself, pulses of unholy energy working to knit her body! <br><br> This strange magic has allowed her to purge her status effects! It also improved her defences by $Enemy_defend_defence for a turn! <</if>> /* Ending the turn is already handled by the check to get here. */ <</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>> <<replace '#buffs-player'>> <icon><<include "Player Status Report">></icon> <</replace>> <<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>> <<replace '#buffs-player'>> <icon><<include "Player Status Report">></icon> <</replace>> <</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>> <<if $Enemy_strength_decay_buff > 0>> <<set $Enemy_strength_decay_buff to $Enemy_strength_decay_buff - 1>> <<elseif $Enemy_strength_decay_buff < 0>> <<set $Enemy_strength_decay_buff to $Enemy_strength_decay_buff + 1>> <</if>> <<if $Enemy_agility_decay_buff > 0>> <<set $Enemy_agility_decay_buff to $Enemy_agility_decay_buff - 1>> <<elseif $Enemy_agility_decay_buff < 0>> <<set $Enemy_agility_decay_buff to $Enemy_agility_decay_buff + 1>> <</if>> <<if $Enemy_wits_decay_buff > 0>> <<set $Enemy_wits_decay_buff to $Enemy_wits_decay_buff - 1>> <<elseif $Enemy_wits_decay_buff < 0>> <<set $Enemy_wits_decay_buff to $Enemy_wits_decay_buff + 1>> <</if>> <<if $Player_strength_decay_buff > 0>> <<set $Player_strength_decay_buff to $Player_strength_decay_buff - 1>> <<elseif $Player_strength_decay_buff < 0>> <<set $Player_strength_decay_buff to $Player_strength_decay_buff + 1>> <</if>> <<if $Player_agility_decay_buff > 0>> <<set $Player_agility_decay_buff to $Player_agility_decay_buff - 1>> <<elseif $Player_agility_decay_buff < 0>> <<set $Player_agility_decay_buff to $Player_agility_decay_buff + 1>> <</if>> <<if $Player_wits_decay_buff > 0>> <<set $Player_wits_decay_buff to $Player_wits_decay_buff - 1>> <<elseif $Player_wits_decay_buff < 0>> <<set $Player_wits_decay_buff to $Player_wits_decay_buff + 1>> <</if>> <<if $Player_toughness_decay_buff > 0>> <<set $Player_toughness_decay_buff to $Player_toughness_decay_buff - 1>> <<elseif $Player_toughness_decay_buff < 0>> <<set $Player_toughness_decay_buff to $Player_toughness_decay_buff + 1>> <</if>> <<if $Player_damage_decay_buff > 0>> <<set $Player_damage_decay_buff to $Player_damage_decay_buff - 1>> <<elseif $Player_damage_decay_buff < 0>> <<set $Player_damage_decay_buff to $Player_damage_decay_buff + 1>> <</if>> <<if $Player_accuracy_decay_buff > 0>> <<set $Player_accuracy_decay_buff to $Player_accuracy_decay_buff - 1>> <<elseif $Player_accuracy_decay_buff < 0>> <<set $Player_accuracy_decay_buff to $Player_accuracy_decay_buff + 1>> <</if>> <<if $Player_defence_decay_buff > 0>> <<set $Player_defence_decay_buff to $Player_defence_decay_buff - 1>> <<elseif $Player_defence_decay_buff < 0>> <<set $Player_defence_decay_buff to $Player_defence_decay_buff + 1>> <</if>> <<if $Player_dodge_decay_buff > 0>> <<set $Player_dodge_decay_buff to $Player_dodge_decay_buff - 1>> <<elseif $Player_dodge_decay_buff < 0>> <<set $Player_dodge_decay_buff to $Player_dodge_decay_buff + 1>> <</if>> <<if $Player_dice_decay_buff > 0>> <<set $Player_dice_decay_buff to $Player_dice_decay_buff - 1>> <<elseif $Player_dice_decay_buff < 0>> <<set $Player_dice_decay_buff to $Player_dice_decay_buff + 1>> <</if>> <<for _key, _val range $character>> <<if $Player_alias is $character[_key].name>> <<if $character[_key].strength_decay > 0>> <<set $character[_key].strength_decay to $character[_key].strength_decay - 1>> <<elseif $character[_key].strength_decay < 0>> <<set $character[_key].strength_decay to $character[_key].strength_decay + 1>> <</if>> <<if $character[_key].agility_decay > 0>> <<set $character[_key].agility_decay to $character[_key].agility_decay - 1>> <<elseif $character[_key].agility_decay < 0>> <<set $character[_key].agility_decay to $character[_key].agility_decay + 1>> <</if>> <<if $character[_key].wits_decay > 0>> <<set $character[_key].wits_decay to $character[_key].wits_decay - 1>> <<elseif $character[_key].wits_decay < 0>> <<set $character[_key].wits_decay to $character[_key].wits_decay + 1>> <</if>> <</if>> <</for>> <<if $Enemy_alias is "Amy">> <<if $Player_alias is "Helen">> <<set $Player_strength_decay_buff to $character.Helen.strength_decay>> <<set $Player_agility_decay_buff to $character.Helen.agility_decay>> <<set $Player_wits_decay_buff to $character.Helen.wits_decay>> <<else>> <<set $Player_strength_decay_buff to $character.Jaycie.strength_decay>> <<set $Player_agility_decay_buff to $character.Jaycie.agility_decay>> <<set $Player_wits_decay_buff to $character.Jaycie.wits_decay>> <</if>> <</if>> <<set $Player_used_item to 0>> <<set $Player_turn to 1>> <<set $Player_item_block to 0>> <<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 $Amy_Curse_Spirit gt 0>> <<set $FightContext to "<amy><i>Amy's curse against the Spirit is building...</i></amy>">> <</if>> <<if $Amy_Curse_Flesh gt 0>> <<set $FightContext to "<fail><i>Amy's curse against the Flesh is building...</i></fail>">> <</if>> -- this is already present in Amy's script.*/ <<if $Player_haemorrhaging isnot 0 or $Player_bleeding isnot 0 or $Player_burning isnot 0 or $Player_static isnot 0 or $Player_drowning isnot 0 or $Player_poisoned isnot 0 or $Player_toxic isnot 0 or $Player_aphrodisiac isnot 0 or $Player_reverb isnot 0 or $Player_melting isnot 0 or $Player_softening isnot 0 or $Player_hypnotized isnot 0 or $Player_charmed isnot 0 or $Player_frozen isnot 0 or $Player_paralyzed isnot 0 or $Player_petrified isnot 0 or $Player_slimed isnot 0 or $Player_judgement isnot 0 or $Player_corruption isnot 0 or $Player_concussion isnot 0 or $Player_bogged_down isnot 0 or $Player_choking isnot 0 or $Player_silenced isnot 0 or $Player_EMP isnot 0 or $Player_drained isnot 0 or $Player_disabled isnot 0 or $Player_clotted isnot 0 or $Player_hexed isnot 0 or $Player_cursed isnot 0 or $Player_glued isnot 0 or $Player_blinded isnot 0 or $Player_infuriated isnot 0 or $Player_charred isnot 0 or $Player_brittle isnot 0 or $Player_electrocuted isnot 0 or $Player_dusty isnot 0 or $Player_soaked isnot 0 or $Player_windchilled isnot 0 or $Player_primed>> <<set $Player_Debuffed to 1>> <<else>> <<set $Player_Debuffed to 0>> <</if>> <<set $Enemy_Script_10 = Math.clamp($Enemy_Script_10 - 1, 0, 10)>> <<set $struggleProgress to 0>> <<set $struggleProgressEnemy to 0>> <<include "Stat Updater">> <<replace '#ContextBar'>>$FightContext<</replace>> <<replace '#story-caption'>><<include StoryCaption>><</replace>> <</nobr>><<nobr>> <<capture _kink, _kinkNoSpace>> -- <u><b>CHARACTERS</b></u> - Who is involved?<br> <<for _i, _kink range $GameKinksCharacters>> <<set _kinkNoSpace to _kink.replace(/ /g, '')>> <<hover>><IS><<= _kink>></IS><<tip>><<= setup.Kinks[_kinkNoSpace]>><</hover>> (<<= $GameKinks.count(_kink)>>) -- <<if $KinkFilter[_kinkNoSpace] is "Allow">> <u><b>Allow</b></u> <<else>> <<link "Allow">> <<set $KinkFilter[_kinkNoSpace] to "Allow">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> | <<if $KinkFilter[_kinkNoSpace] is "Warn">> <u><b>Warn</b></u> <<else>> <<link "Warn">> <<set $KinkFilter[_kinkNoSpace] to "Warn">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> | <<if $KinkFilter[_kinkNoSpace] is "Forbid">> <u><b>Forbid</b></u> <<else>> <<link "Forbid">> <<set $KinkFilter[_kinkNoSpace] to "Forbid">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> <br> <</for>> <br>-- <u><b>CHARACTERISTICS</b></u> - What types of characters/entities are involved?<br> <<for _i, _kink range $GameKinksCharacteristics>> <<set _kinkNoSpace to _kink.replace(/ /g, '')>> <<hover>><IS><<= _kink>></IS><<tip>><<= setup.Kinks[_kinkNoSpace]>><</hover>> (<<= $GameKinks.count(_kink)>>) -- <<if $KinkFilter[_kinkNoSpace] is "Allow">> <u><b>Allow</b></u> <<else>> <<link "Allow">> <<set $KinkFilter[_kinkNoSpace] to "Allow">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> | <<if $KinkFilter[_kinkNoSpace] is "Warn">> <u><b>Warn</b></u> <<else>> <<link "Warn">> <<set $KinkFilter[_kinkNoSpace] to "Warn">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> | <<if $KinkFilter[_kinkNoSpace] is "Forbid">> <u><b>Forbid</b></u> <<else>> <<link "Forbid">> <<set $KinkFilter[_kinkNoSpace] to "Forbid">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> <br> <</for>> <br>-- <u><b>ACTS</b></u> - What general sex acts are being performed?<br> <<for _i, _kink range $GameKinksActs>> <<set _kinkNoSpace to _kink.replace(/ /g, '')>> <<hover>><IS><<= _kink>></IS><<tip>><<= setup.Kinks[_kinkNoSpace]>><</hover>> (<<= $GameKinks.count(_kink)>>) -- <<if $KinkFilter[_kinkNoSpace] is "Allow">> <u><b>Allow</b></u> <<else>> <<link "Allow">> <<set $KinkFilter[_kinkNoSpace] to "Allow">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> | <<if $KinkFilter[_kinkNoSpace] is "Warn">> <u><b>Warn</b></u> <<else>> <<link "Warn">> <<set $KinkFilter[_kinkNoSpace] to "Warn">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> | <<if $KinkFilter[_kinkNoSpace] is "Forbid">> <u><b>Forbid</b></u> <<else>> <<link "Forbid">> <<set $KinkFilter[_kinkNoSpace] to "Forbid">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> <br> <</for>> <br>-- <u><b>KINKS</b></u> - What common/grounded kinks are involved?<br> <<for _i, _kink range $GameKinksKinks>> <<set _kinkNoSpace to _kink.replace(/ /g, '')>> <<hover>><IS><<= _kink>></IS><<tip>><<= setup.Kinks[_kinkNoSpace]>><</hover>> (<<= $GameKinks.count(_kink)>>) -- <<if $KinkFilter[_kinkNoSpace] is "Allow">> <u><b>Allow</b></u> <<else>> <<link "Allow">> <<set $KinkFilter[_kinkNoSpace] to "Allow">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> | <<if $KinkFilter[_kinkNoSpace] is "Warn">> <u><b>Warn</b></u> <<else>> <<link "Warn">> <<set $KinkFilter[_kinkNoSpace] to "Warn">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> | <<if $KinkFilter[_kinkNoSpace] is "Forbid">> <u><b>Forbid</b></u> <<else>> <<link "Forbid">> <<set $KinkFilter[_kinkNoSpace] to "Forbid">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> <br> <</for>> <br>-- <u><b>FANTASTICAL KINKS</b></u> - What fantastical, extreme or otherwise unrealistic kinks are involved?<br> <<for _i, _kink range $GameKinksFantasy>> <<set _kinkNoSpace to _kink.replace(/ /g, '')>> <<hover>><IS><<= _kink>></IS><<tip>><<= setup.Kinks[_kinkNoSpace]>><</hover>> (<<= $GameKinks.count(_kink)>>) -- <<if $KinkFilter[_kinkNoSpace] is "Allow">> <u><b>Allow</b></u> <<else>> <<link "Allow">> <<set $KinkFilter[_kinkNoSpace] to "Allow">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> | <<if $KinkFilter[_kinkNoSpace] is "Warn">> <u><b>Warn</b></u> <<else>> <<link "Warn">> <<set $KinkFilter[_kinkNoSpace] to "Warn">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> | <<if $KinkFilter[_kinkNoSpace] is "Forbid">> <u><b>Forbid</b></u> <<else>> <<link "Forbid">> <<set $KinkFilter[_kinkNoSpace] to "Forbid">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> <br> <</for>> <br>-- <u><b>VORE KINKS</b></u> - What vore-centric kinks take place?<br> <<for _i, _kink range $GameKinksVoracious>> <<set _kinkNoSpace to _kink.replace(/ /g, '')>> <<hover>><IS><<= _kink>></IS><<tip>><<= setup.Kinks[_kinkNoSpace]>><</hover>> (<<= $GameKinks.count(_kink)>>) -- <<if $KinkFilter[_kinkNoSpace] is "Allow">> <u><b>Allow</b></u> <<else>> <<link "Allow">> <<set $KinkFilter[_kinkNoSpace] to "Allow">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> | <<if $KinkFilter[_kinkNoSpace] is "Warn">> <u><b>Warn</b></u> <<else>> <<link "Warn">> <<set $KinkFilter[_kinkNoSpace] to "Warn">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> | <<if $KinkFilter[_kinkNoSpace] is "Forbid">> <u><b>Forbid</b></u> <<else>> <<link "Forbid">> <<set $KinkFilter[_kinkNoSpace] to "Forbid">> <<replace '#KinkList'>> <<include "Kink Filtering">> <</replace>> <</link>> <</if>> <br> <</for>> <</capture>> <<set $KinkWarn to []>> <<set $KinkForbid to []>> <<capture _it, _kinks>> <<for _it, _kinks range $KinkFilter>> <<if $KinkFilter[_it] is "Warn">> <<set $KinkWarn.push(_it)>> <</if>> <<if $KinkFilter[_it] is "Forbid">> <<set $KinkForbid.push(_it)>> <</if>> <</for>> <</capture>> <</nobr>><<nobr>> <<set $scene_censor to 0>> <<set $scene_censor2 to 0>> <<set $SceneAB to "Any">> <<set $SceneAltFound to "No">> <<set $SceneNameAlt to setup.Scenes[$SceneName].AlternateScene>> <<set $SceneWarn1 to []>> <<set $SceneWarn2 to $KinkWarn>> <<set $SceneWarn3 to $SceneWarn2.deleteAll(setup.Scenes[$SceneName].Tags)>> <<set $SceneWarn4 to $SceneWarn2.deleteAll(setup.Scenes[$SceneName].A)>> <<set $SceneWarn5 to $SceneWarn2.deleteAll(setup.Scenes[$SceneName].B)>> <<set $SceneWarn6 to $SceneWarn2.deleteAll(setup.Scenes[$SceneName].BadTags)>> <<if $SceneWarn3.length gt 0>><<set $SceneWarn1.push($SceneWarn3)>><</if>> <<if $SceneWarn4.length gt 0>><<set $SceneWarn1.push($SceneWarn4)>><</if>> <<if $SceneWarn5.length gt 0>><<set $SceneWarn1.push($SceneWarn5)>><</if>> <<if $SceneWarn6.length gt 0>><<set $SceneWarn1.push($SceneWarn6)>><</if>> <<set $SceneForbid1 to []>> <<set $SceneForbid2 to $KinkForbid>> <<set $SceneForbid3 to $SceneForbid2.deleteAll(setup.Scenes[$SceneName].Tags)>> <<set $SceneForbid4 to $SceneForbid2.deleteAll(setup.Scenes[$SceneName].A)>> <<set $SceneForbid5 to $SceneForbid2.deleteAll(setup.Scenes[$SceneName].B)>> <<set $SceneForbid6 to $SceneForbid2.deleteAll(setup.Scenes[$SceneName].BadTags)>> <<if $SceneForbid3.length gt 0>><<set $SceneForbid1.push($SceneForbid3)>><</if>> <<if $SceneForbid4.length gt 0>><<set $SceneForbid1.push($SceneForbid4)>><</if>> <<if $SceneForbid5.length gt 0>><<set $SceneForbid1.push($SceneForbid5)>><</if>> <<if $SceneForbid6.length gt 0>><<set $SceneForbid1.push($SceneForbid6)>><</if>> <<if $SceneNameAlt isnot "None">> <<set $SceneWarnAlt1 to []>> <<set $SceneWarnAlt2 to $KinkWarn>> <<set $SceneWarnAlt3 to $SceneWarnAlt2.deleteAll(setup.Scenes[$SceneName].Tags)>> <<set $SceneWarnAlt4 to $SceneWarnAlt2.deleteAll(setup.Scenes[$SceneName].A)>> <<set $SceneWarnAlt5 to $SceneWarnAlt2.deleteAll(setup.Scenes[$SceneName].B)>> <<set $SceneWarnAlt6 to $SceneWarnAlt2.deleteAll(setup.Scenes[$SceneName].BadTags)>> <<if $SceneWarnAlt3.length gt 0>><<set $SceneWarnAlt1.push($SceneWarnAlt3)>><</if>> <<if $SceneWarnAlt4.length gt 0>><<set $SceneWarnAlt1.push($SceneWarnAlt4)>><</if>> <<if $SceneWarnAlt5.length gt 0>><<set $SceneWarnAlt1.push($SceneWarnAlt5)>><</if>> <<if $SceneWarnAlt6.length gt 0>><<set $SceneWarnAlt1.push($SceneWarnAlt6)>><</if>> <<set $SceneForbidAlt1 to []>> <<set $SceneForbidAlt2 to $KinkForbid>> <<set $SceneForbidAlt3 to $SceneForbidAlt2.deleteAll(setup.Scenes[$SceneName].Tags)>> <<set $SceneForbidAlt4 to $SceneForbidAlt2.deleteAll(setup.Scenes[$SceneName].A)>> <<set $SceneForbidAlt5 to $SceneForbidAlt2.deleteAll(setup.Scenes[$SceneName].B)>> <<set $SceneForbidAlt6 to $SceneForbidAlt2.deleteAll(setup.Scenes[$SceneName].BadTags)>> <<if $SceneForbidAlt3.length gt 0>><<set $SceneForbidAlt1.push($SceneForbidAlt3)>><</if>> <<if $SceneForbidAlt4.length gt 0>><<set $SceneForbidAlt1.push($SceneForbidAlt4)>><</if>> <<if $SceneForbidAlt4.length gt 0>><<set $SceneForbidAlt1.push($SceneForbidAlt5)>><</if>> <<if $SceneForbidAlt4.length gt 0>><<set $SceneForbidAlt1.push($SceneForbidAlt6)>><</if>> <</if>> <<if $SceneForbid1.length gt 0>> <<if $SceneForbid4.length gt 0 and $SceneForbid5.length gt 0>> <<set $scene_censor to 2>> <</if>> <<if $SceneForbid4.length gt 0 and $SceneForbid5.length lte 0>> <<set $scene_censor to 0>> <<set $SceneAB to "B">> <</if>> <<if $SceneForbid4.length lte 0 and $SceneForbid5.length gt 0>> <<set $scene_censor to 0>> <<set $SceneAB to "A">> <</if>> <<if $SceneForbid3.length gt 0>> <<set $scene_censor to 2>> <</if>> <<if $scene_censor is 2 and $SceneNameAlt isnot "None">> <<if $SceneForbidAlt1.length gt 0>> <<if $SceneForbidAlt4.length gt 0 and $SceneForbidAlt5.length gt 0>> <<set $scene_censor to 2>> <<set $SceneAltFound to "No">> <</if>> <<if $SceneForbidAlt4.length gt 0 and $SceneForbidAlt5.length lte 0>> <<set $scene_censor to 0>> <<set $SceneAB to "B">> <</if>> <<if $SceneForbidAlt4.length lte 0 and $SceneForbidAlt5.length gt 0>> <<set $scene_censor to 0>> <<set $SceneAB to "A">> <</if>> <<if $SceneForbidAlt3.length gt 0>> <<set $scene_censor to 2>> <<set $SceneAltFound to "No">> <</if>> <</if>> <<if $scene_censor is 0>> /*<<set $SceneName to $SceneNameAlt>>Wait maybe don't do this*/ <<set $SceneAltFound to "Yes">> <<if if $SceneWarnAlt1.length gt 0>> <<set $SceneAltFound to "Yes, But">> <<set $scene_censor to 1>> <</if>> <</if>> <</if>> <</if>> <<if $scene_censor is 0>> <<if $SceneWarn1.length gt 0>> <<set $scene_censor to 1>> <</if>> <<if $scene_censor is 1 and $SceneNameAlt isnot "None">> <<if $SceneForbidAlt1.length gt 0>> <<if $SceneForbidAlt4.length gt 0 and $SceneForbidAlt5.length gt 0>> <<set $scene_censor2 to 2>> <<set $SceneAltFound to "No">> <</if>> <<if $SceneForbidAlt4.length gt 0 and $SceneForbidAlt5.length lte 0>> <<set $scene_censor2 to 0>> <<set $SceneABAlt to "B">> <</if>> <<if $SceneForbidAlt4.length lte 0 and $SceneForbidAlt5.length gt 0>> <<set $scene_censor2 to 0>> <<set $SceneABAlt to "A">> <</if>> <<if $SceneForbidAlt3.length gt 0>> <<set $scene_censor2 to 2>> <<set $SceneAltFound to "No">> <</if>> <</if>> <<if $SceneWarnAlt1.length gt 0 and $scene_censor2 isnot 2>> <<set $SceneAltFound to "Yes, But">> <</if>> <</if>> <</if>> <<if $scene_censor is 0>> <<include setup.Scenes[$SceneName].Passage>> <<set $Bad_End to setup.Scenes[$SceneName].BadEnd>> <br><br> <<elseif $scene_censor is 1>> <b>Content Warning!</b> <br><br> Flagged tags: <<= $SceneWarn1>> <br>Tag Breakdown: <br>- Main Scene: <<= $SceneWarn3>> <<if $SceneWarn4.length gt 0>><br> - Scene Split A: <<= $SceneWarn4>><</if>> <<if $SceneWarn5.length gt 0>><br> - Scene Split B: <<= $SceneWarn5>><</if>> <<if $SceneWarn6.length gt 0>><br> - Potential Bad End: <<= $SceneWarn6>><</if>> <br><br> Synopsis, click to reveal - <<spoiler 7 5>><<= setup.Scenes[$SceneName].ContentWarning>><</spoiler>> <br><br> <<if $SceneWarn4.length gt 0 and $SceneWarn5.length lte 0>> The option for Split A will be marked with a warning during the scene.<br><br> <<elseif $SceneWarn5.length gt 0 and $SceneWarn4.length lte 0>> The option for Split B will be marked with a warning during the scene.<br><br> <</if>> <<if $SceneWarn6.length gt 0>> The Bad End portion of the scene, if triggered, will be marked with a warning for its reveal link.<br><br> <</if>> <<if $SceneAltFound isnot "No">> Alternately, a different scene could be played instead. <<if $SceneAltFound is "Yes, But">>This scene also has flagged tags, however; <br><br> Flagged tags: <<= $SceneWarnAlt1>> <br>Tag Breakdown: <br>- Main Scene: <<= $SceneWarnAlt3>> <<if $SceneWarnAlt4.length gt 0>><br> - Scene Split A: <<= $SceneWarnAlt4>><</if>> <<if $SceneWarnAlt5.length gt 0>><br> - Scene Split B: <<= $SceneWarnAlt5>><</if>> <<if $SceneWarnAlt6.length gt 0>><br> - Potential Bad End: <<= $SceneWarnAlt6>><</if>> Synopsis, click to reveal - <<spoiler 7 5>><<= setup.Scenes[$SceneNameAlt].$ContentWarning>><</spoiler>> <br><br> <<if $SceneWarn4Alt.length gt 0 and $SceneWarnAlt5.length lte 0>> The option for Split A will be marked with a warning during the scene.<br><br> <<elseif $SceneWarn5Alt.length gt 0 and $SceneWarnAlt4.length lte 0>> The option for Split B will be marked with a warning during the scene.<br><br> <</if>> <<if $SceneWarnAlt6.length gt 0>> The Bad End portion of the scene, if triggered, will be marked with a warning for its reveal link.<br><br> <</if>> <<else>> This alternate scene contains no flagged tags (on the Warn or Forbid list).<br><br> <</if>> <</if>> <<link "That sounds fine, continue" setup.Scenes[$SceneName].Passage>> <<set $scene_censor to 0>> <<set $Bad_End to setup.Scenes[$SceneName].BadEnd>> <</link>> <br><br> <<link "I do not wish to view this scene" setup.Scenes[$SceneName].Passage>> <<set $scene_censor to 2>> <<set $Bad_End to setup.Scenes[$SceneName].BadEnd>> <</link>> <<if $SceneAltFound isnot "No">> <<link "View the alternate scene instead" setup.Scenes[$SceneNameAlt].Passage>> <<set $scene_censor to 0>> <<set $Bad_End to setup.Scenes[$SceneNameAlt].BadEnd>> <<if $SceneABAlt is "A">> <<set $SceneAB to "A">> <</if>> <<if $SceneABAlt is "B">> <<set $SceneAB to "B">> <</if>> <</link>> <</if>> <<elseif $scene_censor is 2>> The following scene will be skipped due to content filter settings. <br>Forbidden tags: <<spoiler 5 7>><<= $SceneForbid1>><</spoiler>>. <br><br> <<if $SceneAltFound is "No">> No suitable alternate scene is available. <br><br> <</if>> <<= setup.Scenes[$SceneName].ForbidSummary>> <br><br> <<include setup.Scenes[$SceneName].Passage>> <</if>> <</nobr>><<nobr>> <i>These scenes revolve around interactions with enemies, win or lose...</i> <br><br> <<link "Back">> <<dialog>><<include "Dialog Fantasize Gallery">><</dialog>> <</link>> <br><br> <<capture _scene, _val>> <<for _scene, _val range $ScenesUnlocked>> <<if $ScenesUnlocked[_scene] gte 1>> <<if setup.Scenes[_scene].Type is "Post-Combat">> <<link setup.Scenes[_scene].Name>> <<set $fantasize to 1>> <<dialog>> <<link "Back">> <<dialog>><<include "Dialog Fantasize Gallery">><</dialog>> <</link>> <br><br> <<include setup.Scenes[_scene].Passage>> <</dialog>> <</link>> -- <<= setup.Scenes[_scene].Description>> <br><span style="font-size:80%;"><b>Tags:</b> <<for _scene2, _val2 range setup.Scenes[_scene].Tags>> <<if $KinkForbid.includes(_val2)>> <span style=color:#f65050;><<= _val2>></span>, <<elseif $KinkWarn.includes(_val2)>> <span style=color:#febe72;><<= _val2>></span>, <<else>> <<= _val2>>, <</if>> <</for>> </span> <hrt><hr></hrt> <</if>> <</if>> <</for>> <</capture>> <<if $ero_button is 0>> <<link "Back" "Bed Fantasize">><</link>> <<else>> <<set $ero_button to 0>> <</if>> <</nobr>><<nobr>> <br><br> <<if $Enemy_success gte 1>> <<if $Enemy_resource_target is "HP">> $Player_alias takes $Enemy_damage damage! <<set $Player_hp_adjust to $Enemy_damage / -1>> <<include "Combat Player HP Adjustment">> <<elseif $Enemy_resource_target is "Focus">> $Player_alias loses $Enemy_damage Focus! <<set $Player_focus_adjust to $Enemy_damage / -1>> <<include "Combat Player Focus Adjustment">> <<elseif $Enemy_resource_target is "HP and Focus">> $Player_alias loses $Enemy_damage HP and Focus! <<set $Player_adjust_temp to $Enemy_damage / -2>> <<set $Player_adjust_temp to $Player_adjust_temp + 0.001>> <<set $Player_adjust_temp to Math.round($Player_adjust_temp)>> <<set $Player_focus_adjust to $Player_adjust_temp>> <<set $Player_hp_adjust to $Player_adjust_temp>> <<include "Combat Player HP Adjustment">> <<include "Combat Player Focus Adjustment">> <</if>> <<capture $Armour_report>><<if $Player_armour_total isnot 0>><<linkreplace "→">>→ $Armour_report<</linkreplace>><</if>><</capture>> <br> <<if $Enemy_status_attack isnot "unaspected">> <<if $Enemy_success gte 2>> <<set $Enemy_status_bonus to 100>> <</if>> <<include "Combat Player Status Resistances">> <</if>> <<set $Player_flow_adjust = 5>> <<include "Combat Player Flow Adjustment">> <<include "Combat Enemy Status Effects End Turn">> <<else>> <<include "Combat Enemy Status Effects End Turn">> <</if>> <</nobr>><<nobr>> <br><br> <<if $Enemy_success gte 1>> <<if $Enemy_resource_target is "HP">> $Player_alias takes $Enemy_damage damage!.. <<set $Player_hp_adjust to $Enemy_damage / -1>> <<include "Combat Player HP Adjustment">> <<elseif $Enemy_resource_target is "Focus">> $Player_alias loses $Enemy_damage Focus!.. <<set $Player_focus_adjust to $Enemy_damage / -1>> <<include "Combat Player Focus Adjustment">> <<elseif $Enemy_resource_target is "HP and Focus">> $Player_alias loses $Enemy_damage HP and Focus!.. <<set $Player_adjust_temp to $Enemy_damage / -2>> <<set $Player_adjust_temp to $Player_adjust_temp + 0.001>> <<set $Player_adjust_temp to Math.round($Player_adjust_temp)>> <<set $Player_focus_adjust to $Player_adjust_temp>> <<set $Player_hp_adjust to $Player_adjust_temp>> <<include "Combat Player HP Adjustment">> <<include "Combat Player Focus Adjustment">> <</if>> <<set $Player_flow_adjust = 5>> <<include "Combat Player Flow Adjustment">> <br><br> <</if>> <</nobr>>Double-click this passage to edit it.<<nobr>> <<showmeter 'struggle_player'>> <<if $struggleType is "Initial">> <<updatemeter 'struggle_player' `$struggleProgress / $onehundred`>> <<include "Combat Struggle Setup">> OpeningOfSTRUGGLEGoesHere OpeningOfSTRUGGLEGoesHere OpeningOfSTRUGGLEGoesHere <<replace '#EnemyCombat'>> @@.shud;<<include $StruggleEnemy>>@@ <</replace>> <<else>> <<if $struggleType is "Struggle">> <<set $escapeTemp to random($struggleRangeUp, $struggleRangeDown)>> <<set $struggleProgress to $struggleProgress + $strugglePower - $struggleStreak + $struggleBoost + $escapeTemp>> <<if $struggleProgress gt 100>> <<set $struggleProgress to 100>> <<elseif $struggleProgress lt 0>> <<set $struggleProgress to 0>> <</if>> EnemySpecificSTRUGGLEGoesHere EnemySpecificSTRUGGLEGoesHere EnemySpecificSTRUGGLEGoesHere <br><br> $Player_alias makes <<= $strugglePower - $struggleStreak + $struggleBoost + $escapeTemp>>% progress towards escaping! <<set $struggleStreak to $struggleStreak + 5>> <<set $struggleBoost to 0>> <<elseif $struggleType is "Thrash">> <<set $Player_hp to $Player_hp - $struggleThrash>> <<updatemeter 'player_hp_bar' `$Player_hp / $Player_hp_max`>> <<set $struggleThrash to $struggleThrash + 5>> <<set $escapeTemp to random($struggleRangeUp, $struggleRangeDown)>> <<set $struggleProgress to $struggleProgress + $strugglePower + $struggleBoost + $escapeTemp + 10>> <<if $struggleProgress gt 100>> <<set $struggleProgress to 100>> <<elseif $struggleProgress lt 0>> <<set $struggleProgress to 0>> <</if>> EnemySpecificTHRASHGoesHere <br><br> $Player_alias makes <<= $strugglePower + $struggleBoost + $escapeTemp + 10>>% progress towards escaping! <<set $struggleBoost to 0>> <<elseif $struggleType is "Endure">> <<set $struggleStreak to 0>> EnemySpecificENDUREGoesHere <br><br> $Player_alias makes no progress towards escaping... <<elseif $struggleType is "Appease">> <<set $struggleStreak to 0>> <<set $Player_focus to $Player_focus - $struggleAppease>> <<updatemeter 'player_focus_bar' `$Player_focus / $Player_focus_max`>> <<set $struggleAppease to $struggleAppease + 5>> <<set $struggleBoost to $struggleBoost + 10>> EnemySpecificAPPEASEGoesHere <br><br> $Player_alias makes no progress towards escaping, but $Enemy_article has lowered their guard... the next <b>Struggle</b> or <b>Thrash</b> is empowered by +<<= $struggleBoost>>! <</if>> <<if $struggleProgress gte 100>> <<set $struggleBreakoutLethal to "PlayerBREAKOUTOfStruggleGoesHERE">> <<= $struggleBreakoutLethal>> <<set $Enemy_hp to Math.clamp($Enemy_hp - 40, 0, 100)>> <<if $Enemy_hp gt 0>> <<set $Turn to "Enemy End">> <<replace '#CombatMenu'>> <<include "Combat Menu Replacer">> <</replace>> <<else>> <<set $struggleBreakoutLethal to "PlayerBREAKOUTOfStruggleGoesHERE">> <<goto "Combat Struggle Lethal Breakout">> <</if>> <<else>> <<replace '#EnemyCombat'>> @@.shud;<<include $StruggleEnemy>>@@ <span id="EnemyTaunt"></span> <</replace>> <</if>> <<updatemeter 'struggle_player' `$struggleProgress / $onehundred`>> <</if>> <</nobr>><<nobr>> <<showmeter 'struggle_enemy'>> <<if $struggleType is "Initial">> <<updatemeter 'struggle_enemy' `$struggleProgressEnemy / $onehundred`>> OpeningOfSTRUGGLEGoesHere OpeningOfSTRUGGLEGoesHere OpeningOfSTRUGGLEGoesHere <<else>> <<if $struggleType is "Endure">> <<set $struggleProgressEnemy to Math.clamp($struggleProgressEnemy + 10, 0, 100)>> <<else>> <<set $struggleProgressEnemy to Math.clamp($struggleProgressEnemy + 13, 0, 100)>> <</if>> <<if $struggleProgressEnemy gte 0 and $struggleProgressEnemy lt 20>> StruggleFlavourONEONEONEGoesHere StruggleFlavourONEONEONEGoesHere StruggleFlavourONEONEONEGoesHere <<elseif $struggleProgressEnemy gte 20 and $struggleProgressEnemy lt 40>> StruggleFlavourTWOTWOTWOGoesHere StruggleFlavourTWOTWOTWOGoesHere StruggleFlavourTWOTWOTWOGoesHere <<elseif $struggleProgressEnemy gte 40 and $struggleProgressEnemy lt 60>> StruggleFlavourTHREETHREETHREEGoesHere StruggleFlavourTHREETHREETHREEGoesHere StruggleFlavourTHREETHREETHREEGoesHere <<elseif $struggleProgressEnemy gte 60 and $struggleProgressEnemy lt 80>> StruggleFlavourFOURFOURFOURGoesHere StruggleFlavourFOURFOURFOURGoesHere StruggleFlavourFOURFOURFOURGoesHere <<elseif $struggleProgressEnemy gte 80 and $struggleProgressEnemy lt 100>> StruggleFlavourFIVEFIVEFIVEGoesHere StruggleFlavourFIVEFIVEFIVEGoesHere StruggleFlavourFIVEFIVEFIVEGoesHere <<else>> StruggleFlavourFINALFINALFINALGoesHere StruggleFlavourFINALFINALFINALGoesHere StruggleFlavourFINALFINALFINALGoesHere <</if>> <<if $struggleType is "Endure">> <br><br> $Enemy_Article made 10% progress towards <<= $captureType>>! <<else>> <br><br> $Enemy_Article made 13% progress towards <<= $captureType>>! <</if>> <<if $struggleProgressEnemy gte 100>> <<set $struggleFailLethal to "EnemySUCCESSFULCAPTUREOfStruggleGoesHERE">> <<set $captureFailMessage to $Player_alias + " was fully absorbed! OR OTHER SUCH EXAMPLES">> <<set $lossCheckSkip to "no">> <<goto "Combat Struggle Lethal Defeat">> <</if>> <<updatemeter 'struggle_enemy' `$struggleProgressEnemy / $onehundred`>> <</if>> <</nobr>><<nobr>> <<if $struggleDifficulty is "Easy">> <<set $strugglePower to 25>> <<elseif $struggleDifficulty is "Normal">> <<set $strugglePower to 20>> <<else>> <<set $strugglePower to 15>> <</if>> <<set $struggleStreak to 0>> <<set $struggleRangeUp to 10>> <<set $struggleRangeDown to -10>> <<set $struggleBoost to 0>> <<set $struggleThrash to 5>> <<set $struggleAppease to 5>> <<set $struggleType to "Initial">> <</nobr>><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 $Fleeable to 1>> <<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_Debuff_Limit to 12>> <<set $Enemy_Debuff_Wiggle to 2>> <<set $Enemy_Debuff_Wiggle_Negative to $Enemy_Debuff_Wiggle * -1>> <<set $Enemy_alias = "Glob">> <<set $Enemy_Article = "The Glob">> <<set $Enemy_article = "the Glob">> <<set $Enemy_class = "Aggravated Amoeba">> <<set $Enemy_Attack_Passage to "Combat Glob Attacks CLONE">> <<set $Enemy_Loss_Check_Passage to "Combat Enemy Glob 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 = "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_energy = "neutral">> <<set $Enemy_radiation = "neutral">> <<set $Enemy_sonic = "neutral">> <<set $Enemy_acid = "resist">> <<set $Enemy_haemorrhaging_resist_natural to 75>> <<set $Enemy_bleeding_resist_natural to 75>> <<set $Enemy_burning_resist_natural to 75>> <<set $Enemy_static_resist_natural to 75>> <<set $Enemy_drowning_resist_natural to 75>> <<set $Enemy_poisoned_resist_natural to 75>> <<set $Enemy_toxic_resist_natural to 75>> <<set $Enemy_aphrodisiac_resist_natural to 75>> <<set $Enemy_reverb_resist_natural to 75>> <<set $Enemy_melting_resist_natural to 75>> <<set $Enemy_softening_resist_natural to 75>> <<set $Enemy_hypnotized_resist_natural to 75>> <<set $Enemy_charmed_resist_natural to 75>> <<set $Enemy_frozen_resist_natural to 75>> <<set $Enemy_paralyzed_resist_natural to 75>> <<set $Enemy_petrified_resist_natural to 75>> <<set $Enemy_slimed_resist_natural to 75>> <<set $Enemy_judgement_resist_natural to 75>> <<set $Enemy_corruption_resist_natural to 75>> <<set $Enemy_concussion_resist_natural to 75>> <<set $Enemy_bogged_down_resist_natural to 75>> <<set $Enemy_choking_resist_natural to 75>> <<set $Enemy_silenced_resist_natural to 75>> <<set $Enemy_EMP_resist_natural to 75>> <<set $Enemy_drained_resist_natural to 75>> <<set $Enemy_disabled_resist_natural to 75>> <<set $Enemy_clotted_resist_natural to 75>> <<set $Enemy_hexed_resist_natural to 75>> <<set $Enemy_cursed_resist_natural to 75>> <<set $Enemy_glued_resist_natural to 75>> <<set $Enemy_blinded_resist_natural to 75>> <<set $Enemy_infuriated_resist_natural to 75>> <<set $Enemy_charred_resist_natural to 75>> <<set $Enemy_brittle_resist_natural to 75>> <<set $Enemy_electrocuted_resist_natural to 75>> <<set $Enemy_dusty_resist_natural to 75>> <<set $Enemy_soaked_resist_natural to 75>> <<set $Enemy_windchilled_resist_natural to 75>> <<set $Enemy_primed_resist_natural to 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">> <<set $grappletesting to 1>> <</nobr>><br>@@#space;[[Click or hit Space/Enter to Continue->Combat Screen Base]]@@</div><<nobr>> <<set $Player_turn to 1>><<set $Player_used_item to 1>> <<if $grappletesting is 1>> The Glob grabs Mio in a Grapple test! <br><br> <<set $grappletesting to 2>> <<set $Turn to "Struggle">> <<set $TurnOverride to "Struggle">> <<set $captureType to "Absorption">> <<set $struggleDifficulty to "Normal">> <<set $StrugglePlayer to "Combat Struggle EXAMPLE Player">> <<set $StruggleEnemy to "Combat Struggle EXAMPLE Enemy">> <<include "Combat Enemy Status Effects End Turn">> <<else>> <<set $Enemy_resource_target to "HP">> <<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>>! <<elseif $Enemy_success is 1>> $Enemy_Article gives Mio a goopy spank! <<elseif $Enemy_success is 2>> $Enemy_Article gives Mio a harsh, goopy spank, the tentacle slipping right past her defenses to strike critically! <</if>> <</if>> <</nobr>><<nobr>> <div align='center' style='font-size: 130%;'> <<showmeter 'struggle_player'>> <br><b>DEVASTATING BREAKOUT!</b> </div> <br> <<= $struggleBreakoutLethal>> <br><br> <div style = "align-items: center;display: flex;min-height: 95%"> <div align="left" style="width: 100%;height: 18vh;background-color: rgba(0, 0, 0, 0.2);overflow: hidden;white-space: nowrap;"> <div class="Continue"> <<link [img[$combat_menu_victory][$Enemy_Loss_Check_Passage]]>> <<run $('#macro-hover-tip').empty();>> <</link>> </div> </div> <</nobr>><<nobr>> <div align='center' style='font-size: 130%;'> <<showmeter 'struggle_enemy'>> <br><b>$captureFailMessage</b> </div> <br> <<= $struggleFailLethal>> <br><br> <div style = "align-items: center;display: flex;min-height: 95%"> <div align="left" style="width: 100%;height: 18vh;background-color: rgba(0, 0, 0, 0.2);overflow: hidden;white-space: nowrap;"> <div class="Continue"> <<link [img[$combat_menu_defeat][$Enemy_Loss_Check_Passage]]>> <<run $('#macro-hover-tip').empty();>> <</link>> </div> </div> <</nobr>>Double-click this passage to edit it.<<nobr>> Chaos of one kind can easily mask itself within chaos of another. A raucous party being interrupted by a Supernatural assault is not immediately obvious, save to those with Supernatural senses themselves. So it was that the very moment the Succubi's miasma began to saturate the air, Tiamat knew something was wrong, interrupted mid-word from her discussion with the rude blue-skinned woman with a glance away and upwards, as if peering through the ceiling of the Library. <br><br> <span style="color:#3DACFC;">"... Hello? Earth to Earthling? Tch."</span> the alien woman known as Royal grumbles, her seemingly perpetual glare somehow deepening further still. Tiamat ignores her. The Draconic woman ignores everyone around her, her burning orange eyes darting from side to side, tracking something unseen through the very walls. Royal plants her hands on her hips - the incognito Villain from beyond the stars wasn't looking for trouble tonight, just a good time. Might as well admire the goods while her 'debate partner' for the evening seemingly glitches out in front of her. <br><br> The woman known as Tiamat is a Dragon, though for the time being her form is almost entirely Human... save for the impressive crop of dual horns emerging from her head, bone-cream in colour, layered in four and three segments of decreasing width, the inner pair taller and thicker than the outer pair - though all four end in sharp points as they emerge from her dark hair, which is swept in loose curls to dance upon her shoulders. She's taller and more powerfully built than Royal can claim to be, the Dragon fairly towering over the Alien. However, her arms and legs - very much on display thanks to her dazzling ruby-red formal attire of a single-shouldered, side-slitted dress... someone didn't get the dress code! - are graceful, their tone only truly showing when she moves. In further contrast to the blue woman, Tiamat's skin is white, healthily flushed and far from 'pale'. A pair of thick, black-rimmed glasses adorn her face, perfectly polished as they sit above a pair of lips the same hue as her dress - previously smiling patiently, now twisted into concern as mirrored in her dazzling orange eyes. <br><br> A great contrast, then, to Royal and her blue skin, her ice-blue eyes and their tiny, accusing pupils, half-hidden behind a wild mane of purple hair that complements her amethyst lips. Her Alien nature is on full display: her typical bodysuit has been traded for a daringly cropped biker jacket over a slinky top, a pair of hip-hugging black daisy dukes, and an abundance of fishnet that blends into the darker blue flesh of her forearms and lower legs. The busty woman clears her throat, those ice-blue eyes and their lack of iris briefly flitting to the green, leaven-haired woman off in the corner before they return to the Dragon. <span style="color:#3DACFC;">"Bored of being ignored now. The hell's wrong with you?"</span> Royal demands, only to emit a baffled noise of half-formed words when Tiamat reaches for her bag, retrieves a small purple book, and begins to furiously write something down with determination etched onto her gorgeous visage. <br><br> <span style="color:#ff8a3d;">"Stay there. That goes for all of you!"</span> the Dragon snaps, her voice alarmed but authoritative, warning but not accusatory. The odd gaggle of girls in the Library turn to her in unison with a mixture of expressions, the Dryad now fully focused on her. She opens her mouth... then pauses, wincing slightly, reaching up to hug herself with a shiver. Royal glares over at her once more: the floral Fae is of moderate height and ethereal beauty, a sharp face with a sharp body. A green body armoured with protrusions of a rich red bark, padding and sharpening her shoulders, her hips, and giving her natural 'gloves' and 'boots', high-heeled, sharp-clawed, and long-reaching up her arms and legs, all shining as if varnished. Like the Dragon, she wears a side-slung dress - unlike the Dragon, hers is woven from autumnal leaves, and she appears to be a resident of this beleaguered Manor, here for some peace. <br><br> <span style="color:#8AFFB1;">"I-- good gods, do you feel that?..."</span> the Dryad asks with a shuddering gasp, moving away from the northern door with an unsteady turn as a chorus of chaos begins to rise above the wall-thumping music from elsewhere in the Manor. From behind one of the shelves deeper into the room, a blonde-haired, tan-faced intruder appears, both hands wrapped around the edge of the case before she pulls herself into view. Arms clad in glow bands of different neon colours, yellow and pink and blue and green. A sports-style compression top, a sweatband around her forehead, her hair bleach-blonde, black-frosted, and cut short and messy. Blue eyes, abs on display, arms and legs rippling with athletic tone despite her being half a head shorter than Royal! Her ensemble is completed with a pair of clingy shorts - an unsubtle lump nestled within them - and ripped fishnet leggings into trainers, the laces missing on the right foot. She spares a glance to Tiamat's furious writing, to Royal's uneasy glare, and - upon stepping out from around the corner - to the Dryad's nervous backing away from the door, the girl finally tuning into the noise beyond it as she speaks up. <br><br> <span style="color:#A8FCFF;">"Ah, man. They're getting rowdy in there, huh?..."</span> the dopey girl remarks with a nervous chuckle, though it's interrupted when Tiamat's book suddenly glows with a thrum of Magical energy that kicks up dust from the shelves around them. <span style="color:#A8FCFF;">"W-whoa! Hey, what're you up to!?"</span> the tomboy demands to know, dropping into a defensive hand-to-hand stance, her eyes flitting from Tiamat's book to her chest to her face to her chest to-- <span style="color:#A8FCFF;">"G-gah, what's wrong with my head--"</span> she splutters out, blushing profusely. Did the Dragon lady do this!? <br><br> <span style="color:#ff8a3d;">"We're under attack. Hold on."</span> the Dragon speaks, keeping her tone calm but commanding as her book glows all the brighter, whiting out her features as she begins to quietly chant. She releases the tome, but it does not fall. It hovers before her, beginning to rotate as the Alien, the Dryad, the tomboy and the other woman in the Library feel their world spinning with it, an unpleasant sensation of being sucked down the drain met with confused groans and panicked yelps. The world around them blurs! <br><br> The world around them steadies, unfamiliar and quiet. <br><br> No more shelves. Hell, this isn't a library, even! A large sofa in the middle, flanked by armchairs, another off to the side by a blackened window, a fireplace... It's a living room. A big one, at that, very fancy - even more so than the Manor from which they just came. Two doors to the north, flanking far east and far west, that fireplace dominating the south. But it's a little difficult to take in these surroundings compared to the spotlight in the center: Tiamat, still maintaining that pose, the book spinning before her yet still... but her body completely transformed. <br><br> Those Draconic horns of hers have been joined with dark-plum scales that entirely coat her arms, legs and sides, with larger shards and ridges jutting from her upper legs and shoulders, leaving her front from collar to groin uncovered: still smooth, Human skin there. Her graceful hands no less so, but now adorned with short obsidian claws. A mighty pair of wings extend from her back, the membrane a lighter purple in tune with the colouration of the underside of her smooth, long tail, itself as long as her legs if not longer, curling with prehensile control behind her. Her dress has shifted, that single strap dancing across the ridges of her shoulder, not to mention slightly displaced by her wings: though, clearly, it was designed with their presence in mind. <br><br> With the room's population stunned into silence, Tiamat slowly descends to the ground below her - her ruby-red heels touching down onto the soft rug between the sofa and the coffee table, her arms lowering, her wings furling against her back as she opens her eyes. <br><br> <span style="color:#ff8a3d;">"I apologize for any confusion, but I'm afraid something has gone terribly wrong back at the party. I strongly advise you all to shelter here with me, for the time being."</span> she explains, a reassuring smile on her face as she looks around the room at the stunned faces that populate it. It's a warm smile that doesn't so much as flicker when the Alien she was debating moments ago stamps her foot and demands, <br><br> <span style="color:#3DACFC;">"WHAT THE GRAK?"</span> Royal spits, fists clenched, right eye half-shut with her snarl. <span style="color:#3DACFC;">"Explain before I rearrange those scales, bitch!"</span> she growls, but from behind Tiamat - from Royal's perspective - stumbles the Dryad, collapsing into one of those armchairs with a half-fainting sigh and a shiver. Tiamat goes to speak, but waits when the Dryad speaks first. <br><br> <span style="color:#8AFFB1;">"No, she's right. My word, you can't feel that? It... it <i>stings</i> it's so strong..."</span> the Fae huffs, hands tightly gripping her upper arms in a hug. <span style="color:#8AFFB1;">"My body, it's hot... and my mind, I feel..."</span> <br><br> <span style="color:#ff8a3d;">"Whispers?"</span> Tiamat finishes, to which the Dryad pauses, then nods once, lips pursed. Tiamat nods reassuringly in turn, sitting down in the middle of the plush white sofa - room for three - and adjusting herself slightly thanks to that large tail of hers. <span style="color:#ff8a3d;">"I hear them too. I suspect the rest of you don't because you're not as attuned as we are-"</span> <br><br> <span style="color:#A8FCFF;">"Uh!- Actually!-- M-me too!"</span> the tomboy splutters, Royal spinning around in surprise. The tanned girl is peeking out from behind an armchair, slowly standing - but remaining behind it, only visible from the stomach up. Tanlines just below the hem of her compression top. <span style="color:#A8FCFF;">"What the heck was it? It's gone now but-- h-hah, jeez, is it boilin' in here or is it just me?..."</span> she asks, glancing at the fireplace as it crackles away. Indeed, the room has a comfortingly low light, welcome compared to the pitch black of the window behind the tomboy... Tiamat shakes her head-- then tilts it, considering. <br><br> <span style="color:#ff8a3d;">"It might be a touch hot in here?... I apologize, this spell is a work in progress and I did not have much time to describe this sanctuary, and I myself do not perceive heat in the quite the same manner you would."</span> she explains, motioning to the floating tome above her. <span style="color:#ff8a3d;">"It's a spell I'm working on that allows one to explore a written work in person, or even to have a story written by acting it out by one's self! But, ah... I suppose it makes for a handy emergency sanctuary spell."</span> Tiamat explains, only for Royal to interject yet again, closing half the distance between them and slamming her hands down on the coffee table. It's not as intimidating as the alien would've liked, given that she has to bend down at the hips to reach... something which makes her aware of the prickling of her skin, like light pins and needles all around. <br><br> <span style="color:#3DACFC;">"I don't give a shit about your Magic book nonsense. The hell are we, and what the hell happened?"</span> Royal demands, wincing slightly as she straightens back up, shifting her weight to one hip. Looking around, she spies a few other faces cautiously positioned around the room. Unremarkable woman. Extras, she dismisses them as such, and turns her attention back to Tiamat, smiling patiently. She exudes confidence befitting her form... it seriously pisses Royal off, making her cross her arms tighter. <br><br> <span style="color:#ff8a3d;">"I would tell you if I knew. Unfortunately, I do not. I- we?"</span> she asks the Dryad, who nods affirmatively - <span style="color:#ff8a3d;">"- We sensed a substantial release of Magic, felt a Demonic presence, and... ahem, felt said Demonic presence working upon our bodies. From the way your expression is softening, I believe you're noticing it too, yes?"</span> Tiamat accuses, a slight playfulness to her voice as Royal grunts and looks away. Caught dead to rights... she's hornier than she's been in weeks right now! Once again, the Alien shifts her weight to one side, thighs rubbing together unsubtly. <span style="color:#ff8a3d;">"That would be the miasma we sensed. I fear that a small dose of it has us all acting rather foolish... so I shudder to imagine what's happened in the Manor proper."</span> <br><br> <span style="color:#3DACFC;">"Tch. You don't seem too fuckin' bothered."</span> Royal shoots back accusingly, to which Tiamat's smile takes on a slightly dangerous edge that makes the Alien stow her new few choice words before they can form. Eyes narrowing, one corner of those ruby lips higher than the other. <br><br> <span style="color:#ff8a3d;">"I'm rather accomplished at being diplomatic, Madam Alien. So believe me when I say that I am putting a <i>lot</i> of energy into suppressing various intrusive thoughts about better uses for that sharp tongue of yours."</span> she remarks with a shark's smile, Royal spluttering before looking away again with a snarl. The giggle from that tomboy doesn't help, only partially interrupted when she glares her way. <br><br> <span style="color:#A8FCFF;">"Oh, man, ok, that... I didn't wanna say anything, ahah, but-- uh--"</span> the plucky Human admits, clearing her throat as she steps out from behind the armchair to reveal her lower body. Or, more prominently, her raging erection tenting her shorts, even tucked haphazardly down the leg at an angle to prevent her impressive length from escaping out the bottom hem! <span style="color:#A8FCFF;">"I-I'm hornier than I've ever been in my life right now."</span> she babbles, almost delirious, face flushed with nerves and excitement as she bites her lower lip, no longer bothering to hide where her eyes fall: on Royal's chest, on Tiamat's body, on the Dryad lounging upon her armchair throne as she stares back with heavy-lidded eyes... and one leg crossed tightly over the other. <br><br> <span style="color:#8AFFB1;">"While... ineloquently said..."</span> the Dryad sighs, uncrossing her leg, shuddering with a huff as her dress is suddenly bounced upwards by the diamond-hard protrusion that swings up from below, <span style="color:#8AFFB1;">"I must admit to feeling the same way... And -yes-, Madam Dragon, this room -is- boiling."</span> the Fae huffs, shakily standing up and wobbling on her natural heels as she struts closer to the central sofa, flanked by the tomboy from the other side of the room. A glance over to the northern doors sees that two of the other 'captive' women have already come to much the same conclusion, one pinning another to the wall just behind the doorframe, kissing her neck with fevered fury and spurred on by groans of approval. She turns back to Tiamat, the Dragon's polite smile maintained, but ill-fitting the blinks of increasing rapidity as she looks from the Fae to the delirious tomboy to the glaring smirk of Royal. <br><br> <span style="color:#3DACFC;">"Yeah... pretty fuckin' hot indeed. Well, I guess we're your guests, huh?"</span> the Alien remarks, planting her hands on her hips and leaning down - not very far, mind - to be on eye-level with the sitting Dragon, ice blue piercers against that blazing orange gaze. It's obvious that whoever this blue woman is, she desires authority, to be in charge, all in spite of how painfully out of her depth she is. <span style="color:#3DACFC;">"Fine. I-- we! We'll take your word for it. Big bad situation outside. Safe in here. But you don't expect us to wait around all night in this state, do you? Huh?"</span> Royal smirks-- only to gasp when Tiamat's hand shoots out as fast as lightning and as graceful as poured water, fingers carefully but firmly curled into her purple hair to pull her in closer in an awkward scrabble over the coffee table. The other two women freeze... but only for as long as it takes the Dragon to beckon them over: the tomboy with a finger of her free hand, the Dryad with the tip of her scaled tail, all while her attention remains on Royal. <br><br> <span style="color:#ff8a3d;">"Oh, I think we can help one another out, certainly..."</span> the Dragon purrs, revelling in the cocky Alien's nervous, dry gulp. While the situation outside is unknown, it's clear that nothing sensible is going to be accomplished in here so long as everyone is so... <i>distracted.</i> <br><br> And besides. While she was here on behalf of a friend, she also came here to have a good time... even if this isn't <i>quite</i> what she'd had in mind! Ah, but first things first. She releases Royal's hair, though the Alien doesn't get far before the Dragon's tail curls in from behind her back to loop loosely around the blue woman's hips, keeping her close with a huff. Her hands freed - and with the other two women closing in - Tiamat reaches back to calmly unfasten her ruby-red dress. This thing was expensive, after all... and Magical cleaning spells feel like such an extravagance. <br><br> That single strap falls from her shoulder, the loosened top spilling down into her lap to reveal her full, heaving breasts - while Royal and the Dryad offer no vocalization of their approval, the excitable tanned girl can't help but gasp, as open as a book. Turning to her, Tiamat notes she's closed the distance first, biting her lower lip with her thumbs slung into the waistband of her shorts, the glowing bracelets down her arms lightly clattering as she trembles. <br><br> <span style="color:#A8FCFF;">"Goddamn, you're pretty. I mean-- all of you are, ahah. Is this really happenin-- hhh!?--"</span> she interrupts herself with a sharp inhale, cheeks stinging crimson as Tiamat casually reaches for her shorts and pulls them down, taking great care not to scratch the girl with her claws as she does so - they retract, then emerge once more once she's done. The fabric catches on the Human's endowment for a moment before it clears the obstacle, allowing that Magic-stricken prick to spring free and to fearsome, throbbing attention, the length ill-suited to the girl's otherwise scrappy appearance. The Dragon makes a hum of approval before glancing up to the girl's face, her eyes practically hearts, her hands now covering her mouth in balled fists. It's love at first sight! Chuckling lightly, she continues to remove her dress, casting it aside behind the sofa. <br><br> <span style="color:#A8FCFF;">"O-oh ok thank you f-for that, ahah-- ahem--"</span> she clears her throat, briefly muffled by her hands before she lowers them nervously to her sides, her cock bouncing with a shift of her hips and its constant throbs. She can't stop staring at the Dragon's body now, especially with that silent act of permission! <span style="color:#A8FCFF;">"Before I forget!... w-why's it affectin' us all different? You two seem to have it the worst, I've got it pretty bad, and the Demon don't seem that bothered..."</span> the Human asks, head tilted as the Dryad plants a boot on the backrest of the sofa opposite her, her leafen dress unravelling as the leaves it's composed of seem to shrivel into nothing. The Human gulps; the Fae is just as beautiful, her face stern... her cock rivalling her own pride in size! Then she flinches as the blue woman finally parses what was said, her tone furious. <br><br> <span style="color:#3DACFC;">"DEMON? You talkin' to me!? I'm not from this planet, dumbass!"</span> Royal growls, her aggression flaring. Tiamat rolls her eyes and reaches for the Alien's hair once more, stifling the paper tiger's fury as she stiffens to the touch, dragging her down to her knees with a combination of hand and tail to pull her off the coffee table and down onto the soft rug below. A scaled leg casually loops around the blue woman's body, further trapping her between those plum-purple thighs and pushing her face to the awaiting heat between her legs! <span style="color:#3DACFC;">"Gnnh-- h-hemmphh!!"</span> she splutters, eyes wide as Tiamat pushes her down the rest of the way with a confident smile on her face. Royal looks up with a glare... but the lustful prickling of her skin compels action and stifles her fury. Royal opens her mouth... and Tiamat sighs in approval as the blue woman's sharp tongue indeed proves itself more useful in other roles. Royal, in turn, winces slightly as her purple-tinged cheeks are smooshed between such powerful thighs, locked in place, her lengthy muscle writhing up and down as bratty caution is swiftly abandoned to the passion of the moment. <br><br> <span style="color:#ff8a3d;">"Ah, blessed silence..."</span> Tiamat quips, earning an irritated growl from down below. A slight bite of her lower lip and a glance down later, the Dragon turns back to the tomboy standing so eagerly to attention before her. <span style="color:#ff8a3d;">"As she says, our blue guest is from beyond the stars. She's less Supernaturally-inclined... mmm... and I believe <i>that</i> is the key."</span> she explains, watching the tomboy nods with a confused look on her face, then following her gaze when it snaps from her - or more accurately, her bare chest - to behind her. Tiamat turns her head - and then emits an 'oh!' of surprise, finding herself face to face with the endowment of the Dryad, staring down at her with an expectant expression on her face. It's a little hard to focus on said expression with such a magnificent specimen before her, however: green, thick, weighted by a slight curve, and discoloured a leaf red towards the engorged tip, all suspended above a pair of overladen balls. <br><br> That's about as much analysis she's able to make before the Dryad mimics her earlier Royal-silencing head grab and makes the bold move of pitching her hips forward, having patiently lined herself up! Tiamat's plush lips part as her lashes flutter in surprise, glancing up with a raised brow and a frown as a curious hybrid of tastes dances across her tongue: slightly salty, yet earthy-sweet. The Dryad stares back with a huff tumbling from her lips, an appreciative throb felt keenly through Tiamat's own... well, she seemed to be on the same track earlier. Thus, Tiamat glances to her side - back to the bewildered tomboy - in a clear instruction. Go on, then. Continue the lecture. The Dryad sighs, her raised leg flexing - heel nearly piercing the backrest cushion - as she turns her attention to the Human, for which she's rewarded by the Dragon's tongue gliding along the underside of her shaft. <span style="color:#8AFFB1;">"<i>Gott im...</i>"</span> the Dryad exhales breathlessly in response, slipping into another tongue for a moment. She clears her throat and opens her eyes fully, her hips swaying to saw those two or three inches back and forth. <span style="color:#8AFFB1;">"Those of greater Supernatural attunement would have felt it first. First, our gracious host..."</span> she lays heavy emphasis on 'gracious', clearly currying favour after her bold advance. Tiamat gives a one-note chuckle, sending sensual vibrations down the Dryad's dick and making her shiver. <span style="color:#8AFFB1;">"... then myself. And then you, with the loudmouthed Alien-"</span> <span style="color:#3DACFC;">"HMPH!"</span> <span style="color:#8AFFB1;">"-- feeling it last. Being a resident of this world, you would have some attunement... but I suspect there's-- haah-- more to it than that, isn't there?"</span> she asks, fingers curling tightly against Tiamat's head as the tomboy glances away with a bashful grimace. Busted. <br><br> <span style="color:#A8FCFF;">"Ah... Hrmm. Can you all keep a secret?"</span> the Human asks, resulting in a chorus. The Dryad nods. Tiamat hums assuringly. Royal grunts non-commitally. <span style="color:#A8FCFF;">"Alright... I'm a Meta. A Superhero, actually. But I'm totally off-duty right now! So keep that to yourself, alright?..."</span> she once again requests, once again getting a similar chorus in return - the Dryad shrugs and nods again before turning her gaze down to Tiamat's bobbing head, who, in turn, reaches up to the neglected tomboy, gives her a thumbs up... and then wraps her scaled hand around the girl's cock, relishing in the way she squeaks in nervous delight at such a mere touch! Royal just grunts again. She's going to do her best to remember this stupid girl's face and screw her over when she gets the chance-- but right now!-- she's-- having trouble getting chances to breath! G-god, this Dragon's thighs are strong! The off-duty Hero shudders out a sigh of relief, moving in closer and resting a knee on the sofa by Tiamat's side as the Dragon gently strokes her off. Unsure of what to do - clearly the least experienced in this group by far - she just awkwardly grabs onto Tiamat's shoulder and moans freely, squeaking and gasping and sighing as her hips buck ferociously in contrast to the Dryad's more graceful composure. <br><br> Tiamat abandons Royal's head with her other hand - the Alien isn't going anywhere, and she's doing a good enough job of twiddling her tongue without any reinforcement - to instead cup at the Dryad's balls, feeling their burdensome weight in her palms. It's met with an appreciative groan from above... but followed with a huff of disappointment when the Dragon exercises her strength to pull off and away from that half-shined plant prick, her cupping hand moving up to grasp and stroke so that she can give the Hero some equal attention. The angle, however, makes that awkward, and so, to the Hero's astonishment, first she kisses her instead. Her face was far more within reach! The girl stiffens up with a muffled squeak, her lips easily parted for their tongues to entwine, stunning her long enough for Tiamat to abandon her shaft-pumping to wrap an arm around the girl's waist and pull her up and onto her feet. Stumbling out of the kiss with a saliva-trailed <span style="color:#A8FCFF;">'hwuah!'</span>, the Hero finds herself more awkwardly mirroring the Dryad's pose, knee dug into the backrest with her other leg stretched, her prick just about in range of the smiling Dragon and her smouldering, heavy-lidded gaze. The Hero inhales sharply, feeling the heat of the Supernatural woman's breath wash over her cock, eyes fixated on Tiamat's open mouth... and the sight of her tongue, far longer than that of an ordinary Human. <br><br> <span style="color:#A8FCFF;">"H-holy fuck best party eveEEEER--"</span> she freezes up, that word elongating before dying as those spit-slickened lips now close around the crown of her shaft. Her hands grip tightly upon Tiamat's shoulder, though the Dragon notes that, in spite of her impressive strength for her size, she's clearly taking care to hold back. Super strength - or enhanced physical attributes in general? She makes a mental note to take care and not overexcite the girl lest her self-control lapse, though in truth it's difficult to make such mental notes right now! While her composure is a shining beacon in a room where lustful abandon has taken the wheel, inwardly she finds herself riding the edge of her Magic-induced arousal. It's maddening... but kept at bay, for now. Sucking and stroking these women's impressive pricks is an act of control. Royal, down below, is the one helping to hold back the tide of that lust... oh! That reminds her. Whilst slipping deeper onto the Hero's shaft with her tight-sealed lips - and relishing the way she's reduced to wordless, short-breathed squeaks - the Dragon guides her tail down to the kneeling Alien and drapes it over her back, the tip disappearing between her cheeks. <br><br> Royal splutters loudly - a most pleasant sensation with her forked tongue buried so far inside of her - when that tail pushes and rubs between her legs, the tip guided with remarkable precision to tease and please. The blue woman emits a number of huffy, muffled noises, feedback which the Dragon uses to guide her extra limb in its service. In return, the effort put into that tongue is doubled, her upper lip used to nudge and caress Tiamat's clit... while she may be a grumpy soul, she's certainly <i>talented!</i> Tiamat's blazing orange gaze turns down to Royal for a moment of recognition, her stroking hand giving a squeeze and a twist to keep the Dryad's attention - and patience! - before those smouldering eyes swivel up to the awestruck Hero, the poor girl practically mauling her lower lip with a bite as she's sucked and slurped. Inspired by the Alien's efforts, Tiamat's tongue coils around that shaft tightly, spiralling upon it akin to the rotation of a drill: her reward is the Hero's hips bucking unexpectedly, whispering a hasty apology as her balls tense between her thighs. It brushes the back of Tiamat's throat, catching her off guard!... but it's nothing she can't handle. <br><br> <span style="color:#8AFFB1;">"Ah, you. Make yourself useful."</span> the Dryad demands, causing Tiamat to raise a brow for a moment until she catches the Hero's reaction... Ah, it was directed at her? The Hero frowns in turn, shaken from her lustful daze as she looks up, freezing slightly at the bark-gloved hand that lands upon her shoulder and pulls her in closer. Tiamat emits an <span style="color:#ff8a3d;">'mmmmrph...'</span> as the resulting twitch of the Hero's hips sees her throat filled, but the Dragon is able to adjust, using her grip on the girl's waist to steady her. Up above, the Hero barely has time to squeak out her question before it's silenced by lips upon lips. <span style="color:#A8FCFF;">"Gmmh!-- mmmr..."</span> <span style="color:#8AFFB1;">"Mmmm..."</span> <br><br> With that, the room is blessed by something approaching silence. Save, of course, for the soft sounds of lips and tongues... be they upon other lips and other tongues, or upon naughtier targets. Sensing the Dryad's frustrations and singling her out as a harder-to-please guest, Tiamat slowly pulls off of the Hero - who's far too busy having her lips invaded to protest, easily bullied by the more experienced and aged Dryad - with a wet smack, turning to greet the Dryad's shaft once more. Her hand transitions from shaft to those heaving nuts once more, the Dragon's breasts swaying heavily as she sucks back and forth, comparing the tastes of the two women in the back of her mind... not to mention their differences in reaction to different stimuli. Whereas the Hero could barely contain herself at that tongue-twisting 'screw attack', the Dryad takes it in far greater stride, her hips remaining steady but her voice groaning into the mouth of her Human plaything above. <br><br> Tiamat can feel the Fae's pulse quickening... at least, she thinks so - Dryads are a little complicated when it comes to their biology, even for a Fae. But some things are fairly universal: the quickening pace of throbs, the way her balls lurch and leap within her massaging palm. Likewise, the Hero - her shaft now shining with Dragon spit from tip to base thanks to the greasing strokes of her clawed, scaled hand - is more than content with that handiwork, the girl able to thrust into Tiamat's hand without concern for overstepping her boundaries. As a result, she has to do little save for keep a tight grip, throwing in the occasional twist of her wrist or head-grazing rub of her thumb, soaking it in abundant pre - that thumb action in particular earns an untamed whine into the Dryad's lip-locking kiss, spurring Tiamat on to do it all the more! <br><br> That kiss above breaks after the Hero flexes some of her hidden strength to pull back from it - reluctantly, it seems, but her sense of duty compels her, even with strands of saliva linking her lips to the plant woman's. <br><br> <span style="color:#A8FCFF;">"M-miss-- god damn, I don't even know your name!! Hh-- I-I'm really close--"</span> the Hero stammers, a particularly enthusiastic buck of the hips providing ample evidence to her claim. The Dryad, her lips now bereft of occupation, instead turns her attention down to the Dragon and her talented tongue, her voice a low purr. <br><br> <span style="color:#8AFFB1;">"As am I..."</span> the Fae confirms, though with the way her dick is leaping in excited lurches within the coil of the Dragon's tongue, she didn't need to be told that! Tiamat hums in thought for a moment, eyes rolling up and to the right as she ponders. On the one hand, she could easily make them cum anywhere - it's not as if this room will ever need to be cleaned, ephemeral by design. But on the other hand... the lust pooled in the back of her mind desires other things. The corners of her stuffed mouth curl into a smile before Tiamat suddenly pulls off, the Dryad gasping in disappointment but placated by the return of that smooth-scaled hand, claws retracted to prevent any harm. Stroke, stroke, stroke... using her grip, Tiamat pulls both girls in closer once more, and guides them lower. <br><br> <span style="color:#ff8a3d;">"Oh, you may call me Tiamat. Furthermore... you have my permission to let loose, dears."</span> the Dragon giggles demurely, the Hero gasping and the Dryad cooing in awe and understanding each as their respective cocks are brought to a pillowy rest atop Tiamat's weighty breasts. The grip of her hands adjust: now sandwiching each girthy length between titflesh and palm, the throbbing heads a mere couple of inches from one another and angled up and inwards. Subconsciously, Tiamat's tongue slips past her lips, betraying her focus - and her desires - as both women rapidly spiral out of what composure they had left, thrusting against her body with overwhelming need... a need that the Dragon herself feels building as poor neglected Royal so dutifully attends to her sopping wet slit below. <br><br> Amazingly, the Hero does not break first. It's the Dryad who - as commanded - 'lets loose', a gout of mint-pale seed suddenly launching from her prick in a high arc as her cock nearly leaps out of Tiamat's grip! But not quite. Her scaled palm keeps a firm grip as that curiously sticky seed jettisons in rope after rope across her opposing breast, collarbone and arm, joined moments into its barrage by the Hero. While the Dryad merely rumbles and hisses out her relief through clenched, sharp teeth, the Hero babbles and whimpers under her breath as her cock erupts in shorter but faster bursts, painting Tiamat's tits with a backed-up load that clings to skin and scale alike, painting the latter with such vibrant contrast. It's as if their relief, their outpouring of lust is somehow contagious... given the Magic at play, perhaps it is! Fascinating - but difficult to theorize about while Tiamat's busy clamping her thighs tightly around Royal's face, rocking her hips as a low hissing groan rumbles out of her throat. She finds herself lifted up and off the sofa, the fabric clinging to her scales with the humid heat of the room as all her weight is briefly put upon Royal's shoulders!... good thing the Alien is stronger than she looks. But only physically. Mentally? Well, further evidence is given to Tiamat's theory of shared relief when it becomes clear that the noises the blue woman is making into her pussy are not those of protest, but those of her cumming her rude little brain cells out from the merely tap-and-touch of Tiamat's tail. <br><br> While she was the first to pop, the Dryad is the longest in the running. The Hero's needy cock is the first to tap out - but not soften in the slightest! - leaving a pool of mixed seed gathered in the Dragon's cleavage as she lowers herself back down and off of Royal's shoulders, a long, heaving sigh tumbling out of her. It's fairly mimicked by the Dryad, though drowned out by Royal inhaling sharply when her face is finally freed, utterly soaked and shining in the firelight from Tiamat's pleasures. Thankfully, the brat is still riding the high of her own climax, too busy with that to renew her loudmouth act. Good. Well, with all that out of the way, perhaps minds can turn towards... <br><br> <span style="color:#A8FCFF;">"Thanks, Miss Tiamat... Thank you <i>so</i> much, for real. But, uhm... well..."</span> the Hero speaks up, her nervous stammer having receded slightly as she taps her index fingers together, her words unspoken but communicated on her behalf by a savage lurch of her still-stiff cock. Tiamat blinks down at the offending 'fifth limb', only for the Dryads to join it in protest, the Dragon's hands guided back to the base of each as she looks up, eyes flitting from gaze to gaze. <span style="color:#A8FCFF;">"Still... really, really goddamn horny!..."</span> the Hero admits. The Dryad nods. Tiamat sighs... because it's true. This was barely a drop in the bucket, the little death and all its clarity already wearing thin mere seconds into the afterglow. Gazing down at Royal, the Alien sneers back up at her, her defiant streak returning already. <br><br> Tiamat shrugs, then smiles. <br><br> <span style="color:#ff8a3d;">"Troublesome guests, the lot of you. But... I suppose there's nothing else for it."</span> she mock-sighs, giving each girl in her hands a tight squeeze. Very well: the games will continue. <br><br> But <b>she's</b> in charge. <hrt><hr></hrt> Jaycie lowers the book, skipping ahead... and ahead... and ahead!... before she shuts it, briefly witnessing the writing continuing on the currently-final page. Well, she could be here all night if she continued - just as it seems the women within are no closer to stopping than they were to start with! Shame... the Dragon seems like she could've been a useful ally. But let it be known that if Jaycie is many things, she isn't a cockblocker. <br><br> ... She is, however, curious... <br><br> <<linkreplace "Read on">> <hrt><hr></hrt> In the interest of time, Jaycie flips ahead a few pages from where she left off. She stops on an intriguing sight in the charcoal-style sketch pages, initially struck by an absence. Tiamat is present, sitting back in her central seat of the sofa. Royal is laid out on top of her, their chests pushed together, tongues wrestling in a fight for dominance that the Dragon is easily winning. But, in the Alien's defence, it must be tricky to concentrate when one is being fucked to the hilt by an amorous Dryad, wheelbarrowing her legs, hips a-blur with the ferocity of her thrusts into that eager extra-terrestrial pussy. Clothing is haphazardly abandoned all over the frame, little remaining of anyone's outfits save for shoes and gloves... but where on earth is the Hero? Jaycie squints -- then, she finally notices the relatively small hands clinging to Tiamat's hips for dear life from beneath. <br><br> Ah. The Revenant turns to the text... <hrt><hr></hrt> <span style="color:#ff8a3d;">"Mmmh..."</span> Tiamat groans, arms wrapped around Royal's back, purple obscuring blue as the rowdy Alien rebel is pinned in place by the two larger women. Royal grumbles back, the glare on her face flickering every time the Dryad claps into her cheeks from behind with force enough to make them quake. Purple, on blue, on green. Each shockwave of thrust force is sent through Royal's body and into Tiamat's, making the pair's tits wobble with the aftershocks as Tiamat adjusts her grip to slide a hand onto Royal's jawline, pulling her up and out of tongue range - much to the Alien's pouting annoyance. <span style="color:#ff8a3d;">"Still holding up down there? I did warn you..."</span> she purrs with a soft chuckle, a muffled huff heard from below and behind. <br><br> Indeed, Tiamat isn't <i>quite</i> sitting on the Sofa. A careful eye would note that she's a little too elevated off of it, as if sitting on - but obscuring - a sturdy cushion. She is not, however! She's sitting on the Hero, whose tanned hands cling to her hips fiercely, the right in particular betraying the girl's fascination with the textural shift between Tiamat's scales and flesh, that borderline that runs down her sides. The Dragon giggles again... and then tightens the squeeze of her tail, currently wrapped around the tomboy's torso to keep her nice and snug in place as she rides that justice-delivering cock with her ample ass. <br><br> <span style="color:#A8FCFF;">"I'm not-- gunna lose!!"</span> the Hero replies with a determined gasp, tightening her grasp. It's adorable. But Tiamat can tell she's still holding back, the care she takes with her hands really rather touching, albeit entirely unnecessary. Even so, she needs to put some of her Supernatural Meta-strength to use just to lift the Dragon in this half-turned form of hers up and off her shaft, able to get her to about halfway up before gravity demands its toll and her arms give way. Each and every time, Tiamat crashes back down with a soft 'oo', her smile just shy of a smirk as her insides tightly massage that Heroic dick for its efforts. Emphasis on <i>tight.</i> Tiamat's body does not betray the full extent of her strength... but she's more than happy to give such a durable toy a taste, an exchange of their held-back powers as they fuck, her larger body colliding with the Hero's with a muffled -clap- through the padded acoustics of this book-bound room, all in an effort to slam away the Magic-induced haze in their minds. <br><br> Or, try to. Work in progress, that. <br><br> <span style="color:#3DACFC;">"Eht-- oo-- ouh-- hhy-- ouuuf!!"</span> Royal protests, her patience worn to a knife's edge. Tiamat blinks up, having had her attention focused down on the Hero she's riding, only just noticing she still has Royal's cheeks propped open with her thumb and fingers. An apologetic chuckle as she releases the Alien, those fingers transitioning to stroke her cheek in a manner that makes her splutter. <span style="color:#3DACFC;">"What the-- hey! None of that-- gnh-- cutesy shit!"</span> she snarls, unconvincingly, interrupted halfway through by a stifled moan as the Dryad piles into her again and again from behind. The Fae's in her own little world, mauling her lower lip as she samples a snatch from beyond the stars with back-arching gusto. Tiamat's burning gaze lances into Royal's own as the Dragon smiles... this time veering into full smirk territory. <br><br> <span style="color:#ff8a3d;">"Stop being cute then, my blue-hued visitor."</span> Tiamat commands rhetorically before dragging her into another brat-silencing kiss with that grip on her face, twisting her to the side slightly to afford her better lip-parting access. Royal grumbles - then hisses into the Dragon's mouth as a -CRAK- fills the air, a spank from the Dryad painting a light purpled handprint on one of her wobbly azure asscheeks. Tiamat tightens her grip, preventing her from pulling away to complain, shooting a glance to the Dryad, who returns it with a hungry sneer before looking back down to admire the intricate, jagged-black tattoo down Royal's spine. Almost mesmerizing, the way it dances with the undulating squirming she does when fucked this hard. Indeed, it doubles the Dryad's efforts, her Fae fascination with mortalfolk - intrinsic to her being - getting the better of her... which makes it all the easier for Tiamat to coil her tongue around Royal's, dominating it and revelling in the eyes-half-open sight of the pretty Xeno's own rolled up and crossed unevenly. <br><br> It's enough to make her break that kiss, if only so the room can hear the bratty woman's moans loud and clear... but not too far. Tiamat's tongue remains tightly wrapped around hers, that guiding hand keeping her face close, strands of spit linking the two as they're pleasured and used for pleasure one and the same. It stifles the poor Alien's hissed, face-saving protests, reducing her words to wordless babble. But when Tiamat shoots another glance to the Fae, she finds the Dryad looking off to one side, absent-minded... or at the very least, distracted. <br><br> <span style="color:#ff8a3d;">"Mm... what troubles you?"</span> the Dragon asks, retracting her tongue with a sigh - and glancing to her side when Royal curses under her breath to stifle a whine. The Dryad tilts her head as she turns back to Tiamat, releasing one of Royal's legs to point off to the far wall of the cozy room. Tiamat follows the gaze. A potted houseplant?... <br><br> <span style="color:#8AFFB1;">"Your Magic. I'm curious... to what extent is this space we're in real? What of the things within it?"</span> she asks with that calm grace in her voice that's returned since her first climax - albeit frayed at the edges by the burning need in her blood. Tiamat ponders the question with genuine curiosity, almost distracted from the feeling of the Hero fucking her ass with vigour below. Almost! A slight huff escapes her as she coils the tomboy tighter in tail, a whimper filtering from below as those hands grip tighter. <br><br> <span style="color:#ff8a3d;">"Quite real... within this room, at least. It's the only one I had time to describe in detail. The chambers beyond get rather... sketchy."</span> she admits, casting a glance to the doorway where two of the other rescued women have posted themselves. Their earlier makeout culminated in the two curled up together, nude and glistening, slumbering for the time being... adorable. <span style="color:#ff8a3d;">"Once my head is clearer, I shall see about refining this space. But why do you ask, my dear?"</span> the Dragon inquires. The Fae turns back to the plant, then glances at Tiamat with a smirk, her pointing arm bending at the elbow as her hand curls into a fist and glows a brilliant green. <br><br> <span style="color:#3DACFC;">"Do you brainy bitches ever get tired-- of talking around people?-- F-fuck, hey, what!?"</span> Royal gasps as she feels something slithering over her body. Tiamat feels it too, but only upon her front... as something - <i>somethings</i>, plural - slide over Royal's stomach and lift her up and off the Dragon, out of the range of her arm. She can't help but gasp at the sight as the Alien is swiftly bundled up in leafy vines, green lines dancing over blue skin, gliding over her sweat-slick body with ease as they tie and knot and coil and tether together. Royal squirms, eyes wide as she's pulled into a mid-air kneel, her back colliding with the Dryad!... And all the while, the Fae is still balls deep inside her, even as Royal's arms are tied behind her back and a vine slips around her neck like a collar, the Princess in exile gulping. <br><br> She's completely tied up in a network of vines that've sprouted out of the very ground! Tiamat glances at that plant from earlier, seeing that the pot has shattered around the bottom, roots spilling free and digging through the wooden floor. <br><br> <span style="color:#8AFFB1;">"My, my... Madam Tiamat, it appears you are correct. That plant is <i>quite</i> real. Isn't that right, Xeno?..."</span> the Dryad purrs. Royal grits her teeth and goes to retort, only to gag when the vine around her neck gives a warning squeeze before another - heavily laden with broad leaves - wraps around the lower half of her face like a gag, muzzling her. Royal splutters, eyes wild and furious before they cross sharply when the Dryad effortlessly pulls her up and off her prick to the very tip, affording Tiamat a view of it glistening with the Alien's arousal before she's smashed back down upon it, meeting the green woman's thrusting hips. The Fae grins as she pulls back on the 'leash' around her prize's throat, giving Tiamat a wink before she saunters over to her earlier armchair for some private time with her squealing extra-terrestrial fucktoy. <br><br> <span style="color:#ff8a3d;">"Well, today just keeps getting stranger, doesn't it? Ahah-- ah?"</span> Tiamat utters with a soft gasp, feeling the Hero's hands suddenly abandon her hips. They've been there for so long that their absence feels unnatural, now! She gives the girl a squeeze with her tail to ensure she hasn't accidentally smothered the poor thing, but no, those hands are still very much active and alert. Just moving. Slipping under her plum-scaled legs, hands emerging between her thighs... curled into fists of exertion. <span style="color:#ff8a3d;">"Hmm. Whatever are you up to, oh off-duty Hero?"</span> Tiamat inquires... only for her eyes to widen as she feels a surge of strength ripple through the tomboy's body. <br><br> <span style="color:#A8FCFF;">"I-I already said, Miss Tiamat!... I'm not... gunna..."</span> the Hero grunts - and then Tiamat gasps loudly, genuinely taken aback as her legs are lifted, feet swinging up and off the floor as she's forced to tuck her knees up to her sides. Before she can react further, the tomboy is on her feet, planted firmly and shoulder-width apart as the Dragon's legs slide into the crooks of her elbows, dangling somewhat helplessly by her sides, her full weight pressed down on the Hero's mighty cock. <span style="color:#A8FCFF;">"<b>L-lose!!</b>"</span> she declares with strain in her voice, tapping into more of her power and lifting as Tiamat finds herself squirming, much to her own surprise! <br><br> <span style="color:#ff8a3d;">"N-now now! It's not a competitio-o-ohhh!!"</span> the Dragon huffs, forced to bite her own lip to stifle herself as - just with the sudden absence of those hands - nerves deep within her body are given a moment's rest from that invader being buried deep within them, paradoxically flaring in sensation from absence rather than activation. <span style="color:#ff8a3d;">"Ghn--NNGH~"</span> she hisses, full-throated, tail coiling the Hero with the force of a constrictor snake as the smaller woman remains undeterred as she releases the Dragon and bucks her hips up to meet her. <br><br> A full-nelson hold, by someone far shorter than her. This <i>is</i> novel indeed! <br><br> Though it's somewhat difficult to focus on the charm of this unusual position and pairing, what with the tomboy fucking her ass like her life depends on it, hugging her arms in tighter to further pin Tiamat in place - upper legs by her sides, chest squashed tightly between her knees to stifle the quake and tremble of her weighty tits, her lower legs bouncing with each thrust while her arms are left half-pinned behind her legs! She's stuck staring down in astonishment through bleary eyes, for this shift in position has completely re-awakened everything inside her... and that's without getting into the renewed vigour with which the competitive Hero is fucking her with! <br><br> Tiamat's wings twitch, having to put effort into preventing them from unfurling reflexively. The claws on her hands and feet alike randomly emerge as pangs shoot through her nervous system. Good heavens, when was the last time anyone handled her like <i>this!?</i> It's... oh, shameful though it may feel to admit it, it's such a <i>weight</i> off of her shoulders. Not an everyday meal, no... but a rare delicacy indeed. While she could pit her Supernatural strength against the Hero's own, she sees no reason to do so. No: just lean back and enjoy, her initial noises of surprise turning into breathless encouragement, her sole anchoring point of 'control' being that tail as it squeezes the tomboy in encouragement to fuck her harder, faster, to show her the full extent of her strength, to leave nothing in reserve! <br><br> <span style="color:#ff8a3d;">"Very-- w-well!-- show me-- your resolve!~"</span> she giggles at such a corny line spilling past her lips between the cavalcade of moans. The Hero giggles deliriously in turn, but she obeys all the same! Ah... here it is. The limit of her strength, channelled into fucking of such ferocity, hips blurring, bodies colliding with such force as to make the hastily-drawn decorations upon the coffee table tremble in fear. <br><br> It's <i>exquisite.</i> Why, for a few glorious seconds, the veil of haze within the Dragon's mind is lifted, suddenly remembering roughly half a dozen things she needs to be getting on with this week... ah. Might need to reschedule some of those-- o-oh! And then, just as quick as it came, the haze is replaced by the edges of her vision burning white from the oncoming storm of her climax, the Dragon increasingly losing control of her body as the pangs of pleasure wreak their havoc upon her good senses. <br><br> But she's hardly alone. Those throbs... those bloating pulses, as the Hero's heaving nuts swing up to meet her body with each collision... <br><br> <span style="color:#A8FCFF;">"I-I'm gunna-- Nnnghhh f-fucking cummingggggg haa~aah!!--"</span> the Hero whimpers, yet her thrusts do not cease. Once again do Tiamat's eyes widen in astonishment, their orange hues blazing bright in (moderate) shock as the off-duty tomboy refuses to let her own torrent of pleasure stop her from seeing her duty to its end. With her lower lip and its ruby hues disappearing behind her teeth, Tiamat's eyes cross ever so slightly - refined to the end - as that first blast of seed rockets into her body with remarkable force... rewarded by her ass clamping down as tight as machine vice in the throes of her own climax. <br><br> <span style="color:#ff8a3d;">"Nnnnhaaaa~aaAAaaah!"</span> she exclaims, joining her voice with the Heros. Head tossed back, strands of her hair clinging tightly to her forehead and cheeks as the rest of her locks swing back with that harsh motion. Her back arches, her chest pushes out and free, tits liberated of their knees-bound bondage to tremble weightily against her body as she writhes and rides through those frantic thrusts below... upon increasingly unstable footing. <br><br> In the end, the only thing that stops the Hero from fucking her way through her climax and on towards the next is the laws of physics. With Tiamat's weight pressed back and the Hero's power unfocused, the tomboy slips back onto the sofa and ends up right where she began - hidden from the world, smothered beneath the Dragon as the strength in her arms diminishes to permit those plum-scaled limbs to slip back down to terra firma below. Tiamat, for her part, fully slumps back upon the smaller woman, only just preventing herself from fully smothering her when she plants her hands by her sides and tenses them to push herself up and off ever so slightly. <br><br> Ultimately, Tiamat recovers first. The wonderful aftershocks of pleasure continue to course through her as she focuses her mind, flicking a finger towards the book and dictating an addition to the casting page. Behind her, in the hallway beyond, the stairs against the far wall begin to fill out with texture, no longer leading into a nondescript void above... <br><br> <span style="color:#ff8a3d;">"You did valiantly, Hero... but I don't think I'm quite 'slain'."</span> the Dragon giggles, her only response a weak moan from below as the Hero catches her breath: weakened, but still rock hard inside that cum-packed hole! <br><br> But as Tiamat works her magics in the brief window of post-climax clarity, neither she nor the tomboy notice the Dryad's smirk from across the room as she bounces the bound Royal in her lap - blindfolded, too, for good measure, squirming and howling with climax - and directs some changes to the room of her own from beneath the floorboards... <hrt><hr></hrt> ... One more section? <br><br> <<linkreplace "One more section">> <hrt><hr></hrt> Getting far into the book, now. Jaycie stops at an intriguing picture - the page before showed the room from a perspective placed in the near corner, along the fireplace-side wall. This picture shows the same angle, but a very different state of the room... no: the state of the <i>jungle.</i> Vines twisting and turning up the walls as they emerge from the floorboards, roots coiled around the legs of furniture, and flowers and plants of all types draped heavy from the rafters. And there in the middle of it all is the Dryad, a smirking grin on her face, and Tiamat, suspended in mid-air and firmly tangled in vines! Jaycie turns to the words, blinking beneath her mask. It's a bloody good thing nothing's attacking her right now. <br><br> <span style="color:#ff8a3d;">"Well, I must admit..."</span> Tiamat trails off as she casts her blazing gaze to the flowering vines hovering to her left, and then to those on her right, before turning her attention back to the Dryad between her legs. <span style="color:#ff8a3d;">"I didn't have <i>mutiny</i> in my notes, tonight..."</span> she finishes with a huff, her arms tensing slightly as she tests the strength of her floral bonds. Tight. Restrictive. Supportive!... and <i>remarkably</i> durable. <br><br> The living plantlife is tightly tied around her body, crisscrossing around her scales and flesh like a shibari harness. Each vine blooms with a different flower, a cascade of colour dancing over her tightly-packed form: legs tucked to her sides yet again, ankles to asscheeks, arms bound hands-to-elbows behind her back. Wings trapped folded, both against themselves and against one another, with even her tail tangled and coiled, left to hang beneath her body as she's 'laid back' in her suspension. Even her horns have been grasped, directing the turn of her head, ensuring she has nowhere to look save for the Dryad smirking down at her: her impressive verdant cock resting upon the Dragon's belly, their hips mashed together. <br><br> <span style="color:#8AFFB1;">"Ach! You <i>wound</i> me, madam. Is it any fault of mine for noticing just how profound an effect that little Hero had on you when she took the reins? You're not the sort to give away control so easily, I imagine... such a tantalizing edge to your evening."</span> the Fae sighs, placing her smooth, gloved hands on Tiamat's hips and giving them a possessive squeeze, grinding against her body with a glint in her leering gaze. Tiamat huffs back in response, for she cannot deny that those teasing rubs are pleasant... Though she cannot help but fiddle and fidget in her bindings again. <span style="color:#8AFFB1;">"She's enthusiastic. 'Cute', even. But her enthusiasm masks a lack of... experience."</span> the Dryad continues with a tilt of her head, her autumnal hair filtering past her shoulder as she smiles like a shark and gives another squeeze - not just of her hands, but of her vines, too. <br><br> <span style="color:#8AFFB1;">"And if you're going to make my temporary bedroom just the way I like it, well... I'll need to make sure you're nice and focused, hmm?"</span> she continues, a deep, rich giggle tumbling out of her as Tiamat scoffs. She gasps, however, when slender vines dart from those around her arms to entangle her fingers -- good heavens, is she to be permitted even a shred of autonomy? <span style="color:#8AFFB1;">"And besides! Your story lacks a villain, madam. 'Tis the duty of we Fae to fulfil any role in any story... so please."</span> the Dryad insists, biting her lip, her cock flexing before it lightly -smacks- back down upon the Dragon's firm belly. <span style="color:#8AFFB1;">"Let me be your villain~."</span> <br><br> Tiamat regards the amorous plant woman for a moment, swallowing dry. She could probably break free of these vines... though they really are sturdy. Magic, too. Part of her is dying to test it. Some tiny shred of her worries she wouldn't be able to, competing with another shred that's <i>excited</i> by that idea! Well... the Fae does have her dead to rights, if nothing else. <br><br> And if she has gone off the deep end, well, she can always go <i>full-</i>Dragon. <br><br> <span style="color:#ff8a3d;">"Well, when you put it that waa-h-hooOOH!!--"</span> Tiamat gasps, lips curled into an 'O' with her wildfire eyes wide in surprise as the Dryad wastes no time in turning consent into action: a slip back, those vines lifting Tiamat up!... and then a thrust into her awaiting snatch, well-slickened by tongue and arousal of the night's events. The Dryad hisses out, sharp fingers digging into the Dragon's hips with full awareness of her durability - just like that, their hips collide once more. <span style="color:#ff8a3d;">"G-good heavens--"</span> Tiamat gasps, breathless, only to toss her head back - to what limited degree the vines controlling her horns will let her - as she's pulled away and then rammed back down onto her awaiting 'Villain'. <br><br> <span style="color:#8AFFB1;">"Hhhnn... <i>truly, exquisite.</i> The others were but appetizers c-compared to this, haaaanh!~"</span> the Fae groans, a lustful smirk on her face as she relinquishes Tiamat's hips to instead cross her arms behind her head. Pure showmanship, showing off her own green-hued body as she directs her vines to bring the larger woman effortlessly crashing down onto her awaiting hips, again, and again, and again. Though she's loath to admit it... this certainly <i>is</i> a novelty for the Dragon. Perhaps that's why her insides tighten, her pussy clinging so fitfully to that fantastic Fantastical's 'branch' each time it hammers inside of her. The fact that she's so tightly bound just intensifies the force of it all, those vines relaxing and tightening in tune to ensure none of it is absorbed or grounded. <br><br> <span style="color:#8AFFB1;">"You're still holding back?... Hhhff, impressive~... but undesired."</span> the Fae adds, a gleam in her eye as she extends a finger from her right hand. Tiamat - who is indeed putting quite some focus into not letting too much slip with her pleasure overwhelming, jaw tensed unwittingly, moans stifled - inhales sharply through a dampened groan when a new pair of vines emerge from below, flanking her left and right. <span style="color:#8AFFB1;">"I want to hear-- how good this feels! My most amorous author... permit your Villain this boon?~"</span> the Fae giggles, that extending finger curling, still pitching her hips all the while. Tiamat gasps - louder than she intended - when those vines suddenly dart in close, one wrapping around either breast, the flowering tips vaguely resembling the cups of pitcher plants in miniature as they latch upon her stiffened nipples. <br><br> <span style="color:#ff8a3d;">"I-I'm afraid-- I'm not-- oh!-- familiar-- with this species!-- O-oh!?"</span> she squeaks, the Dryad delighting in that noise as her vines begin to work their Magic... capital M, literal. Those cups glow and glitter, a tingling, vibrating thrum rushing through them and into Tiamat, pangs of pleasure making her toes curl - and claws extend - as her body tenses up and then shivers to relaxation. <span style="color:#ff8a3d;">"Not an-- Earth-bound variety-- I assume!--"</span> the Dragon cries out, her attempts to talk through it somewhat ruined by the sing-song, pleasure-wracked tone in which she speaks her words. The Dryad is delighted, however. <br><br> <span style="color:#8AFFB1;">"Oh? Perhaps if you're a good girl, I'll spare you a pouch of seeds for your own garden..."</span> the Fae giggles with a wink, particularly at Tiamat's huff of a reaction as those curious vines continuing to 'suck' and tug on the Dragon's peaks, never affording her a moment to adjust or rest. <span style="color:#8AFFB1;">"But you should spare those braincells of yours-- hnnff-- lest they fly right out of your pretty head from the exertion..."</span> she reminds with a dangerously playful narrowing of her eyes - and a particularly enthusiastic thrust of her hips, pulling Tiamat down and keeping her locked to the base to grind against her for a moment, that ruination of rhythm enough to reset nerves and sensations grown dull. She leans in, the two women's gazes mere inches from one another - the predatory Fae, the awestruck Dragon. <span style="color:#8AFFB1;">"Your job isn't to think right now, Madam Tiamat. Your sole purpose, here, in my tender caress, is to <b>bloom</b> like the beautiful flower you are~..."</span> <br><br> <span style="color:#ff8a3d;">"Ch-charmer--aaaah!!~"</span> the Dragon exclaims, loud and honest, caught off guard by the ecstasy that accompanies those curious cups pulling upwards. Their strength - and their hold on her body - is deceptive, indeed! They're able to lift the weight of her bosom with apparent ease, letting that weight pull down to intensify the feeling around her sensitive nipples before they relax... affording her a mere moment before they tug again, now moving in sync with the Dryad's thrusts. She tries to speak, but words fail her. Despite her best efforts to the contrary, all she can do is moan, lustful cries rocketing out of her body as she's toyed with by such expert ministrations. <span style="color:#ff8a3d;">"O-ooh-- h-hah-- ooOO- nnnf!!--"</span> <br><br> <span style="color:#8AFFB1;">"Alles klar, alles klar... That is more like it, Madam. Hold nothing back! Gnngh-- bare yourself to me, all of yourself! Ensure-- t-that this night lives eternal in my memories!"</span> the Dryad commands, her capacity for hearing the sound of her own voice truly remarkable, far more composed than Tiamat is - much to the Dragon's chagrin, albeit a chagrin so deeply buried beneath such abundant pleasure. <br><br> Her blazing gaze flits around the room as she's used with such fervour, marvelling at the way it's been so completely transformed by the Dryad's influence. The walls coated in broad, tropical leaves, the air alive with the scent of petrichor and the substantial oxygenation provided by all this verdant life. Her gaze ultimately settles on the sight of Royal and the Hero, however, tucked away tightly on the armchair the Dryad previously claimed as her territory... <br><br> Both women are even more entangled than Tiamat is, their living bondage nigh-absolute, complete with broad-leafed blindfolds and gags that bear the brunt of their gnashing teeth without issue. Little wonder why they're as tense as they are!... Not only are they getting the same treatment to their tits as Tiamat is, but they're positioned one on top of the other, the Hero plunged deeply inside the Alien, their bodies quite literally wrapped together with ribbon-like vines. Most of their movement comes not from their own permitted squirming, but from the sheer girth of the phallic-headed vines occupying their respective asses, stretching them wider and plundering them deep. The Hero, in particular, is a downright drooling mess as each thrust makes her own body respond in kind, hips pitching to smash into the equally-entrapped Royal, both girls howling like animals into their gags... <br><br> Noises of pure pleasure. <br><br> Noises that, frankly, help Tiamat regain some sense of modesty even as her honesty rings true and sings above the chorus of flesh upon flesh, hips meeting hips. The distractions cannot last for long, her attention now back on the Dryad, especially as she's leaning in close again - hands suddenly descending from behind her head to instead take a possessive handful of the Dragon's ample breasts. The smooth, 'varnished' sensation of her bark-clad hands joins the spiralling massage of those vines and those sucking cups for a moment before they slip down, sliding across Tiamat's sides - right on that borderline of scales and flesh - before finally nestling back onto her hips with a familiar squeeze. <br><br> <span style="color:#8AFFB1;">"Oh? Are you admiring my work... aaanh, with those two? It keeps them out of the way, n-no?..."</span> the Fae giggles, a slight hitch in her voice as her own pleasure briefly gets the better of her. Don't stop thrusting. Don't stop teasing. <span style="color:#8AFFB1;">"Not to mention the sweet noises... I coax from them!..."</span> she shivers, biting her lip as she briefly halts her thrusts for another sensation-resetting hilting, Tiamat's breath hitching and falling out of her ragged and delirious. <span style="color:#8AFFB1;">"I concede that I may not dredge quite the same from you. But I will not know until the bitter end, no?~"</span> she grins... and then, she does something most unexpected. <br><br> Tiamat gasps in surprise as she's rotated - cock still balls deep within her! - and flipped, those vines tightening around her as she's moved onto her 'front'! The change of scenery, the rush of blood to her head... and the sudden pull out and <b>slam</b> of their bodies colliding once more, the Dryad putting renewed gusto into fucking her like this: arms now wrapped tightly around the base of her mighty tail, hugging it for dear life as she fucks her harder than ever before! The Dragon stiffens up in her bondage, a moan becoming higher in pitch and trilling off in such a manner that her arm twitches when she subconsciously tries to clamp a hand over her mouth. The Dryad heard, of course... and quickly understands, that shark-like grin returning as she squeezes that tail tight, the sensitive underside resting against her stomach and bosom. <br><br> <span style="color:#8AFFB1;">"Oh? Ohhh... no, not quite the same..."</span> <br><br> <span style="color:#ff8a3d;">"N-now now!--"</span> <br><br> <span style="color:#8AFFB1;">"But even <b>better.</b>"</span> <br><br> <span style="color:#ff8a3d;">"Y-you really mustnnnnn--tooooh g-goodness!!--"</span> <br><br> Tiamet shudders in her prison of vines, tension draining out of her body as the Dryad changes tack, delighting in the melodious tones that tumble from Tiamat from having her tail massaged, those sturdy wooden hands having no fear in handling the rough armour of the hard side to better grind and tease against the soft side! Of course, added into the bargain is the remarkable grip it affords the Fae, able to put all of her strength to bear into fucking her darling 'captive' with zeal. She may not have the raw strength of the Hero, but her strategy... oh, it more than makes up for it. <br><br> It's not fair. Ordinarily, Tiamat wouldn't let anyone get this bold. But it's a funny sort of night, a funny sort of need, and an undeniable effect... <br><br> <span style="color:#ff8a3d;">"I'm-- <i>oh, Goddess, yessss!~</i>"</span> is all she can muster, her voice loud, proud, and sustaining that hiss as her pleasure overflows, as though it can no longer be contained by her body. The Dryad emits a triumphant noise of her own... though it swiftly becomes a splutter for reasons twofold. For one? The immense pressure with which Tiamat's body clamps down around her pistoning prick, that girthy girlcock's progress impeded by the sheer tightness of her boiling depths that comes in crushing waves from the Dragon's powerful climax. For two? The way Tiamat's tail effortlessly slips the Fae's grasp - her vines having been replaced with her arms - and coils tightly around her body, one loop about her shoulders and a second about her waist, pinning the plant woman's arms to her side and holding her in place. <br><br> Oh, how about that? Tiamat could, indeed, break free if she put her mind to it... something she ensures the Fae understands when she looks over her shoulder through the mid-range pulses of her climax, heavy-lidded eyes smouldering as she delivers a smile that exudes her confidence to her 'Villain', so swiftly table turned. Not that she minds. The Dryad bites her lip with fervour, her hips twitching, but unable to thrust. Yet with how Tiamat's body massages her shaft, such movement isn't needed. <br><br> <span style="color:#8AFFB1;">"G-gott--"</span> she curses in turn, tossing her head back with precisely the sort of guttural howl she was trying to coax out of her host for the evening, her cock erupting inside the mighty Dragon. The Fae's balls clench up against her body with each rope blasted into that welcoming, heated hole, the poor woman a shaky, ravaged mess as she practically goes limp in the grasp of that remarkable tail. Of course... even under her control, those sensitive under-scales sliding over the Dryad's varied textures still feel incredible. Just as the Fae is having the climax of her life, so, too, is Tiamat able to coax additional pangs of pleasure out of this wonderful union, maintaining that look over her shoulder but making no effort to hide the lustful joy on her face. <br><br> <span style="color:#ff8a3d;">"Haa~aaaah... oh, come now, don't pout... you-- haa~aanh-- wanted to be the Villain, remember?"</span> Tiamat lightly chastises the overwhelmed Dryad, now fully collapsed against her tail - yet those vines remain tight and writhing, the two mighty women vying for control with what means they have left. <span style="color:#ff8a3d;">"So don't be surprised when you <b>lose.~</b>"</span> <br><br> A fun bit of banter, to be sure. But nothing more than that. After all, no one in this sanctuary has lost tonight. <br><br> ... Oh, wait, this was in service of helping her write more in her book. Tiamat blink-blinks, ponders... and then lets out a shocked <span style="color:#ff8a3d;">'oh?!'</span> when those vines renew their grip, pull her up to the tip!... and then bring her back down with gusto. <br><br> Ah. Still not done, it seems, judging by the sneer on Fae's face: exhausted, yet defiant. Tiamat counters with a smirk and a squeeze of her tail. <br><br> The book can wait. <hrt><hr></hrt> Alright, that's enough. Jaycie carefully places the book down where she found it and turns back to business... reluctantly. <<if ndef $TiamatScene>> <br><br> <b>(Scene 'Tiamat's Troublesome Trio' unlocked in the Fantasize gallery!)</b><br> <br> <</if>> <</linkreplace>> <</linkreplace>> <</nobr>><<nobr>> <i>These scenes are encounters out in the world with other characters, or bonus scenes.</i> <br><br> <<link "Back">> <<dialog>><<include "Dialog Fantasize Gallery">><</dialog>> <</link>> <br><br> <<capture _scene, _val>> <<for _scene, _val range $ScenesUnlocked>> <<if $ScenesUnlocked[_scene] gte 1>> <<if setup.Scenes[_scene].Type is "Character">> <<link setup.Scenes[_scene].Name>> <<set $fantasize to 1>> <<dialog>> <<link "Back">> <<dialog>><<include "Dialog Fantasize Gallery">><</dialog>> <</link>> <br><br> <<include setup.Scenes[_scene].Passage>> <</dialog>> <</link>> -- <<= setup.Scenes[_scene].Description>> <br><span style="font-size:80%;"><b>Tags:</b> <<for _scene2, _val2 range setup.Scenes[_scene].Tags>> <<if $KinkForbid.includes(_val2)>> <span style=color:#f65050;><<= _val2>></span>, <<elseif $KinkWarn.includes(_val2)>> <span style=color:#febe72;><<= _val2>></span>, <<else>> <<= _val2>>, <</if>> <</for>> </span> <hrt><hr></hrt> <</if>> <</if>> <</for>> <</capture>> <<if $ero_button is 0>> <<link "Back" "Bed Fantasize">><</link>> <<else>> <<set $ero_button to 0>> <</if>> <</nobr>><<nobr>><div align="center"> <div align="center" style="font-size: 150%;"><b>H-ERO - The Maverick Manor is a game by Pyksies!</b> <br> [[Itch.io|https://pyksies.itch.io/]] - [[Ko-Fi|https://ko-fi.com/pyksies]] - [[Bluesky|https://bsky.app/profile/pyksies.bsky.social]] - [[My Discord Server!|https://discord.gg/Paa7qp6KmK]]</div> <hrt><hr></hrt> This game is made on the [[Twine|https://twinery.org/]] engine, using the [[Sugarcube|https://www.motoslave.net/sugarcube/2/]] format. <hrt><hr></hrt> Macro and code contributions by - [[MalifaciousGames|https://github.com/MalifaciousGames/Mali-s-Macros]] - [[Chapel|https://github.com/ChapelR/custom-macros-for-sugarcube-2]] - greyelf (mirrored UI bar base) <br> Javascript contributions by - [[craig|https://craig.is/killing/mice]] <br> Want to make a game in Twine? Start with [[Manonamora's interactive guide!|https://manonamora.itch.io/twine-sugarcube-guide]] <hrt><hr></hrt> Logos and Splash Screen - [[It's Deerlord!|https://its-deerlord.itch.io/]] <br> Pixel art - Pyksies - [[Pixeltier|https://pixeltier.itch.io/]] - [[DantePixels|https://dantepixels.itch.io/]] - [[RunninBlood|https://runninblood.itch.io/]] - [[Henrysoftware|https://henrysoftware.itch.io/]] - [[Shade|https://merchant-shade.itch.io/]] <br> Icon art - [[Game-Icons|https://game-icons.net/]] - BG - [[Unsplash|https://unsplash.com/]] <hrt><hr></hrt> <div align="center" style="font-size: 110%;"><b>Supporters! ♥</b> <br> <span style="color:#F54927;"><b>Ashen</b></span> - <span style="color:#26CC9C;"><b>Midlight Dragoon</b></span> <br> <span style="color:#27D3F5;"><b>Art Witch Studios</b></span> <br> <span style="color:#fcde02;"><b>Lilium</b></span> - <span style="color:#2fa6c8;"><b>Anonymous</b></span> - <span style="color:#89acb6;"><b>Mercury</b></span> - <span style="color:#F686AD;"><b>Fendalton</b></span> - <span style="color:#8826E0;"><b>Aura</b></span> - <span style="color:#cb4054;"><b>MziRose</b></span> - <span style="color:#af141c;"><b>Sorin</b></span> - <span style="color:#C8E6C9;"><b>Zep</b></span> </div><hrt><hr></hrt> Special thanks! - [[ArtWitchStudios|https://store.steampowered.com/publisher/ArtWitchStudios]] - Vee - It's Deerlord! - Ashen - Lilium - Midlight Dragoon </div> <</nobr>><<nobr>> <<if $BadEndSoftener is "off">> <b>Off</b> <<else>> <<link "Off">> <<set $BadEndSoftener to "off">> <<replace '#BadEndSoft'>> <<include "Bad End Softener Switch">> <</replace>> <</link>> <</if>> - <<if $BadEndSoftener is "she'll be fine">> <b>She'll be fine</b> <<else>> <<link "She'll be fine">> <<set $BadEndSoftener to "she'll be fine">> <<replace '#BadEndSoft'>> <<include "Bad End Softener Switch">> <</replace>> <</link>> <</if>> - <<if $BadEndSoftener is "it's a living">> <b>It's a living</b> <<else>> <<link "It's a living">> <<set $BadEndSoftener to "it's a living">> <<replace '#BadEndSoft'>> <<include "Bad End Softener Switch">> <</replace>> <</link>> <</if>> <</nobr>><<nobr>> <<linkreplace "She'll be fine.">> <hrt><hr></hrt> She'll be fine. Both of the intrepid Agents will... but it was some time before they were rescued from their failed assignment, forced to drink deep of perversion and the miasma of darkness that pervades the Manor. Fantasticals like Helen and Jaycie are tricky to turn, so their corruption was easy enough to cure. The same cannot be said for the multitude of Demons and Succubi created by the perpetrator's actions: as a result of the Manor Incident, 49 such entities have been caught, and 98 remain at large, including the perpetrator herself. <br><br> The Agents were not found to be at fault: these were extraordinary circumstances, and all signs pointed towards a minor event at worst. However, treatment is ongoing for their extremely heightened sensitivity, both a symptom of their long-term exposure to the miasma and a byproduct of their purification. Until such time as either woman can fire a gun without cumming from the physical feedback, they are both suspended from duty on indefinite leave. <</linkreplace>> <</nobr>><<set $BadEndSoftener to "it's a living">><<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 - $Player_bogged_down - $Player_bogged_down>> <</if>> <<if $Enemy_bogged_down > 0>> <<set $chancehit to $chancehit + $Enemy_bogged_down + $Enemy_bogged_down>> <</if>> <<if $Player_frozen > 0>> <<set $chancehit to $chancehit - $Player_frozen - $Player_frozen>> <</if>> <<if $Enemy_frozen > 0>> <<set $chancehit to $chancehit + $Enemy_frozen + $Enemy_frozen>> <</if>> <<if $Player_concussion > 0>> <<set $chancehit to $chancehit - $Player_concussion - $Player_concussion>> <</if>> <<if $Player_judgement > 0>> <<set $chancehit to $chancehit - $Player_judgement>> <</if>> <<if $Enemy_judgement > 0>> <<set $chancehit to $chancehit + $Enemy_judgement>> <</if>> <<if $Enemy_choking > 0>> <<set $chancehit to $chancehit + $Enemy_choking>> <</if>> <<if $Player_drowning > 0>> <<set $chancehit to $chancehit - $Player_drowning>> <</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_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 - $Player_blinded>> <<set $chancehit to $chancehit * $Player_special_ability_accuracy_multiplier>> <<set $chancehit to $chancehit + 0.0001>> <<set $chancehit to Math.round($chancehit)>> <<set $chancehit to ($chancehit / 20) * 100>> <<set $chancehit to $chancehit + 0.0001>> <<set $chancehit to Math.round($chancehit)>> <<if $Enemy_petrified > 0>> <<set $chancehit to 95>> <</if>> <<if $chancehit < 5>> <<set $chancehit to 5>> <<elseif $chancehit > 95>> <<set $chancehit to 95>> <</if>> <</nobr>><<nobr>> <<if ndef $DebugIntro>> <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>> <</if>> <<set $DebugIntro to 1>> <<link "Refresh this page" "Debug Zone">><</link>> <br><br> <<if $Player_alias is "Helen">> <<link "Switch to Jaycie" "Debug Zone">> <<set $Player_swap to "Jaycie">> <<include "Character Swap">> <</link>> <<else>> <<link "Switch to Helen" "Debug Zone">> <<set $Player_swap to "Helen">> <<include "Character Swap">> <</link>> <</if>> <br><br> <<link "Take the shotgun?" "Debug Zone">> <<set $HW_Winchester to 1>> <<set $type to "weapon">> <<set $item to "Winchester">> <<include Pickup>> <</link>> <br><br> <<link "Take the chainsaw?" "Debug Zone">> <<set $HW_Chainsaw to 1>> <<set $type to "weapon">> <<set $item to "Mini_Chainsaw">> <<include Pickup>> <</link>> <br><br> <<link "Pick up the obviously evil blade?" "Debug Zone">> <<set $HW_Incredibly to 1>> <<set $type to "subweapon">> <<set $item to "Incredibly_Evil_Knife">> <<include "Pickup">> <</link>> <br><br> <<link "Take Pinhead's Fidget Cube?" "Debug Zone">> <<set $HW_Deplorable to 1>> <<set $type to "subweapon">> <<set $item to "Deplorable_Composition">> <<include "Pickup">> <</link>> <br><br> <<link "Pickup EVIL KNIFE x1" "Debug Zone">> <<set $type to "consumable">> <<if $Player_alias is "Helen">> <<set $item to "Mildly_Evil_Knife">> <<else>> <<set $item to "Mildly_Evil_Knife_Jaycie">> <</if>> <<include "Pickup">> <</link>> <br> <<link "Pickup EVIL KNIFE x2" "Debug Zone">> <<set $type to "consumable">> <<set $item to "Mildly_Evil_Knife">> <<include "Pickup">> <<set $item to "Mildly_Evil_Knife">> <<include "Pickup">> <</link>> <br><br> <<link "Pickup Spirit Grenade" "Debug Zone">> <<set $type to "consumable">> <<set $item to "Spirit_Grenade">> <<include "Pickup">> <</link>> <br><br> <<link "Go Fight Tentacle Pit" "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>> <br> <<link "Go Fight Daria" "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>> <br> <<link "Go Fight Maiden Armour" "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>> <br> <<link "Go Fight Corrupted Pixie" "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>> <br> <<link "Go Fight Mandrakes" "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>> <br> <<link "Go Fight Haunted Portrait" "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>> <br> <<link "Go Fight Possessed Mirror" "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>> <br> <<link "Go Fight Amy (Will set to Helen)" "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">> <</link>> <hrt><hr></hrt> <<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?" "Debug Zone">> <<set $HW_Cabinet_Key to 1>> <<if ndef $HW_Fight_1 or $HW_Fight_1 is 0>> <<set $HW_Cabinet_Key_Early to 1>> <</if>> <<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>> <<for _Key, _property range $Inventory>> <<if $Inventory[_Key].internal is "Cabinet_Key" and $Inventory[_Key].position isnot 0>> <br><br> <<capture _Key>> <<link "Use the key on the cabinet" "Debug Zone">> <<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" "Debug Zone">> <<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>> <br><br> <<= $Inventory.n18.position>> <<set $codex.Dumbwaiter.unlocked to 1>> <b>Codex entry "Dumbwaiter" unlocked! (Situational Relevance > Dumbwaiter)</b> <<set $codex.Daria.unlocked to 1>> <<set $codex.Amy.unlocked to 1>> <<set $codex.Spatial_Displacement.unlocked to 1>> <<set $codex.The_Party.unlocked to 1>> <<set $codex.The_Manor.unlocked to 1>> <b>Codex entry "Daria" unlocked! (Situational Relevance > Daria)</b><br> <b>Codex entry "Amy" unlocked! (Situational Relevance > Amy)</b><br> <b>Codex entry "Spatial Displacement" unlocked! (Situational Relevance > Spatial Displacement)</b><br> <b>Codex entry "The Manor" unlocked! (Situational Relevance > The Manor)</b><br> <b>Codex entry "The Party" unlocked! (Situational Relevance > The Party)</b> <<set $codex.Games_Room.unlocked to 1>> <b>Codex entry "Games Room" unlocked! (Situational Relevance > Games Room)</b> <br> <<set $codex.Partygoers.unlocked to 1>> <b>Codex entry "Partygoers" unlocked! (Situational Relevance > Partygoers)</b> <br> <<set $codex.Soulsapping.unlocked to 1>> <b>Codex entry "Soulsapping" unlocked! (Situational Relevance > Soulsapping)</b> <<set $codex.Tentacle_Pit.unlocked to 1>> <b>Codex entry "Tentacle Pit" unlocked! (Situational Relevance > Tentacle Pit)</b> <<set $codex.Maiden_Armour.unlocked to 1>> <b>Codex entry "<<codex>>Maiden Armour<</codex>>" unlocked! (Situational Relevance > Maiden Armour)</b> <br> <<set $codex.Storage.unlocked to 1>> <b>Codex entry "<<codex>>Storage<</codex>>" unlocked! (Situational Relevance > Storage)</b> <<set $codex.Corrupted_Pixie.unlocked to 1>> <b>Codex entry "<<codex>>Corrupted Pixie<</codex>>" unlocked! (Situational Relevance > Corrupted Pixie)</b> <<set $codex.Mandrakes.unlocked to 1>> <b>Codex entry "<<codex>>Mandrakes</<codex>>" unlocked! (Situational Relevance > Mandrakes)</b> <br> <<set $codex.Conservatory.unlocked to 1>> <b>Codex entry "<<codex>>Conservatory<</codex>>" unlocked! (Situational Relevance > Conservatory) <<set $codex.Haunted_Painting.unlocked to 1>> <b>Codex entry "<<codex>>Haunted Painting<</codex>>" unlocked! (Situational Relevance > Haunted Painting)</b> <<set $codex.Possessed_Mirror.unlocked to 1>> <b>Codex entry "<<codex>>Possessed Mirror<</codex>>" unlocked! (Situational Relevance > Possessed Mirror)</b> <</nobr>><<nobr>> <span id="combatScreen"> <div style = "align-items: center;display: flex;min-height: 95%"> <div align="left" style="border-width: 2px 1px 1px 2px;border-style: solid;border-color: #919191;width: 99%;height: 55vh;background-color: rgba(0, 0, 0, 0.2);padding: 5px;overflow-y: auto;"> <span id="PlayerCombat">@@.shud;penis@@ <hrt><hr></hrt> balls</span> </div> <div align="left" style="border-width: 2px 2px 1px 1px;border-style: solid;border-color: #919191;width: 99%;height: 55vh;background-color: rgba(0, 0, 0, 0.2);padding: 5px;overflow-y: auto;"> <span id="EnemyCombat"><<include "Player Turn Taunt Blurbs">></span> </div> </div> <div style = "align-items: center;display: flex;min-height: 95%"> /* 𝐓𝐇𝐈𝐒 𝐈𝐒 𝐓𝐇𝐄 𝐏𝐋𝐀𝐘𝐄𝐑 𝐁𝐔𝐅𝐅𝐒 𝐒𝐄𝐂𝐓𝐈𝐎𝐍 */ <div id ="buffs-player" align="left" style="border-width: 1px 1px 1px 2px;border-style: solid;border-color: #919191;width: 99%;height: 6vh;background-color: rgba(0, 0, 0, 0.2);padding: 5px;overflow-y: hidden;font-size:2.8vh;overflow-x: auto;white-space: nowrap;"> <icon><<include "Player Status Report">></icon> </div> /* 𝐄𝐍𝐃 𝐎𝐅 𝐏𝐋𝐀𝐘𝐄𝐑 𝐁𝐔𝐅𝐅𝐒 𝐒𝐄𝐂𝐓𝐈𝐎𝐍 */ /* 𝐓𝐇𝐈𝐒 𝐈𝐒 𝐓𝐇𝐄 𝐄𝐍𝐄𝐌𝐘 𝐁𝐔𝐅𝐅𝐒 𝐒𝐄𝐂𝐓𝐈𝐎𝐍 */ <div id ="buffs-enemy" align="left" style="border-width: 1px 2px 1px 1px;border-style: solid;border-color: #919191;width: 99%;height: 6vh;background-color: rgba(0, 0, 0, 0.2);padding: 5px;overflow-y: hidden;font-size:2.8vh;overflow-x: auto;white-space: nowrap;"> <icon><<include "Enemy Status Report">></icon> </div> /* 𝐄𝐍𝐃 𝐎𝐅 𝐄𝐍𝐄𝐌𝐘 𝐁𝐔𝐅𝐅𝐒 𝐒𝐄𝐂𝐓𝐈𝐎𝐍 */ </div> <div style = "align-items: center;display: flex;min-height: 95%"> <div align="left" style="border-width: 1px 1px 1px 2px;border-style: solid;border-color: #919191;width: 20%;height: 4vh;background-color: #343434;padding: 5px;overflow-y: auto;"></div> /* 𝐓𝐇𝐈𝐒 𝐈𝐒 𝐓𝐇𝐄 𝐂𝐎𝐍𝐓𝐄𝐗𝐓 𝐁𝐀𝐑 𝐒𝐄𝐂𝐓𝐈𝐎𝐍 The divs above and below it are the darker buffers. */ <div align="center" style="border-width: 1px 1px 1px 1px;border-style: solid;border-color: #919191;width: 99%;height: 4vh;line-height: 4vh;background-color: rgba(0, 0, 0, 0.2);padding: 5px;overflow-y: hidden;font-size:2.5vh;font-variant: small-caps;"> <span id="ContextBar"> $FightContext </span> </div> /* 𝐄𝐍𝐃 𝐎𝐅 𝐂𝐎𝐍𝐓𝐄𝐗𝐓 𝐁𝐀𝐑 𝐒𝐄𝐂𝐓𝐈𝐎𝐍 */ <div align="left" style="border-width: 1px 2px 1px 1px;border-style: solid;border-color: #919191;width: 20%;height: 4vh;background-color: #343434;padding: 5px;overflow-y: auto;"></div> </div> <div style = "align-items: center;display: flex;min-height: 95%"> <div align="left" style="border-width: 1px 2px 2px 2px;border-style: solid;border-color: #919191;width: 100%;height: 18vh;background-color: rgba(0, 0, 0, 0.2);overflow: hidden;white-space: nowrap;"> <span id="CombatMenu"><<include "Combat Menu Replacer">></span> </div> </div> </span> /* Note; total vh height setting must equal 87.5 (I think)*/ <</nobr>> <<nobr>> <<set $Player_status_roll to 100>> <<set $Player_status_bonus to setup.attacks[_attack].status_bonus>> <<set $Player_status_roll to $Player_status_roll + $Player_status_bonus>> <<set $Player_status_attack to setup.attacks[_attack].status_attack>> <<if $Player_status_attack is "haemorrhaging">> <<set $Player_status_roll to $Player_status_roll - $Enemy_haemorrhaging_resist_natural>> <</if>> <<if $Player_status_attack is "bleeding">> <<set $Player_status_roll to $Player_status_roll - $Enemy_bleeding_resist_natural>> <</if>> <<if $Player_status_attack is "burning">> <<set $Player_status_roll to $Player_status_roll - $Enemy_burning_resist_natural>> <</if>> <<if $Player_status_attack is "static">> <<set $Player_status_roll to $Player_status_roll - $Enemy_static_resist_natural>> <</if>> <<if $Player_status_attack is "drowning">> <<set $Player_status_roll to $Player_status_roll - $Enemy_drowning_resist_natural>> <</if>> <<if $Player_status_attack is "poisoned">> <<set $Player_status_roll to $Player_status_roll - $Enemy_poisoned_resist_natural>> <</if>> <<if $Player_status_attack is "toxic">> <<set $Player_status_roll to $Player_status_roll - $Enemy_toxic_resist_natural>> <</if>> <<if $Player_status_attack is "aphrodisiac">> <<set $Player_status_roll to $Player_status_roll - $Enemy_aphrodisiac_resist_natural>> <</if>> <<if $Player_status_attack is "reverb">> <<set $Player_status_roll to $Player_status_roll - $Enemy_reverb_resist_natural>> <</if>> <<if $Player_status_attack is "melting">> <<set $Player_status_roll to $Player_status_roll - $Enemy_melting_resist_natural>> <</if>> <<if $Player_status_attack is "softening">> <<set $Player_status_roll to $Player_status_roll - $Enemy_softening_resist_natural>> <</if>> <<if $Player_status_attack is "hypnotized">> <<set $Player_status_roll to $Player_status_roll - $Enemy_hypnotized_resist_natural>> <</if>> <<if $Player_status_attack is "charmed">> <<set $Player_status_roll to $Player_status_roll - $Enemy_charmed_resist_natural>> <</if>> <<if $Player_status_attack is "frozen">> <<set $Player_status_roll to $Player_status_roll - $Enemy_frozen_resist_natural>> <</if>> <<if $Player_status_attack is "paralyzed">> <<set $Player_status_roll to $Player_status_roll - $Enemy_paralyzed_resist_natural>> <</if>> <<if $Player_status_attack is "petrified">> <<set $Player_status_roll to $Player_status_roll - $Enemy_petrified_resist_natural>> <</if>> <<if $Player_status_attack is "slimed">> <<set $Player_status_roll to $Player_status_roll - $Enemy_slimed_resist_natural>> <</if>> <<if $Player_status_attack is "judgement">> <<set $Player_status_roll to $Player_status_roll - $Enemy_judgement_resist_natural>> <</if>> <<if $Player_status_attack is "corruption">> <<set $Player_status_roll to $Player_status_roll - $Enemy_corruption_resist_natural>> <</if>> <<if $Player_status_attack is "concussion">> <<set $Player_status_roll to $Player_status_roll - $Enemy_concussion_resist_natural>> <</if>> <<if $Player_status_attack is "bogged down">> <<set $Player_status_roll to $Player_status_roll - $Enemy_bogged_down_resist_natural>> <</if>> <<if $Player_status_attack is "choking">> <<set $Player_status_roll to $Player_status_roll - $Enemy_choking_resist_natural>> <</if>> <<if $Player_status_attack is "silenced">> <<set $Player_status_roll to $Player_status_roll - $Enemy_silenced_resist_natural>> <</if>> <<if $Player_status_attack is "EMP">> <<set $Player_status_roll to $Player_status_roll - $Enemy_EMP_resist_natural>> <</if>> <<if $Player_status_attack is "drained">> <<set $Player_status_roll to $Player_status_roll - $Enemy_drained_resist_natural>> <</if>> <<if $Player_status_attack is "disabled">> <<set $Player_status_roll to $Player_status_roll - $Enemy_disabled_resist_natural>> <</if>> <<if $Player_status_attack is "clotted">> <<set $Player_status_roll to $Player_status_roll - $Enemy_clotted_resist_natural>> <</if>> <<if $Player_status_attack is "hexed">> <<set $Player_status_roll to $Player_status_roll - $Enemy_hexed_resist_natural>> <</if>> <<if $Player_status_attack is "cursed">> <<set $Player_status_roll to $Player_status_roll - $Enemy_cursed_resist_natural>> <</if>> <<if $Player_status_attack is "glued">> <<set $Player_status_roll to $Player_status_roll - $Enemy_glued_resist_natural>> <</if>> <<if $Player_status_attack is "blinded">> <<set $Player_status_roll to $Player_status_roll - $Enemy_blinded_resist_natural>> <</if>> <<if $Player_status_attack is "infuriated">> <<set $Player_status_roll to $Player_status_roll - $Enemy_infuriated_resist_natural>> <</if>> <<if $Player_status_attack is "charred">> <<set $Player_status_roll to $Player_status_roll - $Enemy_charred_resist_natural>> <</if>> <<if $Player_status_attack is "brittle">> <<set $Player_status_roll to $Player_status_roll - $Enemy_brittle_resist_natural>> <</if>> <<if $Player_status_attack is "electrocuted">> <<set $Player_status_roll to $Player_status_roll - $Enemy_electrocuted_resist_natural>> <</if>> <<if $Player_status_attack is "dusty">> <<set $Player_status_roll to $Player_status_roll - $Enemy_dusty_resist_natural>> <</if>> <<if $Player_status_attack is "soaked">> <<set $Player_status_roll to $Player_status_roll - $Enemy_soaked_resist_natural>> <</if>> <<if $Player_status_attack is "windchilled">> <<set $Player_status_roll to $Player_status_roll - $Enemy_windchilled_resist_natural>> <</if>> <<if $Player_status_attack is "primed">> <<set $Player_status_roll to $Player_status_roll - $Enemy_primed_resist_natural>> <</if>> <<if $Player_status_roll > 100>> <<set $Player_status_roll to 100>> <</if>> <</nobr>><<nobr>> /* Helen:*/ <<set $character.Helen.haemorrhaging to 0>> <<set $character.Helen.bleeding to 0>> <<set $character.Helen.burning to 0>> <<set $character.Helen.static to 0>> <<set $character.Helen.drowning to 0>> <<set $character.Helen.poisoned to 0>> <<set $character.Helen.toxic to 0>> <<set $character.Helen.aphrodisiac to 0>> <<set $character.Helen.reverb to 0>> <<set $character.Helen.melting to 0>> <<set $character.Helen.softening to 0>> <<set $character.Helen.hypnotized to 0>> <<set $character.Helen.charmed to 0>> <<set $character.Helen.frozen to 0>> <<set $character.Helen.paralyzed to 0>> <<set $character.Helen.petrified to 0>> <<set $character.Helen.slimed to 0>> <<set $character.Helen.judgement to 0>> <<set $character.Helen.corruption to 0>> <<set $character.Helen.concussion to 0>> <<set $character.Helen.bogged_down to 0>> <<set $character.Helen.choking to 0>> <<set $character.Helen.silenced to 0>> <<set $character.Helen.EMP to 0>> <<set $character.Helen.drained to 0>> <<set $character.Helen.disabled to 0>> <<set $character.Helen.clotted to 0>> <<set $character.Helen.hexed to 0>> <<set $character.Helen.cursed to 0>> <<set $character.Helen.glued to 0>> <<set $character.Helen.blinded to 0>> <<set $character.Helen.infuriated to 0>> <<set $character.Helen.charred to 0>> <<set $character.Helen.brittle to 0>> <<set $character.Helen.electrocuted to 0>> <<set $character.Helen.dusty to 0>> <<set $character.Helen.soaked to 0>> <<set $character.Helen.windchilled to 0>> <<set $character.Helen.primed to 0>> /* Jaycie:*/ <<set $character.Jaycie.haemorrhaging to 0>> <<set $character.Jaycie.bleeding to 0>> <<set $character.Jaycie.burning to 0>> <<set $character.Jaycie.static to 0>> <<set $character.Jaycie.drowning to 0>> <<set $character.Jaycie.poisoned to 0>> <<set $character.Jaycie.toxic to 0>> <<set $character.Jaycie.aphrodisiac to 0>> <<set $character.Jaycie.reverb to 0>> <<set $character.Jaycie.melting to 0>> <<set $character.Jaycie.softening to 0>> <<set $character.Jaycie.hypnotized to 0>> <<set $character.Jaycie.charmed to 0>> <<set $character.Jaycie.frozen to 0>> <<set $character.Jaycie.paralyzed to 0>> <<set $character.Jaycie.petrified to 0>> <<set $character.Jaycie.slimed to 0>> <<set $character.Jaycie.judgement to 0>> <<set $character.Jaycie.corruption to 0>> <<set $character.Jaycie.concussion to 0>> <<set $character.Jaycie.bogged_down to 0>> <<set $character.Jaycie.choking to 0>> <<set $character.Jaycie.silenced to 0>> <<set $character.Jaycie.EMP to 0>> <<set $character.Jaycie.drained to 0>> <<set $character.Jaycie.disabled to 0>> <<set $character.Jaycie.clotted to 0>> <<set $character.Jaycie.hexed to 0>> <<set $character.Jaycie.cursed to 0>> <<set $character.Jaycie.glued to 0>> <<set $character.Jaycie.blinded to 0>> <<set $character.Jaycie.infuriated to 0>> <<set $character.Jaycie.charred to 0>> <<set $character.Jaycie.brittle to 0>> <<set $character.Jaycie.electrocuted to 0>> <<set $character.Jaycie.dusty to 0>> <<set $character.Jaycie.soaked to 0>> <<set $character.Jaycie.windchilled to 0>> <<set $character.Jaycie.primed to 0>> <</nobr>><<nobr>> <hrt><hr></hrt> If Helen were asked to assign herself a flaw, her timekeeping would spring to mind. Already a woman capable of succumbing to great distractions, an immortal body with a reduced need to sleep has only complicated these matters. <br><br> <helen>"GLOUuruhk-- schlllrchp- GOURKGH-- schllrpp-"</helen> <b>-SMACK-</b><helen>"GMMph!!-- GHYOUURK--"</helen> <br><br> The brilliant scientist lost count around the fifth time Amy took her to the hilt and used her gullet as a dumping ground for her demonic seed, the last batch still weighing supernaturally hot and heavy in the half-Zombie's belly. Countless thick, sticky strands of spunk and drool link the blonde's half-obscured face to the Succubus' bloated, churning cumkegs which rebound tautly each time Helen's blindfolded features are slammed down against them. It's a hell of a fall, too; each time Helen is brought back to the bloated crown, her back arched and neck strained, she's left all too aware of that spit-shined hot pink pillar's girth and length... before this knowledge is savagely reinforced with a <helen>"GLOUUURKH!"</helen> <br><br> She gags luridly as her voice box is speared wide open. She slurps obscenely, against her will, as her head is dragged back by the twin-clawed grip dug deep into her scalp. Then she's slammed back down, each thrust drawing her captor closer to yet another selfish session of spurts, this routine interspersed only by the occasional -WHIP- of a spade-tipped tail on the scientist's pale backside... or by a crude comment from the Demon she's forced to reverse-straddle, thighs stuck either side of delectably soft, pink tits. The sole comfort afforded to the mere throatsleeve she's become - a term Amy has become rather fond of as this seemingly endless session of training has lurched onwards unto infinity. <br><br> <amy>"Fffhnnh... you're getting good at this, Hel~."</amy> Amy purrs a rare utterance of her new name for her new pet. A simple shortening, of course. A mocking moniker, relating to a goddess from a pantheon wholly unrelated to Amy's own origins... perhaps a statement - intentional or otherwise - of how she views her position in the world. Ah, there Helen goes analysing again; anything to escape the monotony of getting her throatpussy' reamed with jackhammer rapidity and power. But such reprieves are temporary, for Amy can tell when her slave's mind is anywhere but on her; that's what the whiptail strikes are for. <br><br> <b>-WHACK!-</b> <helen>"Gyynngh!!-- HYOUUHHK--"</helen> <amy>"Eyes on the road, bitch. In a manner of speaking, that is~."</amy> the Succubus giggles after a particularly harsh slam, her arms tensing to push Helen down to the base, holding her squirming captive in place for just a moment. A rotten thing to say to a woman with a twice-strapped blindfold on! <br><br> Indeed, the luxurious, black-silked bed upon which the two rut is a battlefield of discarded toys and gear for wrangling unruly Agents - poor Helen's on what must be 'mark 8' of her uniform, arms tightly bound behind her back with binder straps. Held aloft by a pink anchoring sigil above her, it affords a perfect view of the sigil etched down her spine... a heart, a spade-tipped tail emerging from its lower point, flanked by a mirrored pattern of eight fan-like wings. A mark of property. Amy's property. <amy>"What, you think I don't notice when you zone out? Try to think of naughty little schemes to get free from your duty? God, you're hilarious. You think you're so smart, but you don't even realize your head is so fucking empty that I can settle right in there WITH YOU."</amy> <br><br> Helen splutters, even with her lips spread taut around the Demon's hilt. Those last two words were deafening, yet spoken with ordinary volume. They shot through her very mind... her final sanctuary, hers no longer. That's right. She can't even keep her thoughts to herself?! Aw, just figuring that out? All this time, everything she's thought- I've probably got a better memory of it than you do, suckslut. Then how can- You don't. You won't. You can't. You SUCK. <br><br> Helen winces under her blindfold, shuddering at the sounds dredged out of her throat as she's pulled off that cock, only for the claws in her hair to tighten and shove her down with brutal force. Again, and again, and again, meeting the Succubus' thrusting, needy hips, pummelling her face like her life depends on it. This revelation is harrowing, to be sure. But it's muted. She already knew. Suspected? No... knew. How strange. She should be feeling despair, and yet... ah. Such emotion is of little use to Amy, being what she is. No, she has a taste for other things... things she'll force Helen - 'Hel' - to provide in abundance, moulding her into purpose just as she moulds her throat into a fleshlight. <br><br> Something in Helen's psyche cracks and chips as she realizes that the despair she should be feeling has been surgically replaced with growing traces of joy. No - euphoria, even. It's distant, far away, as if it isn't happening to her yet... but inevitably will. So give up. But is that really the case? It is. Is any of this real? Stop thinking. Time is flowing so strangely... I said... STOP. THINKING. She sounds panicked. As if this whole thing could come tumbling down any second-- <br><br> <amy>"Stupid rebellious fucking WHORE!"</amy> Amy snarls, her voice bellowing within and without, both spoken and transmitted. Helen winces sharply under her blindfold as the Demon finds yet more strength in reserve to fuck her face, now favouring shallow, faster thrust, keeping her gagged and breathless. <amy>"Stop fucking THINKING. That's not why I let you exist!"</amy> she insists, but is that... panic, in her voice? Merely considering this earns Helen punishment; she twists sharply to the right and then left, squirming through the savage facefucking as that spade whips down on her backside again and again. A struck nerve. But why? For that matter... where is Jaycie? Where's Daria? Why hasn't Helen seen either of them for - hours? Days? Is that why she's blindfolded? One sense removed to make this - Don't you fucking dare! - illusion, easier to maintain? Oh you think you're so fucking smart, don't you!? <br><br> Helen chokes loudly, her body tensing up. Those whipstrikes cease, but only so the bratty Demon can reposition her tail and, with a mighty thrust upwards, slam Helen to the hilt and tether her securely in place! Helen shudders and twitches, her bulging neck tangled in tail, keeping her locked down to the base, her nostrils flaring uselessly. Even her reduced need for oxygen has limits. Limits stretched to their absolute when Amy swings her legs up and clamps them around Helen's head, hot-pink thighs squashing her cheeks, as if she's trying to feed the poor scientist another few inches despite those lips being plugged shut at their absolute limit. Grinding, hissing, cursing... throbbing. Pulsing. <br><br> <amy>"Take it!!"</amy> she roars, claws dug deep into Helen's scalp, one leg crossed over the other and crushing down tightly as her cock erupts deep down the Agent's gullet. Helen gags luridly - but she holds onto her thesis, even as she feels another scalding load of demon-tainted dicksludge rocket into her stomach. If it's even real, that is! It is!! The madam protests too much. No I don't!! All Helen has to do... is... push through this wall!... SUBMIT. <br><br> Helen howls out in bewildered pleasure as the collar around her neck - and the black sigil marring her back - erupt in showers of blinding pink sparks. Her entire nervous system feels like it's been compromised, pumping her full of pleasure beyond what even her brilliant mind can withstand... push it down. Push it away. Deny these lies. Each cock-stretching pulse of evil spunk piped down her throat feels so real, but it's anything but. She just has to- <br><br> <jaycie>"Wake up!"</jaycie> <hrt><hr></hrt> Helen inhales sharply, her emerald eyes flying wide open and glancing around in panic at the dark that surrounds her. She can't move. She aches all over. Was she wrong? Was she-- <br><br> <jaycie>"Hel-en?"</jaycie> that familiar voice asks once again. Helen stiffens, then exhales, every last ounce of tension in her body fading as she melts into what she now recognizes as Jaycie's all-encompassing embrace. Skin, pale against dark grey. Limbs entwined. Her face... rather buried against her friend's bust, explaining the 'darkness'. Friend? Is that the right word now? Perhaps not. Certainly not. Helen chuckles - muffled by her self-imposed smothering - and leans back with a smile, just about able to free her head to look up into Jaycie's concerned, looming gaze above. <br><br> <helen>"I'm fine, Jaycie darling. Just... a bad dream."</helen> she sighs, a pang of shame felt but buried beneath the waves of relief and joy. Jaycie smiles at this simple explanation and hugs her tighter, the scientist gasping as she's pulled back into that mighty hug. So close... why did she ever hesitate? Why didn't she admit her feelings sooner? Ah well. No sense pining for lost time, when time is all but infinite for her and her love. Her... loves? <br><br> Helen shuffles slightly, just about freeing her eyeline so that she might gaze upon Daria. The electric-blue spirit is all but splayed out atop Jaycie, her presence explaining a pleasant chill in the hot summer's morning. Helen smiles, though it's woven with a frown. That's right. The three of them. So much has happened since that fateful showdown with the Succubus... <br><br> She snuggles back into Jaycie's bust, sighing pleasantly as her larger partner strokes a hand through her hair. Don't overthink it. Just enjoy the moment. She closes her eyes as slumber takes her once again, safe in Jaycie's arms. <hrt><hr></hrt> Jaycie howls out, mindless as an animal as she cums again, her face a picture of obscenity; eyes rolled and crossed, tongue spooled past her lips. One can hardly blame her. Not with the way the bulge of Amy's cock through her belly begins to soften and disperse as her captor bloats her with yet another injection of infernal jizz. Amy's massive balls clench and tense up between her thighs as she holds onto Jaycie's unbound wrists from below, the Revenant straddling her cowgirl-style, rocking her hips of her own accord to milk out every last drop of boiling demon seed... <br><br> And all Helen can do - tied up so tight that she can't even move an inch - is watch. Watch, as Jaycie's collar sparks brightly, enabling her body to absorb that corruptive sludge, furthering her descent to ruin. Her stomach shrinks, her ab definition returns... and as she begins to fuck herself back on that awaiting prick with maddened lust in her unfocused gaze... <br><br> <amy>"See? She's a good girl, Hel. Good girls get longer leashes."</amy> <br><br> <daria>"You're shaking, Helen. What's wrong?"</daria> <hrt><hr></hrt> Once again, Helen inhales sharply, blinking. A cold but welcome hand rests on her shoulder as Daria tilts her head, two shopping bags slung over her other shoulder, the mall behind her focusing into view - just as the brands of those bags haze through the Ghost's translucent body. Helen bites her lips with a frown, something on the tip of her tongue, dancing around the outskirts of her mind... it passes. She chuckles weakly, shaking her head and gently brushing Daria's hand aside. <br><br> <helen>"Ah... it's nothing. My mind's been wandering, lately."</helen> the Agent assures her, that brushed hand gently held and squeezed. Daria gives a reassuring smile, then points off into the distance at another store, as the mundane people around them mind their own business, never sparing the Supernatural couple a moment's notice. How times have changed. Helen shuts her eyes for a moment, musing on how this came to be... however this came to be. <hrt><hr></hrt> Helen can make out the vague silhouette of Amy's obelisk of a cock spearing through Daria's body with slow but harsh thrusts, her ethereal form simply rearranging to accommodate the obscene invader. The Ghost herself has no complaints; she's far too gone for that, the smallest of squeaks and hiccupped whines escaping her slack-open jaw as her backside is hammered again and again. The Succubus holds her prize aloft with a single hand wrapped around a medley of straps and leashes, the Spirit bound up 'on her knees' in her suspension, body swaying and rocking with each thrust. Her other hand rests languidly on her hip, her smirking eyes directed at the bound and squirming Helen. <br><br> <amy>"Unlike you, she actually likes being tied up. Funny, huh?~ I guess when you don't have a body, any touch is good touch~..."</amy> the Demon sneers, raising that resting hand to give Daria a harsh -SPANK-, the punky Ghost tossing her head back with the loudest squeal she's made in... f-fuck, how long has it been? How long has Amy been bouncing her off of her hips in this effortless fuckfest, legs standing stoic, balls churning up another load from her limitless reserves? Hazy-eyed, Helen notes that from her lowered position, she can see that accursed sigil on Daria's back through her body, solid black on ethereal blue... and that's before the sparks erupt from it, Daria clenching her teeth with insanity etched on her face, uttering broken half-syllables of praise that wash over the exhausted scientist beneath her. <br><br> <amy>"Are you feeling lonely yet? You know how to make this stop."</amy> <br><br> <helen>"I... I won't give you the satisfaction!"</helen> <hrt><hr></hrt> Helen yells defiantly as she bolts upright, her bedsheets clinging damply to her body. Her eyes glow in the gloom of night as she pants and gasps, brass hand clutching at her heart, then planting flat against her cheek and forehead. Again. Another nightmare. Every damn night, every damn week, for... <br><br> She flops back in her empty bed, staring up at the ceiling, chest bared to the room around her. She's given up on tracking time. Whenever she tries, things get... fuzzy. Ah, but even thinking about the fact that she can't focus on it is, in and of itself, focusing on it, and thus... damn it, her eyes grow heavy, her breathing becomes steady, and despite her internal protests screaming that something is desperately wrong, she falls asleep yet again. <hrt><hr></hrt> Jaycie's cheeks billow as she fails to keep up with the firehose pace of Amy's orgasm, coaxed to blow her load not by reaming the sturdy Revenant's throat, but by the amazonian zombie's own skilful, eager tongue. Still she chugs, throat undulating around each swallow as that pearl-white waterfall drools down her chin... Helen averts her gaze, but she can still tell that Amy is glaring her down, sneering. <br><br> Helen opens her eyes and yawns, reports stretching out into infinity across her desk. No wonder she fell asleep. Maybe she should do so again. Maybe she... <hrt><hr></hrt> Daria holds onto Amy for dear life, hearts blazing in her eyes, mouth occupied with hungrily kissing Amy; heads twisting, tongues dancing, the held-aloft Spirit slammed down onto that awaiting cock so hard that the Demon's balls swing up to meet her again and again. Amy doesn't even bother looking at Helen, now. Why can't she move? Why can't she do anything? <br><br> Helen shuts her eyes tightly, but it changes nothing. She can still see Daria hauling herself up and down her captor. Their captor. Their Mistress-- <hrt><hr></hrt> <helen>"Mistress--"</helen> Helen splutters, almost tumbling over as she recoils from the wall she was asleep against. Flailing arms keep her upright, but... how did she get here? The corridor of the old facility. Jaycie's room, there, at the end of the rows of doors... that's right. A visit. She takes a step forward, and she's there. <br><br> Helen isn't stupid. It's far too clear that this isn't real, now. But it's all she has left. Her sole comfort. Her true love. A hand on the door, and she's inside. Jaycie, sat on her bed. Head tilting as she stands, arms outstretched. Helen hesitates for a split second, then steps forward-- she gasps as her head is smothered, her body embraced. Lifted, feet off the ground. Face to face... <br><br> <jaycie>"It's ok. We can still be togeth-er."</jaycie> Jaycie murmurs softly... and Helen nods. She parts her lips and raises her hands, clasping the Revenant's jawline as the two kiss. She melts into that embrace, needing it more than anything. Her Jaycie. Her anchor. It's alright, so long as they're together. No matter what happens. No matter... <hrt><hr></hrt> <helen>"Aaah... mmmmph... hah~- mmmmmmh..."</helen> Helen sighs and exhales, her darkened eyelids shut serenely as she lavishes affection on her love. Her hands - original and brass - squeeze and knead that firm yet pliable 'jawline', a salty taste overpowering her tastebuds as her tongue flicks and dances. But this fantasy can't survive these bizarre details. Helen's instincts scream at her to keep her eyes closed, and yet... she opens them. <br><br> Only to be met not with Jaycie's smiling face, but the pulsating crown of Amy's demonic spire, spit-shined cumslit all but winking at her in mockery. Helen recoils - except she doesn't. She turns away in disgust and outrage - no. She doesn't. There's but the briefest of pauses... and then her hands seem to move of their own accord, continuing to stroke and slip and squeeze, her face a mask of horror but one that refuses to look away. Amy giggles beneath her - then breaks into a cruel cackle that hammers through Helen's skull like an avalanche, echoing up her straddling legs and plush backside from the Demon's belly-driven laughs upon which she's sat. <br><br> <amy>"Hihihi!~ How long did you last this time, Hel-hel? Your previous record was 49 whole days of living in denial and bliss."</amy> Amy coos from below, her clawed hands wrapped tight around Helen's hips, locking her in place. Helen splutters. That can't be true. Then her back arches and her teeth clench as her memories are unsealed, and the last dozen times Amy has put her through this fantasy routine hit her all at once. <br><br> Letting her think she won. Letting her think she got her happy ending. Chipping away at it, showing her the fates of her less stubborn allies... watching her break down, lose just that little bit more of her defiant self. And then locking that experience up, subduing the corruption burning within her, and letting it start all over again here in this space where time has no meaning. <br><br> It's been just three hours since Amy defeated them. But for Helen, it's been a year, now. No escape. Resistance, a cruel joke. She can but delay the inevitable... or submit to it. <br><br> <helen>"You... you wretched beast..."</helen> the Agent mutters without a shred of enthusiasm. Without a spark of defiance. Amy revels in hearing that insult spoken with such despondency... but not as much as she enjoys other sounds Helen can make. As that spaded tail swings up and coils around her forehead, Helen feels her body go slack - and then feels her aching muscles swell and shift to accommodate that mighty demonic monolith before her as she's tugged back down onto it, gagging obscenely, eyes watering as she's reintroduced to her place for the last turn of the planet; lips taut and sealed around the throbbing base of her Mistress' bitchbreaker. Helen splutters. She chokes. But it's just her body doing these things automatically, now. Her eyes stare ahead, unfocused. The best she can hope for now is that Amy just gets bored of her. And yet... the malicious little minx has one more trick up her sleeve, her tail unravelling and hovering before Helen's face. <br><br> <amy>"Are you ready, Hel? It's time to end this charade."</amy> Amy whispers. Helen frowns as she quivers and gags, eyes blinking unevenly, failing to track that wavering spade before her eyes. Then it flicks, quick as lightning, and slashes the air in front of her. The darkness that's pervaded her world, reducing it to just her and Amy - even when she isn't blindfolded - falls away. Helen's eyes widen as sight and sound crash over her once again, and she finally finds the resolve to try and lift up and off of Amy's cock; only for the Succubus to sit up sharply, chin mashed against the Agent's cunt, both hands gripping her head tightly to hold her in a perverse upright sixty-nine. Forced to look ahead. Forced to watch, and hear. <br><br> Jaycie and Daria. So close, yet so far. Eyes burning with corruption and lust, tongues lavishing one massive cumkeg each, swirling and kissing and lapping - even grazing Helen's cheeks on occasion. There, the whole time, yet kept out of her perception. She searches for sentience in Jaycie's eyes but finds none. For reason in Daria's gaze, yet it is absent. Empty shells, bereft of soul, built only to worship. <br><br> <amy>"Here's the deal, Hel…"</amy> Amy purrs, pausing to slather her tongue across Helen's twitching nethers. <amy>"You three can join me in joy... or you can continue being my fleshlight, while these two slave away like this. It's all up to you. It's all here, and now. If you're going to behave from now on... then -swallow-. Milk my fucking cock like you were born to do. Make me cum, and we'll all get our happy ending~."</amy> <br><br> So, that's her game. Or, the end of it. Helen's eyes flutter and half-shut, suddenly all too aware of the sheer size of the thing buried down her gullet, breaching her stomach. The thing she has no choice but to devote her eternal life to. How could she not? Her choices are to condemn her unspoken lover and new friend to the fate of Ghouls, or... The correct choice. Helen winces; not just because of Amy's interjection. But because she, herself, thought it in unison. <br><br> The brilliant scientist swallows her pride and swallows that cock. Amy hisses in glee, her claws digging deeper, her tongue diving into Helen's pussy as a reward; forked muscle writhing and twisting like a loose drillbit. Helen shudders and squeals out as the magical limiters placed on her pleasure begin to unwind, her neck spasming as she swallows again. And again. She keeps swallowing, and Amy clutches her all the tighter, as if trying to merge their bodies through sheer force alone. Helen squeals out, her eyes rolling up as she cums from the Succubus' tongue; but not before she catches a spark of the self in Jaycie's eyes. Amy is true to her word. Obedience rewards; not just her, but those she holds dear. <br><br> And thus... <br><br> <helen>"Glouuugck... glouuuuuhk... glouuuuuughk…"</helen> Helen massages that shaft with her throat, riding through her climax, that tongue refusing to relent as it continues to corkscrew inside of her. She feels a dull ache against her back, the burden of that sigil upon her flesh suddenly feeling so real, so heavy... so... comforting. Helen swallows one more time, and then her emerald eyes screw shut tightly as she feels a tell-tale pulse rocket through her plugged lips. <helen>"GlouUuuOUUUUOUUGHK--"</helen> <amy>"KYAAAH-- YESSSSSSSS~..."</amy> <br><br> Slather sprays over Amy's shoulder as her tongue whips free, Helen's slit still quivering like crazy before her gaze as she holds onto her favourite toy for dear life, once again raising her legs up; and planting her clawed feet on either side of Helen's head, joining her hands. Pinning her down as the first spurt of her greatest load yet rockets up the upside-down woman, swelling her stomach with sin, relishing in her surrender, her fall, her fate. <amy>"Mine. Mine! Mine, mine, MINE, MINE, MINE!~"</amy> Amy giggles with insane, untamed glee... <br><br> ... As Helen swallows, and swallows, and feels the burden of Hell grow hot and heavy in her belly, flames licking at her soul; and at those of her friends below her. Her eyes waver open to gaze into the adoration of Jaycie and Daria, their lips no longer worshipping that clenching sack but instead her face, smearing her with lipstick and love, thanking her, praising her and Amy alike. <br><br> Together. Bound to a Demon; but bound, too, to one another. This mote of comfort sees the very corners of Helen's taut lips curl into a blissful smile as her eyes shut once more, consciousness melting as she serves her role as a Succubus' personal throatdump. <br><br> <amy>"But don't worry. You won't have to share me."</amy> Amy whispers in their collective minds, making Helen frown softly, eyes opening once again... and beholding not just her lovers' affections, but the leering grins of Amy. And Amy. And Amy! Foreground, background... pink flesh, hungering sneers, and needy, throbbing pillars. <hrt><hr></hrt> A flurry of movement. The sudden absence of that jaw-defying cock down her gullet; her coughs and splutters and breathless cries as she's tossed back onto the bed, almost sent skywards as the far heavier Jaycie joins alongside her. Before Helen can find what remains of her senses, clawed hands are upon her shoulders and hips, rolling her over and onto the awaiting Amy... an awaiting Amy. Another settling up behind her. Another wrapping claws into the blonde's dishevelled hair and shoving a pulsing, notably unsucked cock in her face. Another throbbing against her spunk-filled belly, another resting between her rear cheeks... draped over her shoulder, nestling in the crook of her leg-- Amy. Amy everywhere. <br><br> On her, on Jaycie, on Daria - held aloft by a gaggle of giggling copies, fingers hooked in the bewildered Spirit's mouth to silence her as three cocks line up against her two holes. Her body casts a soothing blue light down on the Agents as they're pinned in place side by side, Helen on her front, Jaycie on her back - her bulk all but crushing a nevertheless delighted Amy beneath her as she slips her aching cock up that welcoming backdoor, earning a hissing groan from the Revenant. Before she can afford her partner any further attention, Helen grunts from the claws in her hair being used to yank her head forward; and onto that awaiting shaft, jamming into her cheek before it sails home down her throat. <br><br> It's swiftly joined by a meaty sceptre of equal potency being rammed up her awaiting ass, actually lifting her up with its heft and strength - and making her eyes roll perversely as rarely-bothered nerves flare with sin-induced pleasure - so that the Amy below might line up and spear her pussy on the way back down. Full. There's more Amy inside her than there is her own self. And it feels... Right. Helen can't be sure if this is real, if this army of Succubi is a new trick Amy's learned - or a new trick she's pulling. It doesn't matter. All that matters is how it feels... for all of them. <br><br> <amy>"That's right, girls. Share the love."</amy> the army of Amys demand in unison, through sneers and leers and jeers... as the eight-winged sigils flare, two wings upon each girl's back pointing towards one another, linking their spirits and sensations. <br><br> The effect is as immediate as it is permanent. Helen howls in euphoria around the cock down her throat, eyes watering down her cheeks with tears of blissful abandon. The nervous ecstasy of Daria. The more primal, rut-like need of Jaycie. Her own pride-shattered pleasure, all mixed up, shared, spread around. She's cumming. She's cumming because Jaycie is cumming, who is cumming because poor little triple-stuffed Daria above is cumming. A feedback loop of mind-eradicating pleasure, afflicted upon women whose minds are denied from breaking. After all... <br><br> Succubi don't break. <br><br> All that accumulated pleasure. The euphoria ripping through this pocket of the void, saturating the Manor in filthy sin. The destruction of Helen's pride, Jaycie's wrath, Daria's envy... leaving nothing but lust in its wake. Lust enough to sink its claws into their hearts and souls alike and squeeze with pressure enough to forge diamonds. Helen's eyes open unevenly, streaks of yellow flecked through her emerald hues, her pupils narrowed into slits. She feels her tongue, forked and lengthy, twitching beneath the prick pummelling her gullet; and feels the sensitive flesh of her new tail, whip-thin and pitch black, wrapped snug around the balls of the Amy she's riding like a demented whore. Feels two of the wings of the sigil on her back warp and twist and grow and creak as they erupt from her back, flap twice, and then fold neatly against her flesh, to twitch and shiver with the rest of her constantly climaxing body. Feels the hands buried in her scalp transition to gripping the smooth, sharp horns that jut from her hairline, sprouted right from her skull... durable handlebars as her face meets pink hips again and again and again, the half-Zombie's struggle with undeath finally at an end. Half-Zombie no more. Full Succubus now... or a Daemonette, at least. Amy might be sharing; but she's not that generous. <br><br> Enhanced. Made more! But still subordinate. Still finding bliss in slavery. And what incredible bliss it is... <br><br> Helen luridly gags as the prick down her gullet is pulled free and slapped against her cheek as her head is turned. She didn't need to see it, having already felt it... but Jaycie is a sight to behold, all the same. A mirror of her own changes; but each woman blessed with unique traits. Jaycie's wings are massive, yet skeletal, linked by no membrane. Her skin has shifted further in its blue hue, and her eyes - wider and more awake than ever - burn like brilliant amethysts. <br><br> Helen's eyes wander over and up. Daria is still ethereal, but she, too, has been changed. A Succubus? The Spirit of a Succubus? Helen's colleagues would have a field day trying to figure out this one... ah. Former colleagues, she supposes. My my, supposing! Pondering! Thinking! Oh, how she missed it! With a gasp, Helen realizes how sharp her senses have become; the meaty slaps and wet slicks of depravity all around her make her newly sharpened ears burn delightfully. She is, at this very moment, cumming with enough force to knock her brain cells apart; and yet she feels as though no equation is beyond her grasp. Is this how it feels to be a Succubus? Why did they ever hesitate? No wonder Amy - darling Mistress Amy! - was so determined not to let this feeling slip from her clutches. <br><br> As Daria's tail spasms and straightens in random intervals - the Ghostly girl handling all of this a little less gracefully than Helen is - the scientist giggles demurely, her eyes glancing up to the Amy patiently holding her horns; in complete opposition to the one beneath and behind her, greedily rutting her holes like there's no tomorrow in this space where tomorrow never comes. Helen lets her tongue slather free past her lips, the forked muscle curling around the prick mashed against her cheek, lavishing it in her aphrodisiac-laden spit and guiding it back past her lips. Her eyes burn gold now, but that familiar green hue they once held isn't gone; merely transferred. There's some cruel irony in turning a former Zombie-girl green, but... it is a rather fetching shade, she has to admit. So strange, beholding it not through her own eyes, but through those of Jaycie, yet more of their senses and sensations linking by the moment. <br><br> So strong together. So perfect together. To praise Amy, to further her will, to repay every insult and misguided effort to stop her. <br><br> The girls giggle, cry and groan in bottomless need, pleasant noises drowned out by the cacophony of flesh against flesh - physical or ethereal. Their reward - and reinforcement - isn't over yet. Not by a long shot. <br><br> Not until Amy is fully convinced the three belong to her, forever more. <hrt><hr></hrt> Helen and Jaycie were gone for just two hours. That's how long it took the Manor to phase back into reality; but for them and everyone else within, time stretched thin and taut, and became undone. It's impossible to say for sure what was real and what was an illusion in this space bent to Amy's whims, but the damage was the same regardless. <br><br> Every last soul within the Manor stepped out into the light of morning corrupted, be they mundane or fantastical to begin with. An army of Daemonettes to do her bidding. Twisted Supernaturals, some tethered to her will, others sent out into the surrounding world to distract the inevitable arrival of those who might oppose her... delayed, of course, by Helen and Jaycie reporting back to base that everything was just fine now. <br><br> By the time the Agency understood the severity of the situation, it was too late. By linking herself to the souls of all whom she captured, Amy ascended to incredible heights. A Succubus' power has limits, and this is a world of incredible figures... but in the span of a single night, she now stood shoulder to shoulder with some of the greatest villains of the age – of any age. <br><br> Her three most devoted subjects played no small role in this, of course. Helen was more than happy to lead Amy to the nearest holding and research facility, quickly falling to the might of the Succubus and her army of giggling, perverted little playthings. Artifacts were plundered, personnel corrupted, and allies made from the maximum security chambers; and just like that, Amy had her new home. Had everything she ever wanted... and thus, set her sights higher. <br><br> Amy's Legion of Avarice would go on to be a mighty supervillanous organization, entirely devoted to but a single mission; get Amy everything she deserves... And do it with a smile. ♥ <</nobr>><<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_Jaycie">> <<include "Pickup">> <<set $type to "consumable">> <<set $item to "Mildly_Evil_Knife_Jaycie">> <<include "Pickup">> <<set $Enemy_alive to 0>> <br><br> <<set $ScenesUnlocked.PossessedMirrorLoss to 1>> <b>(Scene 'Possessed Mirror' unlocked in the Fantasize gallery!) </b> <br> <<set $codex.Possessed_Mirror.unlocked to 1>> <b>Codex entry "<<codex>>Possessed Mirror<</codex>>" unlocked! (Situational Relevance > Possessed Mirror)</b> <br><br> <<set $scenes_monsters to $scenes_monsters + 1>> <<link "Continue" $Prior_Location>> <<include "Combat Deactivate Combat Mode">> <</link>><br>Double-click this passage to edit it.