Generate
[[Generate]]Player:
<<set $playerhp to 100>>
<<set $playerstress to 0>>
<<set $playersurvival to 20>>
<<set $playerenergy to 100>>
<<set $playerdeprev to 0>>
<<set $playermedic to 20>>
<<set $playercombat to 20>>
<<set $playercarpet to 20>>
<<set $playername to "Ben">>
<<set $playerbkgd to "Pimp">>
<<set $playerpoison to 0>>
<<set $playersick to 0>>
Party:
<<set $notoriety to 0>>
<<set $wagonhealth to 100>>
Inventory:
Money:
<<set $cash to 300>>
Essentials:
<<set $tradegoodsess =["Meat", "Fruit & Vegetables", "Oxen", "Spareparts"]>>
<<set $food to 0>>
<<set $food to 0>>
<<set $veg to 0>>
<<set $spareparts to 0>>
<<set $oxen to 0>>
Supplements:
<<set $tradegoodssup =["Medicine", "Alcohol"]>>
<<set $meds to 0>>
<<set $alcohol to 0>>
Valuables:
<<set $tradegoodsval =["Gold", "Pelts"]>>
<<set $gold to 0>>
<<set $pelts to 0>>
Tools:
<<set $tradegoodstooll =["Rifle", "Bullets"]>>
<<set $rifle to 0>>
<<set $bullet to 0>>
<<set $bow to 0>>
<<set $arrows to 0>>
<<set $fishing to 0>>
<<set $camera to 0>>
<<set $photopaper to 0>>
<<set $eroticphoto to 0>>
<<set $nudephoto to 0>>
<<set $tomahawk to 0>>
<<set $books =["none"]>>
NPC:
<<set $FemNPC = []>>
<<set $PartyNPC = []>>
<<set $girlname = ["Maxine", "Jackie", "Amanda", "Minty", "Alexa", "Jasmine", "Jessica", "Helen", "Zoey", "Olivia", "Beth", "Georgia", "Mindy", "Clara", "Claire", "Lucy", "Charlie", "Pamela", "Vicky", "Becca", "Wilma", "Nelly", "Rachel", "Frankie", "Nadia", "Bella", "Christie", "Roberta", "Tori", "Ryan", "Natalie", "Ariel", "Helena", "Heidi", "Stacy", "Bianca", "Sara", "Ursula", "Ellie", "Daria", "Josephine", "Sienna", "Brenda", "Rayleen", "Justine", "Penny", "Nicki", "Tony", "Sonia", "Darcie", "May", "Lynn", "Kayla", "Adela", "Roxy", "Morgan", "Rebecca", "Bobbi", "Lisa", "Wanda", "Crystal", "Veronica", "Amber", "Annie", "Ann", "Alexis", "Maggie", "Valerie", "Katrina", "Marianne", "Joy", "Joyce", "Jen", "Lindsey", "Lena", "Taylor", "Tay", "Jennifer", "Jenny", "Amelia", "Virginia", "Eve", "Evelyn", "Tessa", "Nat", "Natalie", "Elizabeth", "Liz", "Lizzy", "Hanna", "Kat", "Katie", "Kate", "Cecilia", "Octavia", "Sydney", "Amy", "Valentina", "Julianna", "Julie", "Erin", "Holly", "Ronda", "Rose", "Tatiana", "Raquel", "Irene", "Megan", "Casey", "Angela", "Tabatha", "Michelle", "Shelly", "Katlyn", "Karen", "Lauren", "Macy", "Natalia", "Andrea", "Joanne", "Miesha", "Mia", "Chelsea", "Cassidy", "Kenna", "Nancy", "Reagan", "Sasha", "Serenity", "Anastasia", "Gina", "Maddie", "Zara", "Alice", "Alison", "Mackenzie", "Kenzie", "Laura", "Andi", "Lorraine", "Emily", "Ash", "Ashley", "Cynthia", "Nina", "Elisha", "Chloe", "Norah", "Emmy", "Indigo", "Madison", "Demi", "Jordan", "Tracy", "Molly", "Piper", "Lea", "Regina", "Jenna", "Alicia", "Kim", "Kimmy", "Kimberly", "Mandy", "Susanne", "Tonya", "Robin", "Addy", "Lori", "Elisabeth", "Hailey", "Dana", "Adele", "Lyne", "Rosalind", "Merrit", "Charlotte", "Martha", "Mary", "Agnes", "Agatha", "Vanessa", "Tammy", "Claudia", "Rita", "Bernadine", "Meredith", "Zoe", "Evie", "Yasmine", "Hetty", "Betty", "Beatrice", "Linda", "Daniela", "Jane", "Paula", "Ilsa", "Juliette", "Carmen", "Susie", "Colleen", "Sue", "Yvette", "Yvonne", "Georgina", "Josie", "Ginger", "Miranda", "Annabell", "Anna", "Annabeth", "Sofia", "Sophie", "Willa"]>>215 (0-214)
<<set $lastname = ["White", "Black", "Johnson", "Jackson", "Pearson", "Peterson", "Evans", "Rodriguez", "Smith", "Ackley", "Gerber", "Wilson", "Ainslee", "Lee", "Lea", "Morgan", "Andrews", "Babcock", "Bailey", "Beckett", "Bickle", "Beyer", "Bligh", "Bloomfield", "Boleyn", "Birrell", "Calvert", "Capron", "Carlton", "Charlton", "Clark", "Claydon", "Cockerell", "Coffin", "Cockerill", "Cockburn", "Coombs", "Davenport", "Dick", "Dickens", "Dickenson", "Dobbs", "Doran", "Douglas", "Dowd", "Driver", "Duckworth", "Dudding", "East", "North", "South", "West", "Eakin", "Earnshaw", "Edgar", "Edgerton", "Edwards", "Ellis", "Emerson", "Emery", "Estell", "Faber", "Fairfax", "Fawcett", "Fellows", "Fenton", "Fesperman", "Fuller", "Freeman", "Gardner", "Garside", "Gaskin", "Gibbson", "Gill", "Giltrapp", "Gladdstone", "Hadcock", "Hallman", "Hancock", "Hardstaff", "Harper", "Hebb", "Henderson", "Heywood", "Hickley", "Higgins", "Hipkins", "Hodgkin", "Ingpen", "Ingram", "Isler", "Ivens", "Ibbotson", "Jeal", "Jennings", "Joyce", "Jupp", "Keenan", "Keller", "Kenty", "Knox", "Knight", "Lamb", "Lacey", "Larson", "Latham", "Laughland", "Laurenson", "Maddison", "McCloud", "McTavish", "Manning", "McHugh", "McCann", "McHatton", "Rackham", "Rainford", "Ramsey", "Raycroft", "Redish", "Regan", "Rhodes", "Sadler", "Sage", "Sargood", "Seaborn", "Shrubb", "Sidell", "Skeete", "Slocumb", "Spencer", "Tarbo", "Talbot", "Teagarden", "Thaxter", "Thorpe", "Tilby", "Tumlin", "Underhill", "Updike", "Upton", "Urie", "Vachell", "Vessey", "Vickers", "Virgo", "Vernon", "Wakefield", "Wakeford", "Wale", "Wallage", "Wolfe", "Wixon", "Whybrow", "Yarde", "Yeary", "Yoe", "Yeatman", "Yerbury", "Zachry", "Zeal", "Zartman", "Zigler", "Reyes", "Hooker", "Hoar", "Ferguson", "Hawkins", "Moorcock", "Alcock", "Cockrum"]>>
<<set $trait = ["none", "Bipolar", "Calm", "Anxious", "Alcoholic", "Sickly", "Healthy", "Prude", "Gluttonous", "Illiterate", "Bookworm", "Sex Addict", "On the Run"]>> 13
<<set $npccareer = ["Vagabond", "Nurse", "Camp Follower", "Entertainer", "Widow", "Prostitute"]>>
<<set $partysize to 0>>
Trading:
<<set $tradeitem = ["Oxen", "Meat", "Fruit and Veg", "Spare Parts", "Alcohol", "Pelts", "Gold", "Medicine", "Bullets"]>>
<<set $tradelist =[]>>
Quartermaster:
<<set $QM to ["Oxen", "Spare Parts", "Medicine", "Bullets", "none"]>>
<<set $qtcountdown to 0>>
Shop:
Essentials:
<<set $oxenstock to 8>>
<<set $foodstock to 1000>>
<<set $vegstock to 1000>>
<<set $sparepartsstock to 10>>
Valuables:
<<set $goldstock to random(100,200)>>
<<set $peltsstock to random(50,100)>>
Supplements:
<<set $medstock to 10>>
<<set $alcoholstock to random(50, 100)>>
Tools:
<<set $riflestock to random(1, 5)>>
<<set $bullettock to random(5, 10)>>
<<set $fishingstock to random(4,10)>>
Book:
<<set $bookstock to random(1,4)>>
Price:
Essentials:
<<set $oxenprice to 20>>
<<set $foodprice to 4>>
<<set $vegprice to 4>>
<<set $sparepartsprice to 10>>
Valuables:
<<set $goldprice to 4>> (5 should be typical value)
<<set $peltsprice to 4>>
Supplements:
<<set $medprice to 1>>
<<set $alcoholprice to 10>>
Tools:
<<set $bulletprice to 20>>
<<set $rifleprice to 25>>
<<set $fishingprice to 10>>
MISC:
<<set $miles to 0>>
<<set $time to 0>>
<<set $day to 1>>
<<set $milesbbreak to 0>>
<<set $destination to "Sutton">>
<<set $autonotice to true>>
Hunting:
<<set $hunt = ["Rabbit", "Deer", "Snake", "Bear", "Buffalo"]>>
<<set $huntprey = []>>\
<<set $huntcount to 0>>
Training:
<<set $fmtrainingcombat to 0>>
<<set $fmtrainingsurvival to 0>>
Combat:
<<set $enemyhealth to 100>>
Stats for Nerds:
<<set $partymemberdeath to 0>>
<<set $partymemberrecruit to 0>>
<<set $partymemberquit to 0>>
<<set $imagearray = ["Greenhorn.webp", "Greenhorn Winter.webp", "Greenhorn Autumn.webp", "Greenhorn Spring.webp", "Calamity.webp", "Calamity Roan.webp", "Calamity Bay.webp", "Calamity Palomino.webp", "Sunday.webp", "Sunday Caramel.webp", "Sunday Strawberry.webp", "Sunday Peppermint.webp", "Camp Mother.webp", "Camp Mother Peach.webp", "Camp Mother Pumpkin.webp", "Camp Mother Blueberry.webp"]>>
<<widget "AddFemNPC">><<nobr>>
<<set _tempNPC = {}>>
<<set _tempNPC.hp = 100>>
<<set _tempNPC.energy = 100>>
<<set _tempNPC.trait = $trait.random(0,12)>>
<<set _tempNPC.image = $imagearray.random()>>
<<set _tempNPC.stress = 0>>
<<set _tempNPC.relationship = 0>>
<<set _tempNPC.sick to 0>>
<<set _tempNPC.immunity = random(70,90)>>
<<if _tempNPC.trait is "Healthy">>
<<set _tempNPC.immunity to 100>>
<<elseif _tempNPC.trait is "Sickly">>
<<set _tempNPC.immunity to 60>>
<</if>>
<<set _tempNPC.bookpercent to 0>>
<<set _tempNPC.playeraffection to 50>>
<<set _tempNPC.name = $girlname.random(0,214)>>
<<set _tempNPC.bookreading ="none">>
<<set _tempNPC.bookfinished = []>>
<<set _tempNPC.medic = random(20,50)>>
<<set _tempNPC.lastname = $lastname.random()>>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.deprev = random(0,5)>>
<<elseif _tempNPC.trait is "Sex Addict">>
<<set _tempNPC.deprev = random(15,30)>>
<<elseif _tempNPC.trait isnot "Prude">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<if _tempNPC.trait is "On the Run">>
<<set _tempNPC.crim = random (0,5)>>
<<elseif _tempNPC.trait isnot "On the Run">>
<<set _tempNPC.crim = random (10,20)>>
<</if>>
<<set _tempNPC.clean to 100>>
<<set _tempNPC.survival = random(10,50)>>
<<set _tempNPC.career = $npccareer.random(0,5)>>
<<if _tempNPC.career is "Nurse">>
<<set _tempNPC.medic = _tempNPC.medic + random(5,10)>>
<<elseif _tempNPC.career is "Widow">>
<<set _tempNPC.immunity = _tempNPC.immunity + random(4,8)>>
<<elseif _tempNPC.career is "Camp Follower">>
<<set _tempNPC.medic = _tempNPC.medic + random(5,10)>>
<<set _tempNPC.survival = _tempNPC.survival + random(5,10)>>
<<set _tempNPC.deprev = _tempNPC.deprev + random(0,5)>>
<<elseif _tempNPC.career is "Prostitute">>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.trait to "none">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<set _tempNPC.deprev to _tempNPC.deprev + random(10,15)>>
<</if>>
<<set _tempNPC.price to random(1,2)>>
<<if _tempNPC.deprev lte 40 and _tempNPC.survival lte 40 and _tempNPC.medic lte 40>>
<<set _tempNPC.price to 1>>
<<else>>
<<set _tempNPC.price to 2>>
<</if>>
<<if _tempNPC.price is 2>>
<<set _tempNPC.pricetojoin to Math.clamp((_tempNPC.deprev + _tempNPC.medic + _tempNPC.survival) / 3, 0, 50)>>
<<set _tempNPC.pricetojoin to Math.round(_tempNPC.pricetojoin)>>
<<if _tempNPC.trait is "On the Run" and _tempNPC.price is 2>>
<<set _tempNPC.pricetojoin to Math.round(_tempNPC.pricetojoin - random (5, 10))>>
<<elseif _tempNPC.trait is "Gluttonous" and _tempNPC.price is 2>>
<<set _tempNPC.pricetojoin to Math.round(_tempNPC.pricetojoin - random(3,5))>>
<<elseif _tempNPC.trait is "Anxious" and _tempNPC.price is 2>>
<<set _tempNPC.pricetojoin to Math.round(_tempNPC.pricetojoin / 2)>>
<<elseif _tempNPC.trait is "Sickly" and _tempNPC.price is 2>>
<<set _tempNPC.pricetojoin to Math.round(_tempNPC.pricetojoin / 2)>>
<<elseif _tempNPC.trait is "Illiterate">>
<<set _tempNPC.pricetojoin to Math.round(_tempNPC.pricetojoin / 2)>>
<</if>>
<</if>>
<<set $FemNPC.push(_tempNPC)>>
<</nobr>>
<</widget>>
<<widget "ListNPCs">>\
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname` "NPCScreen">><<set $npcInspect to _i>><</link>>
<</capture>>\
<</for>>\
<</widget>>\
<<widget "travel">>It is day $day of your travels. You have <<print $miles>> miles to your next destination.
<<nobr>>
<<if $playerenergy lt 20>><<set $rest to true>><<set $eventex to true>><</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].energy lt 20>>
<<set $rest to true>><<set $eventex to true>><</if>>
<</capture>>\
<</for>>\<</nobr>>
You currently have $oxen Oxen and $food pounds of food.
<<if $eventex isnot true>>
<<link "Take a Break">>
<<set $rest to true>>
<<goto "Travel">><<set $eventex to true>>
<</link>><<elseif $eventex is true>>
<<if $playerenergy gte 20>> <<link "Continue">><<set $eventex to false>><<set $rest to false>>
<<set $foragebreak to false>>
<<goto "Travel">><</link>><<elseif $playerenergy lt 20>>You need to rest before continuing!<<elseif $PartyNPC[_i].energy lt 20>>Your party needs to rest before continuing!<</if>>
<</if>><</widget>>
<<widget "eod">>
<<if $playerpoison gt 0>>
<<set $playerhp to $playerhp - $playerpoison>>
<</if>>
<<if $playersick gt 0>>
<<set $playerhp to $playerhp - $playersick>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].immunity lt $sickness and $PartyNPC[_i].sick is 0>>
<<set $PartyNPC[_i].sick to ($sickness - $PartyNPC[_i].immunity)>>
<<set $PartyNPC[_i].immunity to Math.clamp($PartyNPC[_i].immunity + random(1,5), 0, 100)>>
<<run $rest to true>>
<<run $eventex to true>>
<<goto "Travel">>
<<script>>
Dialog.setup("Someone in your party is sick");
Dialog.wiki(Story.get("Sick Pop Up").processText());
Dialog.open();
<</script>>
<</if>>
<<if $PartyNPC[_i].sick gt 0>>
<<set $PartyNPC[_i].hp to Math.clamp($PartyNPC[_i].hp - random(3,10), 0, 100)>>
<<set $PartyNPC[_i].sick to Math.clamp($PartyNPC[_i].sick - random(1,3), 0, 100)>>
<<if $PartyNPC[_i].trait is "Sickly">>
<<set $PartyNPC[_i].hp to Math.clamp($PartyNPC[_i].hp - random(1,5), 0, 100)>>
<<elseif $PartyNPC[_i].trait is "Healthy">>
<<set $PartyNPC[_i].hp to Math.clamp($PartyNPC[_i].hp + random(1,3), 0, 100)>>
<</if>>
<</if>>
<</capture>>\
<</for>>\
<</widget>>
<<widget "EnergyLoss">><<nobr>>
<<set $foragebreak to false>>
<<set $playerenergy to $playerenergy - _energypenalty>>
<<set $playerhp to $playerhp - _healthpenalty>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Alcoholic">>
<<if $PartyNPC[_i].stress gte 0>>
<<set _alco to random(25, 50)>>
<<set _alco2 to $PartyNPC[_i].stress + random(0, 50)>>
<<if _alco2 gte _alco>>
<<if $alcohol gte 1>>
<<set $alcohol to $alcohol - 1>>
<<elseif $alcohol is 0>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(5,10), 0, 100)>>
<</if>>
<</if>>
<</if>>
<</if>>
<<if $PartyNPC[_i].bookreading isnot "none">>
<<set $PartyNPC[_i].bookpercent to $PartyNPC[_i].bookpercent + random(10,15)>>
<<if $PartyNPC[_i].trait is "Bookworm">>
<<set $PartyNPC[_i].bookpercent to $PartyNPC[_i].bookpercent + random(5, 10)>>
<</if>>
<</if>>
<<if $PartyNPC[_i].bookpercent gte 100 and $PartyNPC[_i].bookreading isnot "none">>
<<script>>
Dialog.setup("Someone has finished reading");
Dialog.wiki(Story.get("Finished Reading").processText());
Dialog.open();
<</script>>
<</if>>
<<set $PartyNPC[_i].energy to Math.clamp($PartyNPC[_i].energy - _energypenalty, 0, 100)>>
<<set $PartyNPC[_i].hp to Math.clamp($PartyNPC[_i].hp - _healthpenalty, 0, 100)>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + _stresspenalty, 0, 100)>>
<<set $PartyNPC[_i].clean to ($PartyNPC[_i].stress + _cleanpenalty, 0, 100)>>
<</capture>>\
<</for>>\
<</nobr>> <</widget>>
<<widget "fatigue">>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].energy lt 20>>
<<set $npcInspect to _i>>
<<set $PartyNPC[_i].fatigue to true>>
<<script>>
<<set $eventex to true>>
Dialog.setup("A Wagon Member is Fatigued");
Dialog.wiki(Story.get("fatiguewarning").processText());
Dialog.open();
<</script>>
<</if>>
<</capture>>\
<</for>>\
<</widget>>
<<widget "Death">>
<<nobr>>
<<for _rip = 0; _rip < $PartyNPC.length; _rip++>>\
<<capture _rip>>\
<<if $PartyNPC[_rip].hp lte 0>>
<<set $PartyNPC[_rip] to _rip2>>
<<set $PartyNPC.delete($PartyNPC[_rip2])>>
<<set $ripno to _rip2>>
<<script>>
Dialog.setup("A Party Member Has Died");
Dialog.wiki(Story.get("Death Notice").processText());
Dialog.open();
<</script>>
<</nobr>>
<</capture>>
<</widget>>
<<widget "Vagabond">> <<nobr>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].career is "Vagabond">>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress - random(3,5), 0, 100)>>
<</if>>
<<if $PartyNPC[_i].trait is "Bipolar">>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress - random(3,5), 0, 100)>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<<elseif $PartyNPC[_i].trait is "Calm">>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress - random(3,5), 0, 100)>>
<<elseif $PartyNPC[_i].trait is "Anxious">>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<</if>>
<</capture>>
<</for>>
<</nobr>> <</widget>>
<<widget "tradelist">><<nobr>>
<<set _tradeitem to []>>
<<if $oxen gte 1>>
<<set _tradeitem.push("Oxen")>>
<</if>>
<<if $food gte 1>>
<<set _tradeitem.push("Meat")>>
<</if>>
<<if $veg gte 1>>
<<set _tradeitem.push("Veg")>>
<</if>>
<<if $meds gte 1>>
<<set _tradeitem.push("Meds")>>
<</if>>
<<if $gold gte 1>>
<<set _tradeitem.push("Gold")>>
<</if>>
<<if $alcohol gte 1>>
<<set _tradeitem.push("Alcohol")>>
<</if>><</nobr>> <</widget>>
<<widget "Rest">>
<<nobr>>
<<if $rations is "Full">>
<<if $food gte _rest * (1.5 * ($partysize + 1))>>
<<set $food to $food - Math.clamp(_rest * (1.5 * ($partysize + 1)), 0, 99999)>>
<<set $sickness to $sickness - _rest * random(3,5)>>
<<elseif $food is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<else>>
<<set $food to 0>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Gluttonous">>
<<set $food to $food - Math.clamp(_rest * 0.5, 0, 99999)>>
<<if $food is 0>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<</if>>
<</if>>
<</capture>>\
<</for>>\
<<elseif $rations is "Meager">>
<<set _energypenalty to random(0,2)>>
<<set _stresspenalty to 0>>
<<set _cleanpenalty to 0>>
<<set _healthpenalty to 0>>
<<EnergyLoss>>
<<if $food gte _rest * (1 * ($partysize + 1))>>
<<set $food to $food - Math.clamp(_rest * (1 * ($partysize + 1)), 0, 99999)>>
<<set $sickness to $sickness - _rest * random(3,5)>>
<<elseif $food is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<else>>
<<set $food to 0>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Gluttonous">>
<<set $food to $food - Math.clamp(_rest * 0.5, 0.5, 99999)>>
<<if $food is 0>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<</if>>
<</if>>
<</capture>>\
<</for>>\
<<elseif $rations is "Bare Minimum">>
<<set _energypenalty to _rest * random(2,5)>>
<<set _stresspenalty to _rest * random(1,3)>>
<<set _cleanpenalty to 0>>
<<set _healthpenalty to 0>>
<<EnergyLoss>>
<<if $food gte _rest * (0.5 * ($partysize + 1))>>
<<set $food to $food - Math.clamp(_rest * (0.5 * ($partysize + 1)), 0, 99999)>>
<<elseif $food is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<elseif $food lt 0.5 * ($partysize + 1)>>
<<set $food to 0>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Gluttonous">>
<<set $food to $food - Math.clamp(_rest * - 0.5, 0, 99999)>>
<<if $food is 0>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<</if>>
<</if>>
<</capture>>\
<</for>>\
<</if>>
<<set $day to $day + _rest>>
<<set $restcycle to false>>
<<set $foragebreak to false>>
<<set $playerhp to Math.clamp($playerhp + (random(5,10) * _rest), 0, 100)>>
<<set $playerenergy to Math.clamp($playerenergy + (random(35,50) * _rest), 0, 100)>>
<<if $playersick gt 0>>
<<set $playersick to Math.clamp($playersick - (random(5, 20) * _rest), 0, 100)>>
<</if>><<if $playerpoison gt 0>>
<<set $playerhp to Math.clamp($playerhp - (random(5,20) * _rest), 0, 100)>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].bookreading is "none">>
<<set $PartyNPC[_i].bookpercent to 0>>
<<elseif $PartyNPC[_i].bookreading isnot "none">>
<<set $PartyNPC[_i].bookpercent to $PartyNPC[_i].bookpercent + (_rest * random(10, 15))>>
<<if $PartyNPC[_i].trait is "Bookworm">>
<<set $PartyNPC[_i].bookpercent to $PartyNPC[_i].bookpercent + (_rest * random(5, 10))>>
<</if>>
<</if>>
<<if $PartyNPC[_i].sick gt 0>>
<<set $PartyNPC[_i].hp to Math.clamp($PartyNPC[_i].hp - random(3,10), 0, 100)>>
<<if $PartyNPC[_i].trait is "Sickly">>
<<set $PartyNPC[_i].hp to Math.clamp($PartyNPC[_i].hp - random(1,5), 0, 100)>>
<<elseif $PartyNPC[_i].trait is "Healthy">>
<<set $PartyNPC[_i].hp to Math.clamp($PartyNPC[_i].hp + random(1,3), 0, 100)>>
<</if>>
<<set $PartyNPC[_i].sick to Math.clamp($PartyNPC[_i].sick - (random(5, 10) * _rest), 0, 100)>>
<</if>>
<<if $PartyNPC[_i].immunity lt $sickness and $PartyNPC[_i].sick is 0>>
<<set $PartyNPC[_i].sick to Math.clamp(($sickness - $PartyNPC[_i].immunity * _rest)), 0, 100)>>
<</if>>
<<set $PartyNPC[_i].hp to Math.clamp($PartyNPC[_i].hp + (_rest * random(1,10)), 0, 100)>>
<<set $PartyNPC[_i].energy to Math.clamp($PartyNPC[_i].energy + (_rest * random(35,50)), 0, 100)>>
<<set $PartyNPC[_i].clean to 100>>
<<if $playerbkgd is "Pimp">>
<<set $PartyNPC[_i].deprev to Math.clamp($PartyNPC[_i].deprev + (_rest * random(1,3)),0 ,100)>>
<<elseif $playerbkgd is "Entertainer">>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress - (_rest * random(3,5)),0 ,100)>>
<</if>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress - (_rest * random(5,8)),0 ,100)>>
<<if $PartyNPC[_i].career is "Entertainer">>
<<for _e = 0; _e < $PartyNPC.length; _e++>>\
<<capture _e>>\
<<set $PartyNPC[_e].stress to Math.clamp($PartyNPC[_e].stress - (_rest * random(3,5)),0 ,100)>>
<</capture>>\
<</for>>\
<<elseif $PartyNPC[_i].career is "Nurse">>
<<for _n = 0; _n < $PartyNPC.length; _n++>>\
<<capture _n>>\
<<set $PartyNPC[_n].sick to Math.clamp($PartyNPC[_n].sick - (_rest * random(1,2)),0 ,100)>>
<</capture>>\
<</for>>\
<</if>>
<</capture>>\
<</for>>\
<</nobr>>
<</widget>>
<<widget "Food">>
<<if $rations is "Full">>
<<if $food gte _rest * (1.5 * ($partysize + 1))>>
<<set $food to $food - Math.clamp(_rest * (1.5 * ($partysize + 1)), 0, 99999)>>
<<elseif $food is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<else>>
<<set $food to 0>>
<</if>>
<<if $veg gte _rest * (1.5 * ($partysize + 1))>>
<<set $veg to $veg - Math.clamp(_rest * (1.5 * ($partysize + 1)),0, 99999)>>
<<set $sickness to $sickness - _rest * random(1,5)>>
<<elseif $veg is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<else>>
<<set $veg to 0>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Gluttonous">>
<<set $food to $food - Math.clamp(_rest * 0.5, 0, 99999)>>
<<set $veg to $veg - Math.clamp(_rest * 0.5, 0, 99999)>>
<<if $food is 0>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<</if>>
<</if>>
<</capture>>\
<</for>>\
<<elseif $rations is "Meager">>
<<set _energypenalty to random(0,2)>>
<<set _stresspenalty to 0>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<if $food gte _rest (1 * ($partysize + 1))>>
<<set $food to $food - Math.clamp(_rest * (1 * ($partysize + 1)), 0, 99999)>>
<<elseif $food is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<else>>
<<set $food to 0>>
<</if>>
<<if $veg gte _rest (1 * ($partysize + 1))>>
<<set $veg to $veg - Math.clamp(1 * ($partysize + 1),0, 99999)>>
<<elseif $veg is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<else>>
<<set $veg to 0>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Gluttonous">>
<<set $food to $food - Math.clamp(_rest * 0.5, 0.5, 99999)>>
<<set $veg to $veg - Math.clamp(_rest * 0.5, 0, 99999)>>
<<if $food is 0>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<</if>>
<</if>>
<</capture>>\
<</for>>\
<<elseif $rations is "Bare Minimum">>
<<set _energypenalty to _rest * random(2,5)>>
<<set _stresspenalty to _rest * random(1,3)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<if $food gte 0.5 * ($partysize + 1)>>
<<set $food to $food - Math.clamp(_rest * (0.5 * ($partysize + 1)), 0, 99999)>>
<<elseif $food is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<elseif $food lt 0.5 * ($partysize + 1)>>
<<set $food to 0>>
<</if>>
<<if $veg gte _rest * (0.5 * ($partysize + 1))>>
<<set $veg to $veg - Math.clamp(_rest * (0.5 * ($partysize + 1)),0, 99999)>>
<<elseif $veg is 0>>
<<set _energypenalty to _rest * random(10, 15)>>
<<set _stresspenalty to _rest * random(10, 15)>>
<<set _healthpenalty to 0>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<else>>
<<set $veg to 0>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Gluttonous">>
<<set $food to $food - Math.clamp(_rest * - 0.5, 0, 99999)>>
<<set $veg to $veg - Math.clamp(_rest * 0.5, 0, 99999)>>
<<if $food is 0>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<</if>>
<</if>>
<</capture>>\
<</for>>\
<</if>>
<</widget>>
<<widget "Offer">>
<<if $chance is 1 or $chance is 9>>
<<set $food to $food + _offer>>
<<elseif $chance is 2>>
<<set $veg to $veg + _offer>>
<<elseif $chance is 3>>
<<set $oxen to $oxen + _offer>>
<<elseif $chance is 4>>
<<set $spareparts to $spareparts + _offer>>
<<elseif $chance is 5>>
<<set $meds to $meds + _offer>>
<<elseif $chance is 6>>
<<set $alcohol to $alcohol + _offer>>
<<elseif $chance is 7>>
<<set $gold to $gold + _offer>>
<<elseif $chance is 8>>
<<set $pelts to $pelts>>
<</if>>
<</widget>>
<<widget "waterdamage">>
<<set $alcohol to Math.clamp($alcohol - random(1, 100), 0, 99999)>>
<<set $food to Math.clamp($food - random(100, 1000), 0, 99999)>>
<<set $meds to Math.clamp($meds - random(1, 10), 0, 99999)>>
<<set $bullet to Math.clamp($bullet - random(1, 100), 1, 99999)>>
<<set $rifle to Math.clamp($rifle - random(1, 10), 1, 99999)>>
<<set $gold to Math.clamp($gold - random(1, 50), 0, 99999)>>
<<set $pelts to Math.clamp($pelts - random(1, 100), 0, 9999)>>
<<set $cash to Math.round($cash / random(2,3))>>
<<set $photopaper to Math.clamp($photopaper - random(10, 100), 0, 99999)>>
<<set $camera to Math.clamp($camera - random(0, 1), 0, 9999)>>
<<set $eroticphoto to 0>>
<<set $nudephoto to 0>>
<</widget>>[[Test B]]
<<nobr>>
<<AddFemNPC>>
<<AddFemNPC>>
<<AddFemNPC>>
<<AddFemNPC>>
<<AddFemNPC>>
<<AddFemNPC>>
<<AddFemNPC>>
<<AddFemNPC>>
<<AddFemNPC>>
<<AddFemNPC>>
<</nobr>>
<<for _i = 0; _i < $FemNPC.length; _i++>>
NPC #_i: Name = <<print $FemNPC[_i].name>>, Age = <<print $FemNPC[_i].age>> Boobs = <<print $FemNPC[_i].boobs>> Hair = <<print $FemNPC[_i].hair>> Hair Colour = <<print $FemNPC[_i].haircolour>> Race <<print $FemNPC[_i].race>> Eye Colour = <<print $FemNPC[_i].eyes>>
<</for>>
[[Talk to <<print $FemNPC[0].name>>|Test2]]<<print $FemNPC[1].name>>
She is <<print $FemNPC[1].age>> years old, and has <<print $FemNPC[1].haircolour>> colored hair that's has a <<print $FemNPC[1].hair>> style. She has a <<print $FemNPC[1].fembuild >> build and <<print $FemNPC[1].boobs>> breasts.
<<set _tempNPC = {}>>
<<set _tempNPC.hp to 100>>
<<set _tempNPC.energy to 100>>
<<set _tempNPC.location = $location.random(0,2)>>
<<set _tempNPC.name = $girlname.random(0,168)>>
<<set _tempNPC.age = random(18,30)>>
<<set _tempNPC.boobs = $boobs.random(0,4)>>
<<set _tempNPC.hair = $hair.random(0,2)>>
<<set _tempNPC.haircolour = $haircolour.random(0, 4)>>
<<set _tempNPC.medic = random(20,50)>>
<<set _tempNPC.fembuild = $fembuild.random(0, 3)>>
<<set _tempNPC.race = $race.random(0,3)>>
<<if _tempNPC.race is "White">>
<<set _tempNPC.lastname = $Whitelastname.random(0,4)>>
<<elseif _tempNPC.race is "Black">>
<<set _tempNPC.lastname = $Blacklastname.random(0,4)>>
<<elseif _tempNPC.race is "Asian">>
<<set _tempNPC.lastname = $Asianlastname.random(0,4)>>
<<elseif _tempNPC.race is "Hispanic">>
<<set _tempNPC.lastname = $Latinlastname.random(0,4)>>
<</if>>
<<set _tempNPC.eyes = $eyes.random(0,5)>>
<<set _tempNPC.trait = $trait.random(0,14)>>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.deprev = random(0,5)>>
<<elseif _tempNPC.trait is "Sex Addict">>
<<set _tempNPC.deprev = random(15,30)>>
<<elseif _tempNPC.trait isnot "Prude">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<if _tempNPC.trait is "On the Run">>
<<set _tempNPC.crim = random (0,5)>>
<<elseif _tempNPC.trait isnot "On the Run">>
<<set _tempNPC.crim = random (10,20)>>
<</if>>
<<set _tempNPC.clean to 100>>
<<set _tempNPC.survival = random(10,80)>>
<<set _tempNPC.career = $npccareer.random(0,5)>>
<<if _tempNPC.career is "Nurse">>
<<set _tempNPC.medic = _tempNPC.medic + random(10,20)>>
<<elseif _tempNPC.career is "Camp Follower">>
<<set _tempNPC.medic = _tempNPC.medic + random(5,10)>>
<<set _tempNPC.survival = _tempNPC.survival + random(5,10)>>
<<set _tempNPC.deprev = _tempNPC.deprev + random(0,5)>>
<<elseif _tempNPC.career is "Prostitute">>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.trait to "none">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<set _tempNPC.deprev to _tempNPC.deprev + random(10,15)>>
<</if>>
<<set $FemNPC.push(_tempNPC)>>
<<set _tempNPC = {}>>
<<set _tempNPC.hp to 100>>
<<set _tempNPC.energy to 100>>
<<set _tempNPC.location = $location.random(0,2)>>
<<set _tempNPC.name = $girlname.random(0,168)>>
<<set _tempNPC.age = random(18,30)>>
<<set _tempNPC.boobs = $boobs.random(0,4)>>
<<set _tempNPC.hair = $hair.random(0,2)>>
<<set _tempNPC.haircolour = $haircolour.random(0, 4)>>
<<set _tempNPC.medic = random(20,50)>>
<<set _tempNPC.fembuild = $fembuild.random(0, 3)>>
<<set _tempNPC.race = $race.random(0,3)>>
<<if _tempNPC.race is "White">>
<<set _tempNPC.lastname = $Whitelastname.random(0,4)>>
<<elseif _tempNPC.race is "Black">>
<<set _tempNPC.lastname = $Blacklastname.random(0,4)>>
<<elseif _tempNPC.race is "Asian">>
<<set _tempNPC.lastname = $Asianlastname.random(0,4)>>
<<elseif _tempNPC.race is "Hispanic">>
<<set _tempNPC.lastname = $Latinlastname.random(0,4)>>
<</if>>
<<set _tempNPC.eyes = $eyes.random(0,5)>>
<<set _tempNPC.trait = $trait.random(0,14)>>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.deprev = random(0,5)>>
<<elseif _tempNPC.trait is "Sex Addict">>
<<set _tempNPC.deprev = random(15,30)>>
<<elseif _tempNPC.trait isnot "Prude">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<if _tempNPC.trait is "On the Run">>
<<set _tempNPC.crim = random (0,5)>>
<<elseif _tempNPC.trait isnot "On the Run">>
<<set _tempNPC.crim = random (10,20)>>
<</if>>
<<set _tempNPC.clean to 100>>
<<set _tempNPC.survival = random(10,80)>>
<<set _tempNPC.career = $npccareer.random(0,5)>>
<<if _tempNPC.career is "Nurse">>
<<set _tempNPC.medic = _tempNPC.medic + random(10,20)>>
<<elseif _tempNPC.career is "Camp Follower">>
<<set _tempNPC.medic = _tempNPC.medic + random(5,10)>>
<<set _tempNPC.survival = _tempNPC.survival + random(5,10)>>
<<set _tempNPC.deprev = _tempNPC.deprev + random(0,5)>>
<<elseif _tempNPC.career is "Prostitute">>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.trait to "none">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<set _tempNPC.deprev to _tempNPC.deprev + random(10,15)>>
<</if>>
<<set $FemNPC.push(_tempNPC)>>
<<set _tempNPC = {}>>
<<set _tempNPC.hp to 100>>
<<set _tempNPC.energy to 100>>
<<set _tempNPC.location = $location.random(0,2)>>
<<set _tempNPC.name = $girlname.random(0,168)>>
<<set _tempNPC.age = random(18,30)>>
<<set _tempNPC.boobs = $boobs.random(0,4)>>
<<set _tempNPC.hair = $hair.random(0,2)>>
<<set _tempNPC.haircolour = $haircolour.random(0, 4)>>
<<set _tempNPC.medic = random(20,50)>>
<<set _tempNPC.fembuild = $fembuild.random(0, 3)>>
<<set _tempNPC.race = $race.random(0,3)>>
<<if _tempNPC.race is "White">>
<<set _tempNPC.lastname = $Whitelastname.random(0,4)>>
<<elseif _tempNPC.race is "Black">>
<<set _tempNPC.lastname = $Blacklastname.random(0,4)>>
<<elseif _tempNPC.race is "Asian">>
<<set _tempNPC.lastname = $Asianlastname.random(0,4)>>
<<elseif _tempNPC.race is "Hispanic">>
<<set _tempNPC.lastname = $Latinlastname.random(0,4)>>
<</if>>
<<set _tempNPC.eyes = $eyes.random(0,5)>>
<<set _tempNPC.trait = $trait.random(0,14)>>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.deprev = random(0,5)>>
<<elseif _tempNPC.trait is "Sex Addict">>
<<set _tempNPC.deprev = random(15,30)>>
<<elseif _tempNPC.trait isnot "Prude">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<if _tempNPC.trait is "On the Run">>
<<set _tempNPC.crim = random (0,5)>>
<<elseif _tempNPC.trait isnot "On the Run">>
<<set _tempNPC.crim = random (10,20)>>
<</if>>
<<set _tempNPC.clean to 100>>
<<set _tempNPC.survival = random(10,80)>>
<<set _tempNPC.career = $npccareer.random(0,5)>>
<<if _tempNPC.career is "Nurse">>
<<set _tempNPC.medic = _tempNPC.medic + random(10,20)>>
<<elseif _tempNPC.career is "Camp Follower">>
<<set _tempNPC.medic = _tempNPC.medic + random(5,10)>>
<<set _tempNPC.survival = _tempNPC.survival + random(5,10)>>
<<set _tempNPC.deprev = _tempNPC.deprev + random(0,5)>>
<<elseif _tempNPC.career is "Prostitute">>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.trait to "none">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<set _tempNPC.deprev to _tempNPC.deprev + random(10,15)>>
<</if>>
<<set $FemNPC.push(_tempNPC)>>
<<set _tempNPC = {}>>
<<set _tempNPC.hp to 100>>
<<set _tempNPC.energy to 100>>
<<set _tempNPC.location = $location.random(0,2)>>
<<set _tempNPC.name = $girlname.random(0,168)>>
<<set _tempNPC.age = random(18,30)>>
<<set _tempNPC.boobs = $boobs.random(0,4)>>
<<set _tempNPC.hair = $hair.random(0,2)>>
<<set _tempNPC.haircolour = $haircolour.random(0, 4)>>
<<set _tempNPC.medic = random(20,50)>>
<<set _tempNPC.fembuild = $fembuild.random(0, 3)>>
<<set _tempNPC.race = $race.random(0,3)>>
<<if _tempNPC.race is "White">>
<<set _tempNPC.lastname = $Whitelastname.random(0,4)>>
<<elseif _tempNPC.race is "Black">>
<<set _tempNPC.lastname = $Blacklastname.random(0,4)>>
<<elseif _tempNPC.race is "Asian">>
<<set _tempNPC.lastname = $Asianlastname.random(0,4)>>
<<elseif _tempNPC.race is "Hispanic">>
<<set _tempNPC.lastname = $Latinlastname.random(0,4)>>
<</if>>
<<set _tempNPC.eyes = $eyes.random(0,5)>>
<<set _tempNPC.trait = $trait.random(0,14)>>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.deprev = random(0,5)>>
<<elseif _tempNPC.trait is "Sex Addict">>
<<set _tempNPC.deprev = random(15,30)>>
<<elseif _tempNPC.trait isnot "Prude">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<if _tempNPC.trait is "On the Run">>
<<set _tempNPC.crim = random (0,5)>>
<<elseif _tempNPC.trait isnot "On the Run">>
<<set _tempNPC.crim = random (10,20)>>
<</if>>
<<set _tempNPC.clean to 100>>
<<set _tempNPC.survival = random(10,80)>>
<<set _tempNPC.career = $npccareer.random(0,5)>>
<<if _tempNPC.career is "Nurse">>
<<set _tempNPC.medic = _tempNPC.medic + random(10,20)>>
<<elseif _tempNPC.career is "Camp Follower">>
<<set _tempNPC.medic = _tempNPC.medic + random(5,10)>>
<<set _tempNPC.survival = _tempNPC.survival + random(5,10)>>
<<set _tempNPC.deprev = _tempNPC.deprev + random(0,5)>>
<<elseif _tempNPC.career is "Prostitute">>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.trait to "none">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<set _tempNPC.deprev to _tempNPC.deprev + random(10,15)>>
<</if>>
<<set $FemNPC.push(_tempNPC)>>
<<set _tempNPC = {}>>
<<set _tempNPC.hp to 100>>
<<set _tempNPC.energy to 100>>
<<set _tempNPC.location = $location.random(0,2)>>
<<set _tempNPC.name = $girlname.random(0,168)>>
<<set _tempNPC.age = random(18,30)>>
<<set _tempNPC.boobs = $boobs.random(0,4)>>
<<set _tempNPC.hair = $hair.random(0,2)>>
<<set _tempNPC.haircolour = $haircolour.random(0, 4)>>
<<set _tempNPC.medic = random(20,50)>>
<<set _tempNPC.fembuild = $fembuild.random(0, 3)>>
<<set _tempNPC.race = $race.random(0,3)>>
<<if _tempNPC.race is "White">>
<<set _tempNPC.lastname = $Whitelastname.random(0,4)>>
<<elseif _tempNPC.race is "Black">>
<<set _tempNPC.lastname = $Blacklastname.random(0,4)>>
<<elseif _tempNPC.race is "Asian">>
<<set _tempNPC.lastname = $Asianlastname.random(0,4)>>
<<elseif _tempNPC.race is "Hispanic">>
<<set _tempNPC.lastname = $Latinlastname.random(0,4)>>
<</if>>
<<set _tempNPC.eyes = $eyes.random(0,5)>>
<<set _tempNPC.trait = $trait.random(0,14)>>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.deprev = random(0,5)>>
<<elseif _tempNPC.trait is "Sex Addict">>
<<set _tempNPC.deprev = random(15,30)>>
<<elseif _tempNPC.trait isnot "Prude">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<if _tempNPC.trait is "On the Run">>
<<set _tempNPC.crim = random (0,5)>>
<<elseif _tempNPC.trait isnot "On the Run">>
<<set _tempNPC.crim = random (10,20)>>
<</if>>
<<set _tempNPC.clean to 100>>
<<set _tempNPC.survival = random(10,80)>>
<<set _tempNPC.career = $npccareer.random(0,5)>>
<<if _tempNPC.career is "Nurse">>
<<set _tempNPC.medic = _tempNPC.medic + random(10,20)>>
<<elseif _tempNPC.career is "Camp Follower">>
<<set _tempNPC.medic = _tempNPC.medic + random(5,10)>>
<<set _tempNPC.survival = _tempNPC.survival + random(5,10)>>
<<set _tempNPC.deprev = _tempNPC.deprev + random(0,5)>>
<<elseif _tempNPC.career is "Prostitute">>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.trait to "none">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<set _tempNPC.deprev to _tempNPC.deprev + random(10,15)>>
<</if>>
<<set $FemNPC.push(_tempNPC)>>
<<set _tempNPC = {}>>
<<set _tempNPC.hp to 100>>
<<set _tempNPC.energy to 100>>
<<set _tempNPC.location = $location.random(0,2)>>
<<set _tempNPC.name = $girlname.random(0,168)>>
<<set _tempNPC.age = random(18,30)>>
<<set _tempNPC.boobs = $boobs.random(0,4)>>
<<set _tempNPC.hair = $hair.random(0,2)>>
<<set _tempNPC.haircolour = $haircolour.random(0, 4)>>
<<set _tempNPC.medic = random(20,50)>>
<<set _tempNPC.fembuild = $fembuild.random(0, 3)>>
<<set _tempNPC.race = $race.random(0,3)>>
<<if _tempNPC.race is "White">>
<<set _tempNPC.lastname = $Whitelastname.random(0,4)>>
<<elseif _tempNPC.race is "Black">>
<<set _tempNPC.lastname = $Blacklastname.random(0,4)>>
<<elseif _tempNPC.race is "Asian">>
<<set _tempNPC.lastname = $Asianlastname.random(0,4)>>
<<elseif _tempNPC.race is "Hispanic">>
<<set _tempNPC.lastname = $Latinlastname.random(0,4)>>
<</if>>
<<set _tempNPC.eyes = $eyes.random(0,5)>>
<<set _tempNPC.trait = $trait.random(0,14)>>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.deprev = random(0,5)>>
<<elseif _tempNPC.trait is "Sex Addict">>
<<set _tempNPC.deprev = random(15,30)>>
<<elseif _tempNPC.trait isnot "Prude">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<if _tempNPC.trait is "On the Run">>
<<set _tempNPC.crim = random (0,5)>>
<<elseif _tempNPC.trait isnot "On the Run">>
<<set _tempNPC.crim = random (10,20)>>
<</if>>
<<set _tempNPC.clean to 100>>
<<set _tempNPC.survival = random(10,80)>>
<<set _tempNPC.career = $npccareer.random(0,5)>>
<<if _tempNPC.career is "Nurse">>
<<set _tempNPC.medic = _tempNPC.medic + random(10,20)>>
<<elseif _tempNPC.career is "Camp Follower">>
<<set _tempNPC.medic = _tempNPC.medic + random(5,10)>>
<<set _tempNPC.survival = _tempNPC.survival + random(5,10)>>
<<set _tempNPC.deprev = _tempNPC.deprev + random(0,5)>>
<<elseif _tempNPC.career is "Prostitute">>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.trait to "none">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<set _tempNPC.deprev to _tempNPC.deprev + random(10,15)>>
<</if>>
<<set $FemNPC.push(_tempNPC)>>
<<set _tempNPC = {}>>
<<set _tempNPC.hp to 100>>
<<set _tempNPC.energy to 100>>
<<set _tempNPC.location = $location.random(0,2)>>
<<set _tempNPC.name = $girlname.random(0,168)>>
<<set _tempNPC.age = random(18,30)>>
<<set _tempNPC.boobs = $boobs.random(0,4)>>
<<set _tempNPC.hair = $hair.random(0,2)>>
<<set _tempNPC.haircolour = $haircolour.random(0, 4)>>
<<set _tempNPC.medic = random(20,50)>>
<<set _tempNPC.fembuild = $fembuild.random(0, 3)>>
<<set _tempNPC.race = $race.random(0,3)>>
<<if _tempNPC.race is "White">>
<<set _tempNPC.lastname = $Whitelastname.random(0,4)>>
<<elseif _tempNPC.race is "Black">>
<<set _tempNPC.lastname = $Blacklastname.random(0,4)>>
<<elseif _tempNPC.race is "Asian">>
<<set _tempNPC.lastname = $Asianlastname.random(0,4)>>
<<elseif _tempNPC.race is "Hispanic">>
<<set _tempNPC.lastname = $Latinlastname.random(0,4)>>
<</if>>
<<set _tempNPC.eyes = $eyes.random(0,5)>>
<<set _tempNPC.trait = $trait.random(0,14)>>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.deprev = random(0,5)>>
<<elseif _tempNPC.trait is "Sex Addict">>
<<set _tempNPC.deprev = random(15,30)>>
<<elseif _tempNPC.trait isnot "Prude">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<if _tempNPC.trait is "On the Run">>
<<set _tempNPC.crim = random (0,5)>>
<<elseif _tempNPC.trait isnot "On the Run">>
<<set _tempNPC.crim = random (10,20)>>
<</if>>
<<set _tempNPC.clean to 100>>
<<set _tempNPC.survival = random(10,80)>>
<<set _tempNPC.career = $npccareer.random(0,5)>>
<<if _tempNPC.career is "Nurse">>
<<set _tempNPC.medic = _tempNPC.medic + random(10,20)>>
<<elseif _tempNPC.career is "Camp Follower">>
<<set _tempNPC.medic = _tempNPC.medic + random(5,10)>>
<<set _tempNPC.survival = _tempNPC.survival + random(5,10)>>
<<set _tempNPC.deprev = _tempNPC.deprev + random(0,5)>>
<<elseif _tempNPC.career is "Prostitute">>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.trait to "none">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<set _tempNPC.deprev to _tempNPC.deprev + random(10,15)>>
<</if>>
<<set $FemNPC.push(_tempNPC)>>
<<set _tempNPC = {}>>
<<set _tempNPC.hp to 100>>
<<set _tempNPC.energy to 100>>
<<set _tempNPC.location = $location.random(0,2)>>
<<set _tempNPC.name = $girlname.random(0,168)>>
<<set _tempNPC.age = random(18,30)>>
<<set _tempNPC.boobs = $boobs.random(0,4)>>
<<set _tempNPC.hair = $hair.random(0,2)>>
<<set _tempNPC.haircolour = $haircolour.random(0, 4)>>
<<set _tempNPC.medic = random(20,50)>>
<<set _tempNPC.fembuild = $fembuild.random(0, 3)>>
<<set _tempNPC.race = $race.random(0,3)>>
<<if _tempNPC.race is "White">>
<<set _tempNPC.lastname = $Whitelastname.random(0,4)>>
<<elseif _tempNPC.race is "Black">>
<<set _tempNPC.lastname = $Blacklastname.random(0,4)>>
<<elseif _tempNPC.race is "Asian">>
<<set _tempNPC.lastname = $Asianlastname.random(0,4)>>
<<elseif _tempNPC.race is "Hispanic">>
<<set _tempNPC.lastname = $Latinlastname.random(0,4)>>
<</if>>
<<set _tempNPC.eyes = $eyes.random(0,5)>>
<<set _tempNPC.trait = $trait.random(0,14)>>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.deprev = random(0,5)>>
<<elseif _tempNPC.trait is "Sex Addict">>
<<set _tempNPC.deprev = random(15,30)>>
<<elseif _tempNPC.trait isnot "Prude">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<if _tempNPC.trait is "On the Run">>
<<set _tempNPC.crim = random (0,5)>>
<<elseif _tempNPC.trait isnot "On the Run">>
<<set _tempNPC.crim = random (10,20)>>
<</if>>
<<set _tempNPC.clean to 100>>
<<set _tempNPC.survival = random(10,80)>>
<<set _tempNPC.career = $npccareer.random(0,5)>>
<<if _tempNPC.career is "Nurse">>
<<set _tempNPC.medic = _tempNPC.medic + random(10,20)>>
<<elseif _tempNPC.career is "Camp Follower">>
<<set _tempNPC.medic = _tempNPC.medic + random(5,10)>>
<<set _tempNPC.survival = _tempNPC.survival + random(5,10)>>
<<set _tempNPC.deprev = _tempNPC.deprev + random(0,5)>>
<<elseif _tempNPC.career is "Prostitute">>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.trait to "none">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<set _tempNPC.deprev to _tempNPC.deprev + random(10,15)>>
<</if>>
<<set $FemNPC.push(_tempNPC)>>
<<set _tempNPC = {}>>
<<set _tempNPC.hp to 100>>
<<set _tempNPC.energy to 100>>
<<set _tempNPC.location = $location.random(0,2)>>
<<set _tempNPC.name = $girlname.random(0,168)>>
<<set _tempNPC.age = random(18,30)>>
<<set _tempNPC.boobs = $boobs.random(0,4)>>
<<set _tempNPC.hair = $hair.random(0,2)>>
<<set _tempNPC.haircolour = $haircolour.random(0, 4)>>
<<set _tempNPC.medic = random(20,50)>>
<<set _tempNPC.fembuild = $fembuild.random(0, 3)>>
<<set _tempNPC.race = $race.random(0,3)>>
<<if _tempNPC.race is "White">>
<<set _tempNPC.lastname = $Whitelastname.random(0,4)>>
<<elseif _tempNPC.race is "Black">>
<<set _tempNPC.lastname = $Blacklastname.random(0,4)>>
<<elseif _tempNPC.race is "Asian">>
<<set _tempNPC.lastname = $Asianlastname.random(0,4)>>
<<elseif _tempNPC.race is "Hispanic">>
<<set _tempNPC.lastname = $Latinlastname.random(0,4)>>
<</if>>
<<set _tempNPC.eyes = $eyes.random(0,5)>>
<<set _tempNPC.trait = $trait.random(0,14)>>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.deprev = random(0,5)>>
<<elseif _tempNPC.trait is "Sex Addict">>
<<set _tempNPC.deprev = random(15,30)>>
<<elseif _tempNPC.trait isnot "Prude">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<if _tempNPC.trait is "On the Run">>
<<set _tempNPC.crim = random (0,5)>>
<<elseif _tempNPC.trait isnot "On the Run">>
<<set _tempNPC.crim = random (10,20)>>
<</if>>
<<set _tempNPC.clean to 100>>
<<set _tempNPC.survival = random(10,80)>>
<<set _tempNPC.career = $npccareer.random(0,5)>>
<<if _tempNPC.career is "Nurse">>
<<set _tempNPC.medic = _tempNPC.medic + random(10,20)>>
<<elseif _tempNPC.career is "Camp Follower">>
<<set _tempNPC.medic = _tempNPC.medic + random(5,10)>>
<<set _tempNPC.survival = _tempNPC.survival + random(5,10)>>
<<set _tempNPC.deprev = _tempNPC.deprev + random(0,5)>>
<<elseif _tempNPC.career is "Prostitute">>
<<if _tempNPC.trait is "Prude">>
<<set _tempNPC.trait to "none">>
<<set _tempNPC.deprev = random(5,20)>>
<</if>>
<<set _tempNPC.deprev to _tempNPC.deprev + random(10,15)>>
<</if>>
<<set $FemNPC.push(_tempNPC)>> <<set _tempNPC.name = $girlname.random(0,169)>>
<<set _tempNPC.age = random(18, 27)>>
<<replace "#InvDesc">><<include `$testInv.inv[_i]`>><</replace>>
<<for _i to 0; _i lt $FemNPC.name; _i++>>
<<set _link to $FemNPC.name[_i]>>
<<link _link _link>> <</link>>
<</for>>
<<widget "ListNPCs">>\
<<for _i = 0; _i < $FemNPC.length; _i++>>\
<<capture _i>>\
<<link `$FemNPC[_i].name +" "+ $FemNPC[_i].lastname` "NPCScreen">><<set $npcInspect to _i>><</link>>
<</capture>>\
<</for>>\
<</widget>>\
<<for _i = 0; _i < $FemNPC.length; _i++>>\
<<capture _i>>\
<<link `$FemNPC[_i].name +" "+ $FemNPC[_i].lastname` "NPCPartytalk">><<set $npcInspect to _i>><</link>>
<</capture>>\
<</for>>\
<<if $PartyNPC[$npcInspect].trait is "Gluttonous">>
<<set $food to $food - 1>>
<<set $veg to $veg - 1>>
<</if>><div align ="left">Name: $playername
Cash: $<<= $cash.toFixed(2)>>
Day: <span id="day">$day</span>
Notoriety: $notoriety
Health:
<meter @value="$playerhp" min="0" max="100"></meter>
Energy:
<meter @value="$playerenergy" min="0" max="100"></meter>
Survival: $playersurvival
Medical: $playermedic
Combat: $playercombat
Carpentry: $playercarpet</div>
<<link "Support me on Patreon">><<script>>window.open('https://www.patreon.com/c/benrosewood')<</script>><</link>><<ListNPCs>>Name: <<= $PartyNPC[$npcInspect].name>> <<=$PartyNPC[$npcInspect].lastname>>
Past Career: <<= $PartyNPC[$npcInspect].career>>
<table width =100%><tr>
<td>Trait: <<= $PartyNPC[$npcInspect].trait>>
Health: <<= $PartyNPC[$npcInspect].hp>>
Energy: <<= $PartyNPC[$npcInspect].energy>>
Stress: <<= $PartyNPC[$npcInspect].stress>> </td>
<td>Cleanliness: <<= $PartyNPC[$npcInspect].clean>>
Depravity: <<= $PartyNPC[$npcInspect].deprev>>
Survival: <<= $PartyNPC[$npcInspect].survival>>
Medical: <<= $PartyNPC[$npcInspect].medic>></td>
</tr></table>
<div align="center"><img @src="'images/' + 'neutral/' + $PartyNPC[$npcInspect].image" height="300px" width="auto">
</div>
<<link "Check on someone else">>
<<script>>
Dialog.setup("Party");
Dialog.wiki(Story.get("Party").processText());
Dialog.open();
<</script>>
<</link>>Where do you want to go?
[[Cafe]]
[[Park]]
[[Gym]] <<for _i = 0; _i < $FemNPC.length; _i++>>\'
<<if $FemNPC[_i].location == passage()>>
<<capture _i>>\
<<link `$FemNPC[_i].name +" "+ $FemNPC[_i].lastname` "NPCTalk">><<set $npcInspect to _i>><</link>>
<</capture>>\
<</if>>
<</for>>\You approach the woman, who has <<print $FemNPC[0].haircolour>> coloured hair that has a <<print $FemNPC[0].hair>> style. She looks at you with her <<print $FemNPC[0].eyes>> eyes before saying <<if $FemNPC[0].personality is "shy">>"Oh... Hey there."<<elseif $FemNPC[0].personality is "flirty">>"Mhmm. Hello handsome. <<elseif $FemNPC[0].personality is "classy">>"Well hello there."<<elseif $FemNPC[0].personality is "peppy">>"Oh. Hiya. How's it going?"<</if>>
<<linkappend '"Hey, my name is Ben."'>>
<<run $FemNPC[0].name = $girlname.random(0,168)>>
"<<print $FemNPC[0].name>>."
"A pleasure to meet you."
<<return>>
<</linkappend>>
This is a list of women you can recruit for your travels. You may pick up to four women to accompany you. You will need to recruit a minimum of 1 woman. The more people in your party will mean more people to take care of, but will also mean that you'll have a wider variety of skillsets to deal with the journey ahead.
Each woman will have their own stats and traits. No one woman is the same and some will be objectively better for your party than others.
<<if $partysize lt 4>><<for _i = 0; _i < $FemNPC.length; _i++>>\
<<capture _i>>\
<<if $FemNPC[_i].met isnot true>><<link 'A $FemNPC[_i].career' "NPCPartytalk">><<set $npcInspect to _i>><<set $FemNPC[_i].met to true>><</link>><<elseif $FemNPC[_i].met is true>><<link `$FemNPC[_i].name +" "+ $FemNPC[_i].lastname+" D: "+$FemNPC[_i].deprev+" S: "+$FemNPC[_i].survival+" M: "+$FemNPC[_i].medic` "NPCPartytalk">><<set $npcInspect to _i>><</link>> <</if>>
<</capture>>\
<</for>>\
<<elseif $partysize gte 4>>
Your party is full.
<</if>><<if $partysize gte 1>>
[[Buy stuff for the journey]]
<</if>>
<div align="center"><img @src="'images/' + 'neutral/' + $FemNPC[$npcInspect].image">
</div>
Change? <<listbox "$FemNPC[$npcInspect].image" autoselect>>
<<optionsfrom $imagearray>>
<</listbox>>
[[Reload|NPCPartytalk]]
You approach the woman and ask "Hey there. Are you looking to travel to Oregon?"
"I sure am. I'm <<= $FemNPC[$npcInspect].name>> <<= $FemNPC[$npcInspect].lastname>>."
"And I'm <<print $playername>>."
"A pleasure to meet you."
"Pleasure's all mine."
You continue to talk to the woman. <<if $FemNPC[$npcInspect].career is "none">>
She has no former occupation.
<<elseif $FemNPC[$npcInspect].career is "Nurse">>She was a nurse in the past. (Lowers sickness of other party members when resting)
<<elseif $FemNPC[$npcInspect].career is "Camp Follower">>She was a camp follower, meaning she's likely tended to men before. (Better all round stats)
<<elseif $FemNPC[$npcInspect].career is "Prostitute">>She was a lady of the night. (Higher Starting Depravity)
<<elseif $FemNPC[$npcInspect].career is "Widow">>She was recently widowed. (Higher Immunity)
<<elseif $FemNPC[$npcInspect].career is "Entertainer">>She was an entertainer. (Lowers Stress when resting)
<<elseif $FemNPC[$npcInspect].career is "Vagabond">>She is a vagabond. (Reduced stress gained)
<</if>>
Depravity: $FemNPC[$npcInspect].deprev
Survival: $FemNPC[$npcInspect].survival
Medical: $FemNPC[$npcInspect].medic
<<if $FemNPC[$npcInspect].trait is "none">>
There's nothing else that stands out about the woman.
<<elseif $FemNPC[$npcInspect].trait is "Bipolar">>
The woman seems rather flippant. She might have some difficulty maintaining her composure during the journey.
<<elseif $FemNPC[$npcInspect].trait is "Calm">>
The woman comes across as relaxed.
<<elseif $FemNPC[$npcInspect].trait is "Anxious">>
The woman seems rather anxious.
<<elseif $FemNPC[$npcInspect].trait is "Alcoholic">>
You can't help but notice the woman reeks of alcohol. She might be a bit of a drinker.
<<elseif $FemNPC[$npcInspect].trait is "Sickly">>
The woman coughs as you talk to her. She might not last long on the trail.
<<elseif $FemNPC[$npcInspect].trait is "Healthy">>
The woman seems really healthy.
<<elseif $FemNPC[$npcInspect].trait is "Prude">>
The woman seems like she's rather prudish. She might never truly open up.
<<elseif $FemNPC[$npcInspect].trait is "Gluttonous">>
The woman has a bit of food on her clothes. Maybe she eats a lot.
<<elseif $FemNPC[$npcInspect].trait is "Illiterate">>
The woman does not seem well educated and likely cannot read.
<<elseif $FemNPC[$npcInspect].trait is "Bookworm">>
The woman holds a book in her hand. You figure she's an avid reader.
<<elseif $FemNPC[$npcInspect].trait is "Sex Addict">>
Inadvertedly, the woman seems to discuss some of her sexual activity. She may be rather promiscuous.
<<elseif $FemNPC[$npcInspect].trait is "Fertile">>
There's nothing else that stands out about the woman.
<<elseif $FemNPC[$npcInspect].trait is "Infertile">>
There's nothing else that stands out about the woman.
<<elseif $FemNPC[$npcInspect].trait is "On the Run">>
Behind the woman is a wanted poster. There is a good chance there's a bounty on her head.
<</if>><<if $FemNPC[$npcInspect].price is 1>>
<<link[[Recruit |previous()]]>>
<<set $PartyNPC.push ($FemNPC[$npcInspect])>>
<<set $FemNPC.delete ($FemNPC[$npcInspect])>>
<<set $partysize to $partysize + 1>>
<<set $partymemberrecruit to $partymemberrecruit + 1>>
<</link>>
<<elseif $FemNPC[$npcInspect].price is 2>>
She will join you for $<<print $FemNPC[$npcInspect].pricetojoin>>.
<<if $cash gte $FemNPC[$npcInspect].pricetojoin>>
<<link[[Recruit |previous()]]>>
<<set $cash to $cash - $FemNPC[$npcInspect].pricetojoin>>
<<set $PartyNPC.push ($FemNPC[$npcInspect])>>
<<set $FemNPC.delete ($FemNPC[$npcInspect])>>
<<set $partymemberrecruit to $partymemberrecruit + 1>>
<<set $partysize to $partysize + 1>>
<</link>>
<<elseif $FemNPC[$npcInspect].pricetojoin gte $cash>>
You cannot afford to recruit <<= $FemNPC[$npcInspect].name>> <<= $FemNPC[$npcInspect].lastname>>.
<</if>><</if>>
<<return "Think about it">>Now that you've assembled your party, you head to the General Store. There are certain things you'll need to keep in mind, such as:
*Out on the trail, the price and stock of items will fluctuate randomly. Certain days certain items will be worth more. It is best you stock up now.
*You can only carry a maximum of 2500 pounds, but it is best if you keep your load down under 2000 pounds. Going above 2000 pounds will lead to more strain on your wagon.
*The more oxen you have, the less burden they will feel. You only need one Oxen, but that Oxen can only carry 1700 pounds and will be incredibly strained. Also keep in mind that Oxen can be killed during your journey.
*You will need plenty of food for your journey. You can hunt, fish, and forage throughout your journey, but those activities come with their own risks and may not be enough to sustain your entire party.
*Spare parts can be helpful on the trail, as you won't likely come across any spares. You can attempt to repair without spare parts, but it will be much less reliable, especially with a low carpentry skill.
*You should heavily consider purchasing a rifle and some ammo. This will help you protect yourself on the trail and hunt for food.
*Other items may not be essential, but can be useful for the purposes of trade, survival, morale, or combat.
<<set $Rations to "Full">>
[[Buy Items|Shopstart2]]
<<nobr>><<set $oxenstock to 10>>
<<set $sparestock to 3>>
<<run $FemNPC.deleteAt(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15)>><</nobr>>Welcome to The Whore Goin' Trail.
This game is intended for adults over 18+. It contains adult situations and sexual content not suitable to minors, such as:
* Violence
* The hunting and harvesting of animals
* Sexual themes and prostitution
* Crime and robbery
This game is not meant to be a historically accurate simulator. It is a game and is unrealistic. I do not condone any illegal activty portrayed in game and merely wish to give players opportunity to engage with a world I've created.
You are currently playing a test build. All content in the game is subject to change in future builds and may not be around in the next build.
[[Yes]]
<<link "No">><<script>>window.close()<</script>> <</link>>You are planning on travelling to the state of Oregon to join the Council of Pimps. To do so, you will need to prove that you can pimp walk among the true players. First, you'll have to gather the finest women you can find here in the city of Costa Rosa.
Once you have selected your hoes, you will then have the opportunity to purchase supplies for your journey. How much you spend is up to you, but you may want to keep some money for the journey. After that's done, you will have to face the trail, which is fraught with as much opportunity as it is danger.
Before all that, we'll need to figure out just exactly who you are...
<<listbox "$playerbkgd" autoselect>>
<<option "Pimp (Boosts party depravity when resting)" Pimp>>
<<option "Outdoorsman (Higher Survival)" Outdoorsman>>
<<option "Doctor (Higher Medical)" Doctor>>
<<option "Carpenter (Higher Carpentry Skill)" Carpenter>>
<<option "Lawyer (More starting cash)" Lawyer>>
<<option "Entertainer (Morale boosts when resting)" Entertainer>>
<<option "Soldier (Higher combat and survival)" Soldier>>
<<option "Fisherman (Guaranteed success and higher amount of fish caught during fishing)" Fisherman>>
<</listbox>>
[[Welcome to the trail, Pimp|Test B1]]
<<nobr>><<AddFemNPC>><<AddFemNPC>><<AddFemNPC>><<AddFemNPC>><<AddFemNPC>><<AddFemNPC>><<AddFemNPC>><<AddFemNPC>><<AddFemNPC>><<AddFemNPC>><</nobr>>
<<nobr>>
<<if $playerbkgd is "Lawyer">>
<<set $cash to $cash + 200>>
<<elseif $playerbkgd is "Outdoorsman">>
<<set $playersurvival to $playersurvival + 30>>
<<elseif $playerbkgd is "Carpenter">>
<<set $playercarpet to $playercarpet + 30>>
<<elseif $playerbkgd is "Doctor">>
<<set $playermedic to $playermedic + 30>>
<<elseif $playerbkgd is "Soldier">>
<<set $playersurvival to $playersurvival + 10>>
<<set $playercombat to $playercombat + 10>>
<<elseif $playerbkgd is "Fisherman">>
<<set $playersurvival to $playersurvival + 10>>
<<set $fishing to $fishing + 1>>
<</if>>
<<goto "Test B">>
<</nobr>>Oxen: $oxen
Food: $food pounds
Spare Parts: $spareparts
Gold: $gold grams
Pelts: $pelts pounds
Medicine: $meds
Alcohol: $alcohol
Rifles: $rifle
Bullets $bullet
Fishing Kits: $fishing
Camera: $camera
Photo Paper: $photopaper
Erotic Photos: $eroticphoto
Nude Photos: $nudephotoPrices in Costa Rosa are often reasonable as supplies are often brought in via the port. Of course, this means you won't get much for selling trade goods here, but you might be able to pick up a bargain before you take on the trail.
<<nobr>><<run _oxensellprice to 5>>
<<set _meatsellprice to 0>>
<<set _vegsellprice to 0>>
<<set _sparepartssellprice to 0>>
<<set _medsellprice to 0>>
<<set _goldsellprice to 0>>
<<set _alcoholsellprice to 0>>
<<set _peltsellprice to 0>>
<<set _riflesellprice to 0>>
<<set _bulletsellprice to 0>>
<<set _fishingsellprice to 0>>
<</nobr>>
<div align='center' style='font-size: 100%;'><<link "Essentials">><<replace "#event">>
<<include "Essentials">>
<</replace>><</link>>|<<link "Valuables">><<replace "#event">>
<<include "Valuables">>
<</replace>> <</link>>|<<link "Supplements">><<replace "#event">>
<<include "Supplements">>
<</replace>> <</link>>|<<link "Tools">><<replace "#event">>
<<include "Tools CostaRosa">>
<</replace>> <</link>>|<<link "Books">><<replace "#event">>
<<include "Book CostaRosa">>
<</replace>><</link>></div>
<div id="event">
<<include "Essentials">>
</div><<if $oxen gte 1>>
[[Travel]]
<<else>>
You need at least one oxen to drag the wagon!
<</if>><<nobr>>
<<run _oxensellprice to 5>>
<<set _meatsellprice to 0>>
<<set _vegsellprice to 0>>
<<set _medsellprice to 0>>
<<set $miles to 100>>
<<set $rest to true>>
<<set $eventex to true>>
<</nobr>>You are attempting to
You can take one of your fellow party members with you whilst the rest watch the caravan
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].survival gte 25>> <<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname` "NPCsurvivaltest">><<set $npcInspect to _i>><</link>>
<</if>> <</capture>>\
<</for>>\
<<set $chance to random(20,100)>><<if $chance lte $playersurvival + $PartyNPC[$npcInspect].survival>>
You find some berries.
<<if $playermedic or $PartyNPC[$npcInspect].medic gte 30>>
You and $PartyNPC[$npcInspect].name are certain the berries are safe to eat.
<<elseif $playermedic or $PartyNPC[$npcInspect].medic lt 30>>
You and $PartyNPC[$npcInspect].name are not sure if the berries are safe to eat.
[[
<</if>>
<<elseif $chance gt $playersurvival + $PartyNPC[$npcInspect].survival>>
You're unable to find any berries.
<</if>>
<<return>>
<<print $playersurvival and $PartyNPC[$npcInspect].survival>>
$chance<<if $destination is "Sutton">><<include "Prostitution Sutton">>
<<elseif $destination is "Avonwick">> <<include "Prostitution Sutton">>
<</if>><<if $chance is 0>>The customer wants a striptease.
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].energy gte 25 and $PartyNPC[_i].hp gte 75 and $PartyNPC[_i].sick is 0>><<if $manlike lt $PartyNPC[_i].clean>> <<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname` "NPCprostsextease">><<set $npcInspect to _i>><<set $cash to $cash + _pay>>
<</link>>
<<elseif $manlike gte $PartyNPC[_i].clean>> <<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>>
<<script>>
Dialog.setup("The client is not interested in this woman");
Dialog.wiki(Story.get("Rejection").processText());
Dialog.open();
<</script>>
<</link>>
<</if>><</if>> <</capture>>\
<</for>>\
<<if $chance2 is 0>><<link [[Suggest he gets a handjob|passage()]]>>
<<set $chance2 to 1>>
<<set _chance1 to random(0,100)>>
<<set _chance2 to random(0,100)>>
<<if _chance1 gte _chance2>>
<<set $chance to 1>>
<<elseif _chance1 lt _chance2>>
<<set $chance to 0>>
<</if>>
<</link>><</if>>
<<set _pay to random(1,2) / 2>>
<<elseif $chance is 1>>The customer wants a handjob.
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].deprev gte 10 and $PartyNPC[_i].energy gte 25 and $PartyNPC[_i].hp gte 75 and $PartyNPC[_i].sick is 0>><<if $manlike lt $PartyNPC[_i].clean>> <<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname` "NPCprostsexhj">><<set $npcInspect to _i>><<set $cash to $cash + _pay>>
<</link>>
<<elseif $manlike gte $PartyNPC[_i].clean>> <<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>>
<<script>>
Dialog.setup("The client is not interested in this woman");
Dialog.wiki(Story.get("Rejection").processText());
Dialog.open();
<</script>>
<</link>>
<</if>><</if>> <</capture>>\
<</for>>
<<if $chance2 is 0>><<link [[Suggest he gets a strip tease|passage()]]>>
<<set $chance2 to 1>>
<<set _chance1 to random(0,100)>>
<<set _chance2 to random(0,100)>>
<<if _chance1 gte _chance2>>
<<set $chance to 0>>
<<elseif _chance1 lt _chance2>>
<<set $chance to 1>>
<</if>>
<</link>><</if>>
<<link [[Suggest he gets a blowjob|passage()]]>>
<<set $chance2 to 1>>
<<set _chance1 to random(0,100)>>
<<set _chance2 to random(0,100)>>
<<if _chance1 gte _chance2>>
<<set $chance to 2>>
<<elseif _chance1 lt _chance2>>
<<set $chance to 1>>
<</if>>
<</link>>
<<set _pay to random(1,3)>>
<<elseif $chance is 2>>The customer wants a blowjob.
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].deprev gte 20 and $PartyNPC[_i].energy gte 25 and $PartyNPC[_i].hp gte 75 and $PartyNPC[_i].sick is 0>><<if $manlike lt $PartyNPC[_i].clean>> <<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname` "NPCprostsexbj">><<set $npcInspect to _i>><<set $cash to $cash + _pay>>
<</link>>
<<elseif $manlike gte $PartyNPC[_i].clean>> <<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>>
<<script>>
Dialog.setup("The client is not interested in this woman");
Dialog.wiki(Story.get("Rejection").processText());
Dialog.open();
<</script>>
<</link>>
<</if>><</if>> <</capture>>\
<</for>>\
<<if $chance2 is 0>><<link [[Suggest he gets a handjob|passage()]]>>
<<set $chance2 to 1>>
<<set _chance1 to random(0,100)>>
<<set _chance2 to random(0,100)>>
<<if _chance1 gte _chance2>>
<<set $chance to 1>>
<<elseif _chance1 lt _chance2>>
<<set $chance to 2>>
<</if>>
<</link>>
<<link [[Suggest he has sex|passage()]]>>
<<set $chance2 to 1>>
<<set _chance1 to random(0,100)>>
<<set _chance2 to random(0,100)>>
<<if _chance1 gte _chance2>>
<<set $chance to 3>>
<<elseif _chance1 lt _chance2>>
<<set $chance to 2>>
<</if>>
<</link>><</if>>
<<set _pay to random(2,5)>>
<<elseif $chance is 3>>The customer wants to have sex.
<<set _pay to random(10,20)>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].deprev gte 50 and $PartyNPC[_i].energy gte 25 and $PartyNPC[_i].hp gte 75 and $PartyNPC[_i].sick is 0>> <<if $manlike lt $PartyNPC[_i].clean>> <<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname` "NPCprostsex">><<set $npcInspect to _i>><<set $cash to $cash + _pay>>
<</link>>
<<elseif $manlike gte $PartyNPC[_i].clean>><<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>> <<script>>
Dialog.setup("The client is not interested in this woman");
Dialog.wiki(Story.get("Rejection").processText());
Dialog.open();
<</script>><</link>>
<</if>><</if>> <</capture>>\
<</for>>\
<<if $chance2 is 0>><<link [[Suggest he gets a blowjob|passage()]]>>
<<set $chance2 to 1>>
<<set _chance1 to random(0,100)>>
<<set _chance2 to random(0,100)>>
<<if _chance1 gte _chance2>>
<<set $chance to 2>>
<<elseif _chance1 lt _chance2>>
<<set $chance to 3>>
<</if>><</link>><</if>>
<</if>>
[[Tell the man to leave|previous()][$proscustomer to $proscustomer - 1]]
<<set $chance to random(0,6)>>
<div align="center"><img @src="'images/' + 'handjob/' + $PartyNPC[$npcInspect].image">
</div>
<<= $PartyNPC[$npcInspect].name>> <<= $PartyNPC[$npcInspect].lastname>> takes the man back to the wagon. There, they proceed to have relations.
<<if $chance lte 3>>
<<if $destination is "Sutton" or $destination is "Avonwick">>
[[Continue|Test Prostitution]]
<<elseif $destination is "Fort Mercer">>
[[Continue|Prostitution Fort Mercer2]]
<</if>><<elseif $chance is 4>>
The customer was rather rude towards her. <<set $PartyNPC[$npcInspect].stress to Math.clamp($PartyNPC[$npcInspect].stress + random(2,4), 0, 100)>>
<<if $destination is "Sutton" or $destination is "Avonwick">>
[[Continue|Test Prostitution]]
<<elseif $destination is "Fort Mercer">>
[[Continue|Prostitution Fort Mercer2]]
<</if>><<elseif $chance is 5>>
The customer complimented her skills. <<set $PartyNPC[$npcInspect].stress to Math.clamp($PartyNPC[$npcInspect].stress - random(3,5), 0, 100)>>
<<if $destination is "Sutton" or $destination is "Avonwick">>
[[Continue|Test Prostitution]]
<<elseif $destination is "Fort Mercer">>
[[Continue|Prostitution Fort Mercer2]]
<</if>><<elseif $chance is 6>>
<<if $destination is "Sutton" or $destination is "Avonwick">>
[[Continue|Test Prostitution]]
<<elseif $destination is "Fort Mercer">>
[[Continue|Prostitution Fort Mercer2]]
<</if>><</if>>
<<nobr>>
<<set $proscustomer to $proscustomer - 1>>
<<set $PartyNPC[$npcInspect].deprev to Math.clamp($PartyNPC[$npcInspect].deprev + random(2,4), 0, 100)>>
<<set $PartyNPC[$npcInspect].energy to Math.clamp($PartyNPC[$npcInspect].energy - random(2,5), 0, 100)>>
<<set $PartyNPC[$npcInspect].clean to $PartyNPC[$npcInspect].clean - Math.clamp(random(1,4), 0, 100)>>
<<set $chance2 to 0>>
<</nobr>><div align="center"><img @src="'images/' + 'sex/' + $PartyNPC[$npcInspect].image">
</div>
<<= $PartyNPC[$npcInspect].name>> <<= $PartyNPC[$npcInspect].lastname>> takes the man back to the wagon. There, they proceed to have relations.
<<if $chance lte 3>>
<<if $destination is "Sutton" or $destination is "Avonwick">>
[[Continue|Test Prostitution]]
<<elseif $destination is "Fort Mercer">>
[[Continue|Prostitution Fort Mercer2]]
<</if>><<elseif $chance is 4>>
The customer was rather rude towards her. <<set $PartyNPC[$npcInspect].stress to Math.clamp($PartyNPC[$npcInspect].stress + random(2,4), 0, 100)>>
<<if $destination is "Sutton" or $destination is "Avonwick">>
[[Continue|Test Prostitution]]
<<elseif $destination is "Fort Mercer">>
[[Continue|Prostitution Fort Mercer2]]
<</if>><<elseif $chance is 5>>
The customer complimented her skills. <<set $PartyNPC[$npcInspect].stress to Math.clamp($PartyNPC[$npcInspect].stress - random(3,5), 0, 100)>>
<<if $destination is "Sutton" or $destination is "Avonwick">>
[[Continue|Test Prostitution]]
<<elseif $destination is "Fort Mercer">>
[[Continue|Prostitution Fort Mercer2]]
<</if>><<elseif $chance is 6>>
The customer blew his load early.
<<set $PartyNPC[$npcInspect].energy to Math.clamp($PartyNPC[$npcInspect].energy + 20, 0 , 100)>>
<<if $destination is "Sutton" or $destination is "Avonwick">>
[[Continue|Test Prostitution]]
<<elseif $destination is "Fort Mercer">>
[[Continue|Prostitution Fort Mercer2]]
<</if>><</if>>
<<nobr>>
<<set $proscustomer to $proscustomer - 1>>
<<set $PartyNPC[$npcInspect].deprev to Math.clamp($PartyNPC[$npcInspect].deprev + random(2,4), 0, 100)>>
<<set $PartyNPC[$npcInspect].energy to Math.clamp($PartyNPC[$npcInspect].energy - random(25,50), 0 , 100)>>
<<set $PartyNPC[$npcInspect].clean to $PartyNPC[$npcInspect].clean - Math.clamp(random(5,10), 0, 100)>>
<<set $chance2 to 0>>
<</nobr>><div align="center"><img @src="'images/' + 'blowjob/' + $PartyNPC[$npcInspect].image">
</div>
<<= $PartyNPC[$npcInspect].name>> <<= $PartyNPC[$npcInspect].lastname>> takes the man back to the wagon. There, they proceed to have relations.
<<if $chance lte 3>>
<<if $destination is "Sutton" or $destination is "Avonwick">>
[[Continue|Test Prostitution]]
<<elseif $destination is "Fort Mercer">>
[[Continue|Prostitution Fort Mercer2]]
<</if>><<elseif $chance is 4>>
The customer was rather rude towards her. <<set $PartyNPC[$npcInspect].stress to Math.clamp($PartyNPC[$npcInspect].stress + random(2,4), 0, 100)>>
<<if $destination is "Sutton" or $destination is "Avonwick">>
[[Continue|Test Prostitution]]
<<elseif $destination is "Fort Mercer">>
[[Continue|Prostitution Fort Mercer2]]
<</if>><<elseif $chance is 5>>
The customer complimented her skills. <<set $PartyNPC[$npcInspect].stress to Math.clamp($PartyNPC[$npcInspect].stress - random(3,5), 0, 100)>>
<<if $destination is "Sutton" or $destination is "Avonwick">>
[[Continue|Test Prostitution]]
<<elseif $destination is "Fort Mercer">>
[[Continue|Prostitution Fort Mercer2]]
<</if>><<elseif $chance is 6>>
The customer came all over her face.
<<set $PartyNPC[$npcInspect].clean to $PartyNPC[$npcInspect].clean - Math.clamp(random(7,12), 0, 100)>>
<<if $destination is "Sutton" or $destination is "Avonwick">>
[[Continue|Test Prostitution]]
<<elseif $destination is "Fort Mercer">>
[[Continue|Prostitution Fort Mercer2]]
<</if>><<nobr>>
<<if $PartyNPC[$npcInspect].trait is "Sex Addict" or $PartyNPC[$npcInspect].deprev gte 65>>
<<set $PartyNPC[$npcInspect].stress to Math.clamp($PartyNPC[$npcInspect].stress - random(0,2), 0, 100)>>
<<elseif $PartyNPC[$npcInspect].trait is "Prude">>
<<set $PartyNPC[$npcInspect].stress to Math.clamp($PartyNPC[$npcInspect].stress + random(2,4), 0, 100)>>
<<elseif $PartyNPC[$npcInspect].trait isnot "Prude">>
<<set $PartyNPC[$npcInspect].stress to Math.clamp($PartyNPC[$npcInspect].stress + random(0,2), 0, 100)>>
<</if>><</nobr>>
<</if>>
<<nobr>>
<<set $proscustomer to $proscustomer - 1>>
<<set $PartyNPC[$npcInspect].deprev to Math.clamp($PartyNPC[$npcInspect].deprev + random(2,4), 0, 100)>>
<<set $PartyNPC[$npcInspect].energy to Math.clamp($PartyNPC[$npcInspect].energy - random(2,5),0, 100)>>
<<set $PartyNPC[$npcInspect].clean to $PartyNPC[$npcInspect].clean - Math.clamp(random(3,5), 0, 100)>>
<<set $chance2 to 0>>
<</nobr>><<set $pounds to 180 + ($partysize * 120) + $food + ($spareparts * 10) + ($alcohol * 0.2) + ($gun * 10) + ($meds * 0.1) + ($sexbook * 0.5) + ($jokebook * 0.5) + ($playersurvivalbook * 0.5) + ($bullet * 0.03) + $pelts + ($gold / 450)>>
<<if $playerenergy lt 0>>
<<set $playerenergy to 0>>
<</if>>
<<if $playerhp lte 0 and $death isnot true>>
<<goto "Death Screen">>
<</if>>
<<set $sickness to Math.clamp($sickness, 0, 9999)>>
<<if $day gte $daycheck>>
<<eod>>
<<set $daycheck to $day>>
<</if>>
<<if $playerenergy gte 100>>
<<set $playerenergy to 100>>
<</if>>
<<for _rip = 0; _rip < $PartyNPC.length; _rip++>>\
<<capture _rip>>\
<<if $PartyNPC[_rip].energy gte 100>>
<<set $PartyNPC[_rip].energy to 100>>
<</if>>
<<if $PartyNPC[_rip].hp gte 100>>
<<set $PartyNPC[_rip].hp to 100>>
<</if>>
<</capture>>
<</for>>
<<set $partysize to $PartyNPC.length>><span id="countdown"><<travel>>
</span> <<if $rest isnot true>>
<<if $autonotice is true>>Travel is automated so all you need to do is wait.
<<link "Got it">><<set $autonotice to false>><<goto "Travel">><</link>><</if>>
<<elseif $rest is true>> <<include "Break">><</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].hp lte 0>>
<<goto "Death Travel">>
<</if>>
<</capture>>\
<</for>>\
<<nobr>>
<<silently>>
<<if $wagonhealth is 0>>
<<goto "Wagon Break">>
<</if>>
<<repeat 5s>><<set _healthpenalty to 0>>
<<eod>>
<<if $destination is "Sutton">>
<<set $sickness to random(10,62)>>
<<elseif $destination is 2>>
<<set $sickness to random(30,80)>>
<</if>><<if $eventex isnot true>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Calm">>
<<set $PartyNPC[_].stress to $PartyNPC[_].stress + random (-2, 0)>>
<</if>>
<<if $PartyNPC[_i].trait is "Anxious">>
<<set $PartyNPC[_].stress to $PartyNPC[_].stress - random (0,2)>>
<</if>>
<<if $PartyNPC[_i].trait is "Bipolar">>
<<set $PartyNPC[_].stress to $PartyNPC[_].stress + random (-2,2)>>
<</if>>
<</capture>>\
<</for>>\
<<fatigue>>
<<if $rations is "Full">>
<<if $food gte 1.5 * ($partysize + 1)>>
<<set $sickness to $sickness - random(3,5)>>
<<set $food to Math.clamp($food - 1.5 * ($partysize + 1), 0, 99999)>>
<<set _energypenalty to random(0, -3)>>
<<set _stresspenalty to 0>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<elseif $food is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<elseif $food lt 1.5 * ($partysize + 1)>>
<<set $food to 0>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Gluttonous">>
<<set $food to Math.clamp($food - 0.5, 0, 99999)>>
<<if $food is 0>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<</if>>
<</if>>
<</capture>>\
<</for>>\
<<elseif $rations is "Meager">>
<<set _energypenalty to random(0,2)>>
<<set _stresspenalty to 0>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<if $food gte 1 * ($partysize + 1)>>
<<set $food to Math.clamp($food - 1 * ($partysize + 1), 0, 99999)>>
<<set $sickness to $sickness - random(1,2)>>
<<elseif $food is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<elseif $food lt 1 * ($partysize + 1)>>
<<set $food to 0>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Gluttonous">>
<<set $food to Math.clamp($food - 0.5, 0, 99999)>>
<<if $food is 0>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<</if>>
<</if>>
<</capture>>\
<</for>>\
<<elseif $rations is "Bare Minimum">>
<<set _energypenalty to random(2,5)>>
<<set _stresspenalty to random(1,3)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<if $food gte 0.5 * ($partysize + 1)>>
<<set $food to Math.clamp($food - 0.5 * ($partysize + 1), 0, 99999)>>
<<elseif $food is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<elseif $food lt 0.5 * ($partysize + 1)>>
<<set $food to 0>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Gluttonous">>
<<set $food to Math.clamp($food - 0.5, 0, 99999)>>
<<if $food is 0>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<</if>>
<</if>>
<</capture>>\
<</for>>\
<</if>>
<<if $speed is "Demanding">>
<<set $wagonhealth to Math.clamp($wagonhealth - random(1,4), 0, 100)>>
<<set $miles to $miles - random(25,30)>>
<<set $day to $day + 1>>
<<set _energypenalty to random(0,3)>>
<<set _stresspenalty to random(4,8)>>
<<set _cleanpenalty to random(0,3)>>
<<EnergyLoss>>
<<elseif $speed is "Brisk">>
<<set $wagonhealth to Math.clamp($wagonhealth - random(0,1), 0, 100)>>
<<set $miles to $miles - random(20,25)>>
<<set $day to $day + 1>>
<<set _energypenalty to random(0,1)>>
<<set _stresspenalty to random(2,5)>>
<<set _cleanpenalty to random(0,1)>>
<<EnergyLoss>>
<<elseif $speed is "Relaxed">>
<<set $miles to $miles - random(15,20)>>
<<set $day to $day + 1>>
<<set _energypenalty to 0>>
<<set _stresspenalty to random(0,3)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<</if>> <<if $huntbreak eq $day>>
<<set $miles to $miles + random(2,3)>>
<</if>>
<<if $foragebreak eq $day>>
<<set $miles to $miles + random(2,3)>>
<</if>>
<<if $fishbreak is true>>
<<set $miles to $miles + random(2,3)>>
<</if>>
<<if $miles gt 0>><<goto "Travel">>
<<replace "#countdown">><<travel>> <</replace>>
<<elseif $miles lte 0>>
<<set $miles to 0>>
<<goto "Location Hub">>
<</if>>
<<if $eventex is true>>
<<stop>>
<</if>>
<<set _event to random(1,100)>>
<<if _event gte 90>>
<<set $chance to random(1, 20)>>
<<goto "Event">>
<</if>>
<</if>>
<<if $playerpoison gt 0>>
<<set $playerhp to $playerhp - random(5,20)>>
<</if>>
<</repeat>>
<</silently>>
<<if $pounds gte 3500 or $oxen is 1 and $pounds gte 1700>>
<<set $eventex to true>>
<<script>>
Dialog.setup("Too Heavy");
Dialog.wiki(Story.get("Too Heavy").processText());
Dialog.open();
<</script>>
<</if>>
<</nobr>>
You have decided to take a moment to pause from your travels.
<<nobr>>
<<if $destination is 2 and $miles lt 25>>
<<set _nearwater to true>>
<<elseif $destination is "Avonwick" and $miles gte 25>>
<<set _nearwater to true>>
<</if>><</nobr>>
You are currently travelling at a <<listbox "$speed" autoselect>>
<<option "Relaxed">>
<<option "Brisk">>
<<option "Demanding">>
<</listbox>>pace and are eating <<listbox "$rations" autoselect>>
<<option "Full">>
<<option "Meager">>
<<option "Bare Minimum">>
<</listbox>> rations.
You can rest for <<numberbox "_rest" 0>> days. <<link "Rest">>
<<if _rest lte 0>>
<<script>>
Dialog.setup("Rest Warning");
Dialog.wiki(Story.get("Rest Warning").processText());
Dialog.open();
<</script>>
<<else>>
<<Rest>>
<<goto "Travel">>
<</if>>
<</link>>
<<link "Take some supplements">>
<<script>>
Dialog.setup("You are taking some supplements");
Dialog.wiki(Story.get("Player Take").processText());
Dialog.open();
<</script>>
<</link>>
<<if _nearwater is true and $fishing gte 1>>
You may also go hunting or fishing, assuming you have the right equipment.
<<elseif _nearwater isnot true>>
You may also go hunting or attempt to go foraging.
<</if>>
<<if $playerenergy gte 10 and $fishbreak isnot true and $fishing gte 1 and _nearwater is true>>
[[Go fishing][$fishbreak to true]]
<<nobr>><<set $huntprey.prey = []>><</nobr>>
<</if>><<if $bullet is 0>>You have no bullets.
<<elseif $rifle is 0>>You need a rifle to go hunting.
<<elseif $huntbreak eq $day>>You've already hunted today..
<<elseif $playerenergy lt 25>>You're too tired to hunt.
<<elseif $playerenergy gte 25 and $huntbreak neq $day>><<link [[Hunt]]>><<set $huntbreak to $day>>
<</link>><</if>>
<<if $playerenergy gte 25 and $foragebreak neq $day>><<link "Forage">>
<<set $foragebreak to $day>>
<<goto "Forage">>
<</link>><<elseif $playerenergy lt 25>>You're too tired to forage.
<<elseif $foragebreak eq $day>>You've already foraged at this location.<</if>>
Finally, you can talk to your party members if you wish.
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>><<set $npcInspect to _i>>
<<set $npcInspect to _i>>
<<goto "Talk to NPC">>
<</link>>
<</capture>><</for>><<if $destination is "Sutton">><<include "Sutton">>
<<set $miles to 174>>
<<elseif $destination is 2>><<include "Avonwick River Crossing">>
<<set $miles to 42>>
<<elseif $destination is "Avonwick">> <<include "Avonwick">>
<<set $miles to 201>>
<<elseif $destination is "Fort Mercer">> <<include "Fort Mercer">>
<<set $miles to 118>><<set $officerpros to random(1,3)>>
<</if>>
<<set $huntcount to 0>>Oxen cost $20 . <<listbox "_oxenprice" autoselect>>
<<option 1>>
<<option 2>>
<<option 3>>
<<option 4>>
<<option 5>>
<<option 6>>
<<option 7>>
<<option 8>>
<</listbox>> <<link "Buy Oxen">> <<set $oxen to _oxenprice + $oxen>><<set $cash to $cash - 20 * _oxenprice>><<goto "Untitled Passage 1">><</link>>
25 pounds of meat costs $1 <<listbox "_meatsellprice" autoselect>>
<<option 25>>
<<option 50>>
<<option 75>>
<<option 100>>
<<option 125>>
<<option 150>>
<<option 175>>
<<option 200>>
<</listbox>> <<link "Buy Meat">> <<set $food to _meatsellprice + $food>><<set $cash to $cash - 1 * ( _meatsellprice / 25)>><<goto "Untitled Passage 1">><</link>>
25 pounds of dried food costs $1 <<listbox "_vegsellprice" autoselect>>
<<option 25>>
<<option 50>>
<<option 75>>
<<option 100>>
<<option 125>>
<<option 150>>
<<option 175>>
<<option 200>>
<</listbox>> <<link "Buy food">> <<set $veg to _vegsellprice + $veg>><<set $cash to $cash - 1 *( _vegsellprice / 25)>><<goto "Untitled Passage 1">><</link>>
<<if $JOBCYCLE isnot 1>><<set $sparestock to 3>> <<set $JOBCYCLE to 1>><</if>>
You manage to get yourself lost and lose _chance days trying to find your way back.
[[Get back on the trail|Travel]]
<<nobr>>
<<set _rest to _chance>>
<<Rest>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>
<<capture _i>>
<<set $PartyNPC[_i].stress to $PartyNPC[_i].stress + (random(10,12) * _chance)>>
<</capture>>
<</for>>
<<Vagabond>>
<</nobr>>During your travels, you decide to take a piss break. That break soon turns sour when a snake decides to bite your 'snake'.
<<set $playerpoison to random(30,50)>>
After letting out a pained scream, you decide what to do next.
<<if $meds gte 1>>
[[Take some medicine|Snake Bite Antitoxin]]
<</if>><<if $partysize gte 1>>
[[Call one of your party members for help|Snake Bite Girl Help]]
<</if>>
[[Ignore it and continue|Travel]]Who would you like to have help you?
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<link [[$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname|Snake Bite Girl Help 2]]>><<set $npcInspect to _i>><</link>>
<</capture>>\
<</for>>\ <<= $PartyNPC[$npcInspect].name>><<= $PartyNPC[$npcInspect].lastname>> comes over, before asking "What's the problem?"
You turn around, showing her exactly what the problem is.
"Oh... Oh dear."
<<if $PartyNPC[$npcInspect].survival gte 30>>
[['"Let me gather up some herbs."'|Snake Bite Girl Help Survival]]
<</if>><<if $PartyNPC[$npcInspect].deprev gte 30>>
[['"Well, I might be able to suck the poison out."'|Snake Bite Girl Help BJ]]
<</if>>
[["Uh... I don't know if I can do anything for that..."'|Travel]]<div align="center"><img @src="'images/' + 'bjpov/' + $PartyNPC[$npcInspect].image">
</div>
<<= $PartyNPC[$npcInspect].name>> drops down to her knees before sealing her lips around the wound. After sucking, she spits out some of the snake's venom. Obviously, you can't help but smile as she 'helps' you.
<<set $playerpoison to Math.clamp($playerpoison - $PartyNPC[$npcInspect].deprev, 0, 100)>>
Once <<= $PartyNPC[$npcInspect].name>> is done taking care of you, you find yourself with a stiff cock.
[['"Can you take care of that too?"'|Snake Bite Girl Help BJ 2]]
[[Get back on the trail|Travel]]<<if $PartyNPC[$npcInspect].deprev lt 30>>"Ugh. No thanks."
<<if $playerpoison gte 0>>Not only are you somewhat disappointed, but you also get a feeling you should take some medicine to make sure you're fully cured.<</if>>
[['"Aww... Dangit"'|Travel]]
<<elseif $PartyNPC[$npcInspect].deprev gte 30>>"Sure, okay."
<<print $PartyNPC[$npcInspect].name>> seals her lips around your tip and begins sucking once more. This time you let out a pleasured moan as you indulge in <<print $PartyNPC[$npcInspect].name>>'s efforts to pleasure you.
<<linkappend "Let her continue">>Rather than disturb <<print $PartyNPC[$npcInspect].name>>, you let her continue. Her head bobs up and down your length at a frantic pace, seemingly eager to satisfy your needs.
It's not long before her efforts bear fruit, causing a drip of precum to hit her tongue. Eventually, you can no longer hold your load, and shoot your seed down <<print $PartyNPC[$npcInspect].name>>'s throat, forcing her to swallow every drop.
Now done, the two of you head back to the caravan. <<if $playerpoison gte 0>>Although that felt good, you get a feeling you should take some medicine to make sure you're fully cured.<</if>>
[[Well that sucked in more ways than one|Travel]]
<<nobr>>
<<set $PartyNPC[$npcInspect].deprev to $PartyNPC[$npcInspect].deprev + random(3,5)>>
<<set $playerenergy to $playerenergy - 10>>
<</nobr>><</linkappend>>
<</if>>You have too much weight and need to drop some items before you can continue.How long would you like to rest?
<<link "Rest">>
<<goto "Travel">>
<<set $restcycle to true>>
<<script>>
Dialog.close();
<</script>>
<</link>>You find an abandoned wagon.
<<link [[Check it out|Abandoned Wagon 2]]>>
<<set $chance to random(1,100)>>
<</link>>
<<link [[Leave it|Travel]]>>
<</link>>You approach the wagon to see if there's anything <<linkappend "inside of it.">>
<<if $chance lt 25>>
It looks like someone must've gotten to this wagon before you did.
[[Bummer|Travel]]
<<elseif $chance lt 50>>
You think you can salvage some spare parts from the wagon.
<<link [[Do it|You try to salvage some parts]]>>
<<set $chance to random(1,30)>>
<</link>>
<<if $partysize gte 1>>
[[Ask for help|Abandoned Wagon spareparts help1]]
<</if>>
<<link [[Leave it alone|Travel]]>>
<</link>>
<<elseif $chance lt 80>>
You find some items.
[[Time to loot|Abandon Wagon Loot]]
[[Leave it|Travel]]
<<elseif $chance gte 80>>
You find a snake was sleeping under the remains of the wagon. It's now hissing at you, ready to strike.
[[Leave it alone|Travel]]
<<link [[Kill it|Abandon Wagon Snake 1]]>>
<</link>>
<</if>>
<</linkappend>>You attempt to salvage <<linkappend "some parts.">>
<<if $chance lte $playercarpet>>
There, you attempt to remove one of the wheels. As you do, the wagon slips, causing it to crush your hand. After letting out a scream of pain, you head back to your wagon.
<<set $playerhp to $playerhp - random(10,15)>>
[[Leave|Travel]]
<<elseif $chance gt $playercarpet>>
There, you attempt to remove one of the wheels. You manage to do so with ease, before taking it back to your wagon.
<<set $spareparts to $spareparts + 1>><<set $playercarpet + random(2,4)>>
[[Leave|Travel]]
<</if>>
<</linkappend>><<nobr>>
<<set $playerenergy to $playerenergy - random(10,15)>>
<</nobr>>Who do you want to join you?
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].energy gte 25>> <<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>><<set $npcInspect to _i>><<goto "Abandoned Wagon spareparts help2">><</link>><</if>>
<</capture>>\<</for>>You grab $chance bullets before heading back to<<link [[your wagon.|Travel]]>><</link>>
<<nobr>>
<<set $bullet to $bullet + $chance>>
<</nobr>>
How would you like to combat the snake?
<<link [[Knife|Abandon Wagon Snake 1Knife]]>>
<</link>>You draw your <<linkappend "knife.">>
<<if $playercombat gte $chance>>
As the snake nears, you take a swing with your knife, lopping its head clean off. With the snake dead, you can now <<link [[loot the wagon.|Abandon Wagon Loot]]>>
<</link>>
<<elseif $playercombat lt $chance>>
As the snake nears, you take a swing and miss. This mean's the snake is able to bite your wrist and inject its venom into you before leaving you to presumably die. All you can do is hope that there's some medicine in the wagon.
<<link [[Loot the wagon|Abandon Wagon Loot]]>>
<</link>>
<<set $playerpoison to random(30,50)>>
<</if>>
<</linkappend>>You have met the fate of many travelers on the trail. You arrive in the town of Sutton.
<<run $FemNPC.deleteAt(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15)>>
[[Keep Travelling|Travel][$destination to 2]]
<<link "Rest here for a night" "Rest Sutton">>
<<set _chance to random(0,8)>>
<<if _chance gte 1>>
<<AddFemNPC>>
<</if>><<if _chance gte 2>>
<<AddFemNPC>>
<</if>><<if _chance gte 3>>
<<AddFemNPC>>
<</if>> <<if _chance gte 4>>
<<AddFemNPC>>
<</if>><<if _chance gte 5>>
<<AddFemNPC>>
<</if>><<if _chance gte 6>>
<<AddFemNPC>>
<</if>><<if _chance gte 7>>
<<AddFemNPC>>
<</if>><<if _chance gte 8>>
<<AddFemNPC>>
<</if>>
<</link>>
<<nobr>>
<<set $oxenprice to random(25,30)>>
<<set $foodprice to random(4,5)>>
<<set $vegprice to random(4,5)>>
<<set $sparepartsprice to 15>>
<<set $medprice to random(2,4)>>
<<set $goldprice to random(6,8)>>
<<set $peltsprice to random(4,5)>>
<<set $rifleprice to random(25, 30)>>
<<set $bulletprice to random(20,30)>>
<<set $fishingprice to random(12,15)>>
<<set $oxenstock to random(0,1)>>
<<set $foodstock to random(100, 1000)>>
<<set $vegstock to random(100,1000)>>
<<set $sparepartstock to random(1,3)>>
<<set $medstock to random(0,20)>>
<<set $goldstock to random(0, 20)>>
<<set $bookstock to random(1,5)>>
<<set $riflestock to random(1,3)>>
<<set $bullettock to random(5, 10)>>
<<set $fishingstock to random(0,3)>>
<<set $otherparties to random(2,5)>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "On the Run">>
<<set $notoriety to $notoriety + random(0,5)>>
<<set $chance to random(1, 80)>>
<</if>>
<<if $PartyNPC[_i].trait is "On the Run" and $chance + $notoriety gte 100>>
<<set $npcInspect to _i>>
<<goto "Bounty">>
<</if>>
<<if $PartyNPC[_i].stress gte 100 and $PartyNPC[_i].relationship lt 25>>
<<set $npcInspect to _i>>
<<script>>
Dialog.setup("A Party Member Has something to say");
Dialog.wiki(Story.get("Girl Leaves").processText());
Dialog.open();
<</script>>
<</if>>
<</capture>>\
<</for>>\
<</nobr>>You decide to spend some time in Sutton. Although it is a small town, it sees a lot of traffic from travelers.
[[Adjust Travel Arrangements|TA Sutton]]
[[Buy something from the shop|Shop Sutton]]
[[See if someone wants to trade|Trade Sutton][$chance to 1]]
<<if $steal neq $day>>
[[Attempt to steal from others|Steal Sutton][$chance to random(0,100)]]
<<elseif $steal eq $day>>
You've already committed an act of theft today.
<</if>>
[[Talk with fellow travelers|Talk Sutton][$chance to random(0,10)]]
[[See if there's any women to recruit|Recruitment Sutton]]
[[Look for some jobs|Jobs Sutton][$chance to 1]]
[[Talk to your companions|TalkParty Sutton]]
<<if $camera gte 1>>
[[Photography|Photography Sutton]]
<</if>>
[[Set up 'business' (Ends the Day)|Prostitution Sutton][$proscustomer to random(5,10)]]
[[Get a full night's rest (Ends the Day)|RestSutton2]]
<<if $notoriety gte 100>>
<<goto "Trouble Sutton">>
<</if>>
There are currently $proscustomer <<if $proscustomer gte 1>>men<<elseif $proscustomer is 1>>man<</if>> interested in your services.
<<if $day lt 14>><<set $chance to random(0,2)>><<else>> <<set $chance to random(0,3)>><</if>><<if $proscustomer gte 1>>
[[Serve man]]
<</if>>
[[End the day]]
<<nobr>>
<<set $manlike to random(0,75)>>
<<set $chance2 to 0>>
<</nobr>>A party of bounty hunters enters Sutton. It appears they may be after you. As they approach, you think of how best to deal with them.
[[
[[
[[
[[<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>><<set $npcInspect to _i>><<script>>
Dialog.setup("Party");
Dialog.wiki(Story.get("NPCScreen").processText());
Dialog.open();
<</script>><</link>>
<</capture>>\
<</for>>\<<= $PartyNPC[$npcInspect].name>> <<= $PartyNPC[$npcInspect].lastname>> is suffering from fatigue. It might be best if you slow down for a bit and rest up.
<<link "Close">> <<script>>Dialog.close(); <</script>> <</link>> <div align = center>[img[images/Cover2.webp]]
</div>This game contains adult themes and is not suitable for those under the age of 18. These themes include:
* Various Sex Acts
* Prostitution
* Crude Humor
* Drug and Alcohol Use
* Survival Situations and Hunting
* Violence including but not limited to: fistfights, stabbings, shootings, and suicides.
* Thievery and other Illegal Activity
All characters depicted in The Whore Goin' Trail are over the age of 18, and any likeness to real persons is purely coincidental. The Whore Goin' Trail is in no way meant to represent historical facts or real survival techniques. It is simply a game world that players can interact with however they may wish to.
<div align = center>
Are you over the age of 18?
[[Yes]]
<<link "No">><<script>>window.close()<</script>> <</link>>
</div><<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>><<set $npcInspect to _i>><<script>>
Dialog.setup("Party");
Dialog.wiki(Story.get("NPCScreen").processText());
Dialog.open();
<</script>><</link>>
Health: <meter @value="$PartyNPC[_i].hp" min="0" max="100"></meter>
Energy: <meter @value="$PartyNPC[_i].energy" min="0" max="100"></meter>
Stress: <meter @value="$PartyNPC[_i].stress" min="0" max="100"></meter>
<<if $PartyNPC[_i].sick gt 0>>SICK<</if>>
<</capture>>\
<</for>>
You decide to ask around if there's anyone around who'd like to trade with you.
<<include "Trade Test2-1">>As a town that is near the start of the trail, Sutton sees plenty of trade. That trade, however, is rarely fair. The shop tends to be well stocked as travelers often sell off what they realise they don't need, leading to a high amount of stock. Don't expect cheap prices either, as merchants are often eager to prey upon unprepared parties.
<<nobr>><<run _oxensellprice to Math.round($oxenprice / 5)>><<set _meatsellprice to 0>><<set _vegsellprice to 0>><<set _medsellprice to 0>>
<<set _goldsellprice to ($goldprice / 4)>>
<<set _alcoholsellprice to 0>>
<<set _peltsellprice to $peltsprice>>
<<set _bulletsellprice to 0>>
<<set _riflesellprice to 0>>
<<set _fishingsellprice to 0>>
<</nobr>>
<div align='center' style='font-size: 100%;'><<listbox "$tattoo" autoselect>>
<<option "Essentials" Essentials>>
<<option "Valuables" Valuables>>
<<option "Supplements" Supplements>>
<<option "Tools" Tools>>
<<option "Books" BooksSutton>>
<</listbox>>
</div>
<span id="tattoo-info">(nothing)</span><<script>>
$(document).one(":passagerender", function (event) {
/* Initial display of text pulled from the "Class Info X" passages. */
$(event.content).find("#tattoo-info").empty().wiki("<<include 'Shop " + State.variables.tattoo + "'>>");
/* Trigger text display upon listbox change. */
$(event.content).find("#listbox-tattoo").on("change", function (event) {
/* Fade out text. */
$("#tattoo-info").fadeOut(500, function () {
/* Update text and then fade it back in. */
$("#tattoo-info").empty().wiki("<<include 'Shop " + State.variables.tattoo + "'>>").fadeIn(500);
});
});
});
<</script>>
[[Sutton|Rest Sutton]]
"Eh... Maybe not her..."You can bring a party member along with you if you wish.
[[Go alone|forage3]]
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].energy gte 25>> <<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>><<set $npcInspect to _i>><<goto "Forage with girl">><</link>><</if>>
<</capture>>\
<</for>> <<nobr>>
<<set $chance to random(0,100)>>
<<set $poisonchance to random(10, 50)>>
<<set $poisonfood to random(0,4)>>
<</nobr>>You call $PartyNPC[$npcInspect].name over to help you forage for some food.
<<if $playersurvival + $PartyNPC[$npcInspect].survival gte $chance>>
The two of you soon find some berries, which you proceed to take a closer look at.
<<if $playersurvival lt $poisonchance and $PartyNPC[$npcInspect].survival lt $poisonchance>>
You inspect the berries.
<<nobr>> <<set $PartyNPC[$npcInspect].survival to $PartyNPC[$npcInspect].survival + random(1,3)>> <<set $playersurvival to $playersurvival + random(1,3)>><</nobr>>
The berries appear to be safe.
<<link "Take the berries">>
<<set $food to $food + _foodamount>>
<<if $poisonfood is 0>>
<<set $poisonveg to true>>
<</if>>
<<goto "Travel">>
<</link>>
<<link "Leave them">>
<<goto "Travel">>
<</link>>
<<elseif $PartyNPC[$npcInspect].survival gte $poisonchance>>
$PartyNPC[$npcInspect].name looks at the berries.
<<if $poisonfood is 0>>
"Don't take those. They're poisonous."
<<nobr>> <<set $PartyNPC[$npcInspect].survival to $PartyNPC[$npcInspect].survival + random(1,3)>> <</nobr>>
<<link "Leave them">>
<<goto "Travel">>
<</link>>
<<elseif $poisonfood gte 1>>
"Those berries are safe to eat."
<<link "Take the berries">>
<<set $food to $food + _foodamount>>
<<if $poisonfood is 0>>
<<set $poisonveg to true>>
<</if>>
<<goto "Travel">>
<</link>>
<<link "Leave them">>
<<goto "Travel">>
<</link>>
<</if>>
<<elseif $playersurvival gte $poisonchance>>
You inspect the berries.
<<if $poisonfood is 0>>
The berries are poisonous.
<<nobr>> <<set $playersurvival to $playersurvival + random(1,3)>><</nobr>>
[[Go back|Travel]]
<<elseif $poisonfood gte 1>>
The berries appear to be safe.
<<link "Take the berries">>
<<set $food to $food + _foodamount>>
<<if $poisonfood is 0>>
<<set $poisonveg to true>>
<</if>>
<<goto "Travel">>
<</link>>
<<link "Leave them">>
<<goto "Travel">>
<</link>>
<</if>><</if>>
<<elseif $chance lt $playersurvival + $PartyNPC[$npcInspect].survival lt $chance>>
Despite your efforts, neither of you find much of anything.
[[Travel]]
<</if>>
<<nobr>>
<<set _foodamount to random(1,10)>>
<<set $PartyNPC[$npcInspect].energy to $PartyNPC[$npcInspect].energy - random(10,15)>>
<<set $playerenergy to $playerenergy - random(10,15)>>
<<set $playersurvival to $playersurvival + 1>>
<<set $PartyNPC[$npcInspect].survival to $PartyNPC[$npcInspect].survival + 1>>
<</nobr>>You forage for berries.
<<if $playersurvival gte $chance>>
You find some berries. <<set $playersurvival to $playersurvival + random(1,2)>>
<<if $playersurvival gte $poisonchance>>
Before taking the berries, you do your best to inspect them. <<set $playersurvival to $playersurvival + random(1,2)>>
<<if $poisonfood is 0>>
They seem safe to eat.
<<link "Take the berries">>
<<set $food to $food + _foodamount>>
<<goto "Travel">>
<<if $poisonfood is 0>>
<<set $poisonveg to true>>
<</if>>
<</link>>
<<link "Leave them">>
<<goto "Travel">>
<</link>>
<<elseif $poisonfood gte 1>>
They seem safe to eat.
<<link "Take the berries">>
<<set $food to $food + _foodamount>>
<<goto "Travel">>
<</link>>
<<link "Leave them">>
<<goto "Travel">>
<</link>>
<</if>>
<<elseif $playersurvival lt $poisonchance>>
You check the berries.
<<if $poisonfood is 0>>
They seem to be poisonous.
<<link "Leave them">>
<<goto "Travel">>
<</link>>
<<elseif $poisonfood gte 1>>
They seem safe to eat.
<<link "Take the berries">>
<<set $food to $food + _foodamount>>
<<if $poisonfood is 0>>
<<set $poisonveg to true>>
<</if>>
<<goto "Travel">>
<</link>>
<<link "Leave them">>
<<goto "Travel">>
<</link>>
<</if>>
<</if>>
<<elseif $playersurvival lt $chance>>
You fail to find any berries. <<set $playersurvival to $playersurvival + 1>>
[[Travel]]
<</if>>
<<nobr>>
<<set _foodamount to random(10,50)>>
<<set $playerenergy to $playerenergy - random(10,15)>>
<</nobr>>You gather your equipment to go out hunting.
[[Go alone|hunting 2]]
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].energy gte 25>> <<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>><<set $npcInspect to _i>><<goto "hunting 2partymember">><</link>><</if>>
<</capture>>\
<</for>>\
<<set $chance to random(0,100)>>
<<set $huntbreak to $day>>You head out to hunt.
<<nobr>>
<<if $playersurvival lt 25>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<elseif $playersurvival lt 50>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<elseif $playersurvival lt 75>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<elseif $playersurvival gte 75>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<</if>>
<<if $huntcount gte 2>>
<<set $huntprey.deleteAt(1)>>
<<elseif $huntcount gte 4>>
<<set $huntprey.deleteAt(0,1)>>
<<elseif $huntprey gte 5>>
<<set $huntprey.deleteAt(0,1,2)>>
<<elseif $huntprey gte 6>>
<<set $huntprey.deleteAt(0,1,2,3)>>
<<elseif $huntprey gte 7>>
<<set $huntprey.deleteAt(0,1,2,3, 4)>>
<</if>>
<</nobr>>
<<for _i = 0; _i < $huntprey.length; _i++>>\
<<capture _i>>\
<<link "$huntprey[_i].prey">>
<<set $chance to random(0,100)>>
<<set $prey to $huntprey[_i].prey>>
<<goto "Hunting 3">>
<</link>>
<</capture>>\
<</for>>\ You take aim at the <<print $prey>>.
<<if $prey is "Rabbit">> <<if $chance gte $playercombat>>
Your bullet flies wide, missing the rabbit, which flees. <<set _meat to 0>><<set _pelt to 0>>
<<elseif $chance lte $playercombat>><<set _meat to random(2,4)>> <<set _pelt to 1>>
Your bullet strikes true, hitting the rabbit. Upon skinning it, you acquire _meat pounds of meat and a pelt that weighs 1 pound.
<<nobr>> <<set $playercombat to $playercombat + random(2,3)>><</nobr>>
<</if>>
<<elseif $prey is "Deer">> <<if $chance gte $playercombat>>
Your bullet flies wide, missing the <<print $prey>> <<set _meat to 0>><<set _pelt to 0>>
<<elseif $chance lt $playercombat>><<set _meat to random(36, 72) + Math.trunc($playersurvival * 0.1)>> <<set _pelt to random(6,8)>>
Your bullet strikes true, hitting the deer in its vital organs. It collapses, so you approach the corpse. Upon skinning it, you acquire <<print _meat>> pounds of meat and a pelt that weighs <<print _pelt>> pounds. <<nobr>>
<<set $playerenergy to $playerenergy - random(4,6)>>
<<nobr>> <<set $playercombat to $playercombat + random(2,3)>><</nobr>>
<</nobr>>
<</if>>
<<elseif $prey is "Snake">><<if $chance gte $playercombat + 10>>
Your bullet flies wide of the snake, who proceeds to bite you. <<set _meat to 0>><<set _pelt to 0>><<set $playerpoison to random(30,50)>>
<<elseif $chance gte $playercombat>>
Your bullet flies wide, missing the <<print $prey>>.<<set _meat to 0>><<set _pelt to 0>>
<<elseif $chance lt $playercombat>>
You hit the snake, killing it in an instant. After skinning it, you get a pound of meat. <<nobr>><<set _meat to 1>><<set _pelt to 0>>
<<set $playercombat to $playercombat + random(2,3)>><</nobr>>
<</if>>
<<elseif $prey is "Bear">><<if $chance gte $playercombat + 10>>
You shoot at the bear, which you miss. Enraged, it now charges at you.
<<run _health to 0>>
<<elseif $chance gt $playercombat>>
You shoot at the bear and miss. Upon hearing the shot, it runs away. <<set _meat to 0>><<set _pelt to 0>>
<<elseif $chance lte $playercombat - 10>>
Your bullet strikes true, causing the bear to collapse. You realise that it'll be too much to carry all that meat and the hide of the creature, so you'll have to compromise and only take one.
<<set _bear to 1>>
<<nobr>>
<<set $playercombat to $playercombat + random(2,3)>>
<<set $playerenergy to $playerenergy - random(5,8)>>
<</nobr>>
<<elseif $chance lte $playercombat>>
You shoot the bear, which keeps coming for you! <<run _health to 0>> <<set _chance to random(50,80)>>
<</if>>
<<elseif $prey is "Buffalo">><<if $chance lt $playercombat>>
Somehow, you miss the buffalo. It runs away, leaving you empty handed. <<set _meat to 0>><<set _pelt to 0>>
<<elseif $chance gte $playercombat>>
Your bullet hits the buffalo, causing it to collapse. You realise that it'll be too much to carry all that meat and the hide of the creature, so you'll have to compromise and only take one.<<nobr>>
<<set $playerenergy to $playerenergy - random(5,8)>>
<<set $playercombat to $playercombat + random(2,3)>><<set _buffalo to 1>>
<</nobr>>
<</if>>
<</if>><<if _bear is 1>>
<<link [[Take the meat|Travel]]>>
<<set _meat to 100>>
<<set $food to $food + _meat>>
<</link>>
<<link [[Take the hide|Travel]]>>
<<set _pelt to random(20, 25)>>
<<set $pelts to $pelts + _pelt>>
<</link>>
<<elseif _buffalo is 1>>
<<link [[Take the meat|Travel]]>>
<<set _meat to 100>>
<<set $food to $food + _meat>>
<</link>>
<<link [[Take the hide|Travel]]>>
<<set _pelt to random(25, 30)>>
<<set $pelts to $pelts + _pelt>>
<</link>>
<<elseif _health isnot 0>>
<<link [[Back to Camp|Travel]]>>
<<set $food to $food + _meat>>
<<set $pelts to $pelts + _pelt>>
<</link>>
<<elseif _health is 0>>
<<link [[Fight for your life]]>>
<<set $chance to _chance>>
<</link>>
<</if>>
<<nobr>>
<<set $playerenergy to $playerenergy - random(10,15)>>
<<set $playersurvival to $playersurvival + random(1,3)>>
<<set $playercombat to $playercombat + 1>>
<<set $huntcount to $huntcount + random(0,1)>>
<<set $bullet to $bullet - 1>>
<<set $huntprey =[]>><</nobr>>
<<run _meat to random(36, 72) + Math.trunc($playersurvival * 0.1)>>
<<print _meat>>You're fighting for your life.
<<if $prey is "Bear">>
The bear swings its claws at you. <<set _playdead to random(0,100)>>
<<set $playerhp to $playerhp - random (25,50)>>
<<link "Play Dead">>
<<if _playdead gte 50>>
<<goto "You're playing dead">>
<<elseif _playdead lt 50>>
<<goto "You're playing deadbad">>
<</if>>
<</link>>
<<link [[Stab it with your knife|Bear Stab]]>>
<<set $chance to random(30, 80) + $playercombat>>
<</link>>
<</if>>
<<nobr>>
<<set $playerenergy to $playerenergy - random(4,6)>>
<</nobr>>You thrust your knife at the bear.
<<if $chance lt 100>>
Upon doing so, you puncture the bear, which continues to <<link [[attack you.|Fight for your life]]>>
<</link>>
<<elseif $chance gte 100>>
Upon doing so, you finally fell the bear, which collapses on top of you. Mustering all of your strength, you push the bear off. After such a fight, you're too worn out to butcher the bear any further. In fact, you need to use your energy to <<link [[head back to camp|Wounded after bear attack]]>>
<<set $chance to random(0,100)>>
<</link>>
<</if>>
<<nobr>>
<<set $playerenergy to $playerenergy - random(20,30)>>
<</nobr>>You play dead, which is convincing enough for the bear to stop attacking you. Once it walks away, you decide to <<link [[do the same.|Travel]]>>
<</link>>You were playing dead, but the bear didn't <<link [[buy it.|Fight for your life]]>>
<</link>>You head back towards your camp...
<<if $playersurvival gte $chance>>
You managed to make it back, albeit worse for wear.
<<link [[Time for some well earned rest.|Travel]]>>
<</link>>
<<elseif $playersurvival lt $chance>>
Despite your best efforts, you struggle to find your camp...
<<if $playerenergy gte 10>>
<<link [[Keep going|Wounded after bear attack]]>>
<<set $chance to $chance - random(10,20)>>
<</link>>
<<elseif $playerenergy lt 10>>
<<link [[You need to rest|Wounded after bear attack Rest]]>>
<</link>>
<</if>>
<<nobr>>
<<set $playerhp to $playerhp - random(1,5)>>
<</nobr>>
<</if>>You take a moment to rest, which is also a moment for you to bleed. You know that you're going to have to summon every ounce of strength to <<link [[get back to camp.|Wounded after bear attack]]>>
<</link>><<nobr>>
<<set $playerenergy to $playerenergy + random(10,15)>>
<<set $playerhp to $playerhp - random(5,10)>>
<</nobr>>You head out to hunt with <<print $PartyNPC[$npcInspect].name>>.
<<nobr>>
<<if $playersurvival + $PartyNPC[$npcInspect].survival lt 25>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<elseif $playersurvival + $PartyNPC[$npcInspect].survival lt 50>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<elseif $playersurvival + $PartyNPC[$npcInspect].survival lt 75>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<elseif $playersurvival + $PartyNPC[$npcInspect].survival gte 75>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<<set _hunt to []>>
<<set _hunt.prey to $hunt.random(0,4)>>
<<set $huntprey.push(_hunt)>>
<</if>>
<<if $huntcount gte 2>>
<<set $huntprey.deleteAt(1)>>
<<elseif $huntcount gte 4>>
<<set $huntprey.deleteAt(0,1)>>
<<elseif $huntprey gte 5>>
<<set $huntprey.deleteAt(0,1,2)>>
<<elseif $huntprey gte 6>>
<<set $huntprey.deleteAt(0,1,2,3)>>
<<elseif $huntprey gte 7>>
<<set $huntprey.deleteAt(0,1,2,3,4)>>
<</if>>
<</nobr>>
<<for _i = 0; _i < $huntprey.length; _i++>>\
<<capture _i>>\
<<link "$huntprey[_i].prey">>
<<set $chance to random(0,100)>>
<<set $prey to $huntprey[_i].prey>>
<<goto "Hunting 3partymember">>
<</link>>
<</capture>>\
<</for>>\ You take aim at the <<print $prey>>.
<<if $prey is "Rabbit">> <<if $chance gte $playercombat>>
Your bullet flies wide, missing the rabbit, which flees. <<set _meat to 0>> <<set _pelt to 0>>
<<elseif $chance lte $playercombat>><<set _meat to random(2,4)>><<set _pelt to 1>>
Your bullet strikes true, hitting the rabbit. Upon skinning it, you acquire _meat pounds of meat.
<<nobr>> <<set $playercombat to $playercombat + random(2,3)>><</nobr>>
<</if>>
<<elseif $prey is "Deer">> <<if $chance gte $playercombat>>
Your bullet flies wide, missing the <<print $prey>> <<set _meat to 0>> <<set _pelt to 0>>
<<elseif $chance lt $playercombat>><<set _meat to random(36, 72) + Math.trunc($playercombat * 0.1)>><<set _pelt to random(8,15)>>
Your bullet strikes true, hitting the deer in its vital organs. It collapses, so you approach the corpse. Upon skinning it, you acquire <<print _meat>> pounds of meat. <<nobr>>
<<set $playerenergy to $playerenergy - random(4,6)>>
<<nobr>> <<set $playercombat to $playercombat + random(2,3)>><</nobr>>
<</nobr>>
<</if>>
<<elseif $prey is "Snake">><<if $chance gte $playercombat + 10>>
Your bullet flies wide of the snake, who proceeds to bite you. <<set _meat to 0>><<set _pelt to 0>><<set $playerpoison to random(30,50)>>
<<elseif $chance gte $playercombat>>
Your bullet flies wide, missing the <<print $prey>>. It proceeds to bite <<print $PartyNPC[$npcInspect].name>>, who screams in pain.<<set _meat to 0>><<set _pelt to 0>><<set $PartyNPC[$npcInspect].sickto random(30,50)>>
<<elseif $chance lt $playercombat>>
You hit the snake, killing it in an instant. After skinning it, you get a pound of meat. <<set _meat to 1>><<set _pelt to 0>>
<<nobr>> <<set $playercombat to $playercombat + random(2,3)>><</nobr>>
<</if>>
<<elseif $prey is "Bear">><<if $chance gte $playercombat + 10>>
You shoot at the bear, which you miss. Enraged, it now charges at you.
<<run _health to 0>>
<<elseif $chance gt $playercombat>>
You shoot at the bear and miss. Upon hearing the shot, it runs away. <<set _meat to 0>><<set _pelt to 0>>
<<elseif $chance lte $playercombat - 10>>
Your bullet strikes true, causing the bear to collapse. You're only able to take 100 pounds of meat from it, but $PartyNPC[$npcInspect].name can help you carry either the animal's pelt, or some more meat.<<set _meat to 100>><<set _bear to 1>>
<<nobr>>
<<set $playerenergy to $playerenergy - random(5,8)>>
<<nobr>> <<set $playercombat to $playercombat + random(2,3)>><</nobr>>
<<set $PartyNPC[$npcInspect].energy to $PartyNPC[$npcInspect].energy - random(5,8)>>
<</nobr>>
<<elseif $chance lte $PartyNPC[$npcInspect].survival>>
You shoot the bear, which decides to charge at <<print $PartyNPC[$npcInspect].name>>! <<set _chance to random(50,80)>> <<set _womanattack to true>> <<set $PartyNPC[$npcInspect].hp to $PartyNPC[$npcInspect].hp - random(30,50)>>
<<elseif $chance lte $playercombat>>
You shoot the bear, which keeps coming for you! <<run _health to 0>> <<set _chance to random(50,80)>>
<</if>>
<<elseif $prey is "Buffalo">><<if $chance lt $playercombat>>
Somehow, you miss the buffalo. It runs away, leaving you empty handed.<<set _meat to 0>><<set _pelt to 0>>
<<elseif $chance gte $playercombat>>
Your bullet hits the bufallo, causing it to collapse. You're only able to take 100 pounds of meat, but $PartyNPC[$npcInspect].name can help you carry either more meat or the animal's pelt. <<set _meat to 100>><<set _buffalo to 1>><<nobr>>
<<set $playerenergy to $playerenergy - random(5,8)>>
<<nobr>> <<set $playercombat to $playercombat + random(2,3)>><</nobr>>
<<set $PartyNPC[$npcInspect].energy to $PartyNPC[$npcInspect].energy - random(5,8)>>
<</nobr>>
<</if>>
<</if>><<if _womanattack is true>>
[[What will you do?|Party Member Bear Attack]]
<<elseif _bear is 1>>
<<link [[Take extra meat|Travel]]>>
<<set _meat to _meat + 50>>
<<set $food to $food + _meat>>
<</link>>
<<link [[Take the pelt|Travel]]>>
<<set _pelt to random(20, 25)>>
<<set $food to $food + _meat>>
<<set $pelts to $pelts + _pelt>>
<</link>>
<<elseif _buffalo is 1>>
<<link [[Take extra meat|Travel]]>>
<<set _meat to _meat + 50>>
<<set $food to $food + _meat>>
<</link>>
<<link [[Take the pelt|Travel]]>>
<<set _pelt to random(25, 30)>>
<<set $food to $food + _meat>>
<<set $pelts to $pelts + _pelt>>
<</link>>
<<elseif _health isnot 0>>
<<link "Back to Camp">>
<<set $food to $food + _meat>>
<<set $pelts to $pelts + _pelt>>
<<goto "Travel">>
<</link>>
<<elseif _health is 0>>
<<link "Fight for your life">>
<<set $chance to _chance>>
<<goto "Fight for your lifepartymember">>
Dialog.open();
<</link>>
<</if>>
<<nobr>>
<<set $playerenergy to $playerenergy - random(10,15)>>
<<set $playersurvival to $playersurvival + random(2,3)>>
<<set $playercombat to $playercombat + 1>>
<<set $PartyNPC[$npcInspect].energy to $PartyNPC[$npcInspect].energy - random(10,15)>>
<<set $PartyNPC[$npcInspect].survival to $PartyNPC[$npcInspect].survival + random(1,3)>>
<<set $bullet to $bullet - 1>>
<<set $huntprey =[]>><</nobr>>Before the bear reaches you, you have a moment to yell to <<print $PartyNPC[$npcInspect].name>>.
[['"Run!"'|Fight for your lifepartymemberrun]]
[["Use the gun!"'|Fight for yourlifehelppartymembershoot]]
<<nobr>>
<<set $PartyNPC[$npcInspect].stress to $PartyNPC[$npcInspect].stress + random(5,10)>>
<<if $PartyNPC[$npcInspect].career is "Vagabond">>
<<set $PartyNPC[$npcInspect].stress to $PartyNPC[$npcInspect].stress - random(1, 4)>>
<</if>>
<</nobr>>You see $PartyNPC[$npcInspect].name currently being attacked by a bear.
<<if $bullet gte 1>>
[[Reload|Party Member Bear Attackreload][$chance to random(50, 100)]]
<</if>>
[[Try and scare the bear away|Party Member Bear Attackscare][$chance to random(50, 100)]]
[[Leave her|Party Member Bear AttackLeave]]
You decide to simply leave $PartyNPC[$npcInspect].name to her fate.
<<set $partymemberdeath to $partymemberdeath + 1>>
<<set $PartyNPC.deleteAt($npcInspect)>>
[[Go back to camp|Travel]]
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress to $PartyNPC[_i].stress + random(50,75)>>
<</capture>>\
<</for>>\<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>><<set $npcInspect to _i>>
<<goto "Party Member Bear AttackLeave">><</link>>
<</capture>>\
<</for>>\Are you sure? If you do this, there is no way to get this party member back.
<<print $PartyNPC[$npcInspect].name>> runs away, leaving you to [[fight for your life.|Fight for your life][$chance to 1]]You tell <<print $PartyNPC[$npcInspect].name>> to run. She does just that, leaving you to fight for [[your survival.|Fight for your life]]"Help me!"
You're not exactly sure what she'll do for you, but You throw your empty gun to <<print $PartyNPC[$npcInspect].name>> , hoping she can reload the musket before the bear tears you to shreds.
[[next|Fight for yourlifehelppartymembershoot2][$chance to random(0,100)]]
<<nobr>>
<<set $PartyNPC[$npcInspect].stress to $PartyNPC[$npcInspect].stress + random(5,10)>>
<<if $PartyNPC[$npcInspect].career is "Vagabond">>
<<set $PartyNPC[$npcInspect].stress to $PartyNPC[$npcInspect].stress - random(1, 4)>>
<</if>>
<</nobr>>The bear swings its claws at you. As it turns your sinew into a gory stew, you hope that <<print $PartyNPC[$npcInspect].name>> is ready to shoot.
<<set $playerhp to $playerhp - random (25,50)>><<if $bullet gte 1>>
[[next|Fight for yourlifehelppartymembershoot3]]
<<elseif $bullet is 0>>
[[next|Fight for yourlifehelppartymembershootbash][$chance to random(0,100)]]
<</if>>
<<nobr>>
<<set $PartyNPC[$npcInspect].stress to $PartyNPC[$npcInspect].stress + random(5,10)>>
<<if $PartyNPC[$npcInspect].career is "Vagabond">>
<<set $PartyNPC[$npcInspect].stress to $PartyNPC[$npcInspect].stress - random(1, 4)>>
<</if>>
<</nobr>>As the bear continues its attack, you hear a shot ring out.
<<if $PartyNPC[$npcInspect].survival gte $chance>>
The bear slumps on top of you, so $PartyNPC[$npcInspect].name rushes towards you and helps you push the bear off of you. <<if $playerhp gte 50>>Despite your injuries, you manage to head back with the help of <<print $PartyNPC[$npcInspect].name>>.
[[next|Travel]]
<<elseif $playerhp lt 50>>With the severity of your injuries, you'll need some medical treatment before you can head off.
[[next|Fight for yourlifehelppartymember treat][$chance to random(10,70)]]
<</if>>
<<elseif $chance gte $PartyNPC[$npcInspect].survival>>
The shot doesn't seem to do anything to the bear, which continues its attack.
[[Fight for yourlifehelppartymembershoot2][$chance to random(0,100)]]
<</if>>
<<set $playerenergy to 0>>
<<nobr>>
<<set $PartyNPC[$npcInspect].stress to $PartyNPC[$npcInspect].stress + random(5,10)>>
<<set $PartyNPC[$npcInspect].survival to $PartyNPC[$npcInspect].survival + random(4,6)>>
<<if $PartyNPC[$npcInspect].career is "Vagabond">>
<<set $PartyNPC[$npcInspect].stress to $PartyNPC[$npcInspect].stress - random(1, 4)>>
<</if>>
<</nobr>>You decide to call it a night and rest up.
[[Sutton]]
<<set _rest to 1>>
<<Rest>>You decide to close up shop so you and the girls can get some rest.
<<link "The next day">>
<<set $day to $day + 1>>
<<if $rations is "Full">>
<<if $food gte 1.5 * ($partysize + 1)>>
<<set $food to Math.clamp($food - 1.5 * ($partysize + 1), 0, 99999)>>
<<elseif $food is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<elseif $food lt 1.5 * ($partysize + 1)>>
<<set $food to 0>>
<</if>>
<<if $veg gte 1.5 * ($partysize + 1)>>
<<set $veg to $veg - Math.clamp(1.5 * ($partysize + 1),0, 99999)>>
<<if $rations is "Full">>
<<if $food gte 1.5 * ($partysize + 1)>>
<<set $food to Math.clamp($food - 1.5 * ($partysize + 1), 0, 99999)>>
<<set $sickness to $sickness - random(3,5)>>
<<elseif $food is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<elseif $food lt 1.5 * ($partysize + 1)>>
<<set $food to 0>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Gluttonous">>
<<set $food to Math.clamp($food - 0.5, 0, 99999)>>
<<if $food is 0>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<</if>>
<</if>>
<</capture>>\
<</for>>\
<<elseif $rations is "Meager">>
<<set _energypenalty to random(0,2)>>
<<set _stresspenalty to 0>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<if $food gte 1 * ($partysize + 1)>>
<<set $sickness to $sickness - random(1,2)>>
<<set $food to Math.clamp($food - 1 * ($partysize + 1), 0, 99999)>>
<<elseif $food is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<elseif $food lt 1 * ($partysize + 1)>>
<<set $food to 0>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Gluttonous">>
<<set $food to Math.clamp($food - 0.5, 0, 99999)>>
<<if $food is 0>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<</if>>
<</if>>
<</capture>>\
<</for>>\
<<elseif $rations is "Bare Minimum">>
<<set _energypenalty to random(2,5)>>
<<set _stresspenalty to random(1,3)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<if $food gte 0.5 * ($partysize + 1)>>
<<set $food to Math.clamp($food - 0.5 * ($partysize + 1), 0, 99999)>>
<<elseif $food is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<elseif $food lt 0.5 * ($partysize + 1)>>
<<set $food to 0>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Gluttonous">>
<<set $food to Math.clamp($food - 0.5, 0, 99999)>>
<<if $food is 0>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<</if>>
<</if>>
<</capture>>\
<</for>>\
<</if>>
<<elseif $veg is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<elseif $veg is 1.5 * ($partysize + 1)>>
<<set $veg to 0>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Gluttonous">>
<<set $food to Math.clamp($food - 0.5, 0, 99999)>>
<<if $food is 0>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<</if>>
<</if>>
<</capture>>\
<</for>>\
<<elseif $rations is "Meager">>
<<set _energypenalty to random(0,2)>>
<<set _stresspenalty to 0>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<if $food gte 1 * ($partysize + 1)>>
<<set $food to Math.clamp($food - 1 * ($partysize + 1), 0, 99999)>>
<<elseif $food is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<elseif $food lt 1 * ($partysize + 1)>>
<<set $food to 0>>
<</if>>
<<if $veg gte 1 * ($partysize + 1)>>
<<set $veg to $veg - Math.clamp(1 * ($partysize + 1),0, 99999)>>
<<elseif $veg is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<elseif $veg is 1 * ($partysize + 1)>>
<<set $veg to 0>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Gluttonous">>
<<set $food to Math.clamp($food - 0.5, 0, 99999)>>
<<if $food is 0>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<</if>>
<</if>>
<</capture>>\
<</for>>\
<<elseif $rations is "Bare Minimum">>
<<set _energypenalty to random(2,5)>>
<<set _stresspenalty to random(1,3)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<if $food gte 0.5 * ($partysize + 1)>>
<<set $food to Math.clamp($food - 0.5 * ($partysize + 1), 0, 99999)>>
<<elseif $food is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<elseif $food lt 0.5 * ($partysize + 1)>>
<<set $food to 0>>
<</if>>
<<if $veg gte 0.5 * ($partysize + 1)>>
<<set $veg to $veg - Math.clamp(0.5 * ($partysize + 1),0, 99999)>>
<<elseif $veg is 0>>
<<set _energypenalty to random(10, 15)>>
<<set _stresspenalty to random(10, 15)>>
<<set _healthpenalty to random(5, 10)>>
<<set _cleanpenalty to 0>>
<<EnergyLoss>>
<<elseif $veg is 0.5 * ($partysize + 1)>>
<<set $veg to 0>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Gluttonous">>
<<set $food to Math.clamp($food - 0.5, 0, 99999)>>
<<if $food is 0>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(3,5), 0, 100)>>
<</if>>
<</if>>
<</capture>>\
<</for>>\
<</if>>
<<set $restcycle to false>>
<<set $foragebreak to false>>
<<set $playerhp to Math.clamp($playerhp + random(5,10), 0, 100)>>
<<set $playerenergy to Math.clamp($playerenergy + random(35,50), 0, 100)>>
<<if $playersick gt 0>>
<<set $playersick to Math.clamp($playersick - random(5, 20), 0, 100)>>
<</if>><<if $playerpoison gt 0>>
<<set $playerhp to Math.clamp($playerhp - random(5,20), 0, 100)>>
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].sick gt 0>>
<<set $PartyNPC[_i].hp to Math.clamp($PartyNPC[_i].hp - random(3,10), 0, 100)>>
<<if $PartyNPC[_i].trait is "Sickly">>
<<set $PartyNPC[_i].hp to Math.clamp($PartyNPC[_i].hp - random(1,5), 0, 100)>>
<<elseif $PartyNPC[_i].trait is "Healthy">>
<<set $PartyNPC[_i].hp to Math.clamp($PartyNPC[_i].hp + random(1,3), 0, 100)>>
<</if>>
<<set $PartyNPC[_i].sick to Math.clamp($PartyNPC[_i].sick - random(5, 10), 0, 100)>>
<</if>>
<<if $PartyNPC[_i].immunity lt $sickness and $PartyNPC[_i].sick is 0>>
<<set $PartyNPC[_i].sick to Math.clamp($sickness - $PartyNPC[_i].immunity, 0, 100)>>
<</if>>
<<set $PartyNPC[_i].hp to Math.clamp($PartyNPC[_i].hp + random(1,10), 0, 100)>>
<<set $PartyNPC[_i].energy to Math.clamp($PartyNPC[_i].energy + random(35,50), 0, 100)>>
<<set $PartyNPC[_i].clean to Math.clamp($PartyNPC[_i].clean + random(50,75), 0, 100)>>
<<if $playerbkgd is "Pimp">>
<<set $PartyNPC[_i].deprev to Math.clamp($PartyNPC[_i].deprev + random(1,3),0 ,100)>>
<<elseif $playerbkgd is "Entertainer">>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress - random(3,5),0 ,100)>>
<</if>>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress - random(1,3), 0, 100)>>
<<if $PartyNPC[_i].career is "Entertainer">>
<<for _e = 0; _e < $PartyNPC.length; _e++>>\
<<capture _e>>\
<<set $PartyNPC[_e].stress to Math.clamp($PartyNPC[_e].stress - random(3,5),0 ,100)>>
<</capture>>\
<</for>>\
<<elseif $PartyNPC[_i].career is "Nurse">>
<<for _n = 0; _n < $PartyNPC.length; _n++>>\
<<capture _n>>\
<<set $PartyNPC[_n].sick to Math.clamp($PartyNPC[_n].sick - random(1,2),0 ,100)>>
<</capture>>\
<</for>>\
<</if>>
<</capture>>\
<</for>>\
<<if $destination is "Sutton">>
<<goto "Sutton">>
<<elseif $destination is "Avonwick">>
<<goto "Avonwick">>
<<elseif $destination is "Fort Mercer">>
<<goto "Fort Mercer">>
<</if>>
<</link>>
You decide to chat to some of your fellow travelers. <<set _chance to random(2,4)>>
<<if $chance is 0>> <<set _chance to random(1,10)>>
"You know, if you've got an excess of supplies you might be able to make some extra cash at Avonwick. After all, not everyone makes it across the river in one piece."
<<elseif $chance is 1>>
"Y'know, if you're short on supplies, you can always do some hunting and foraging."
<<elseif $chance is 2>>
"Damn... I didn't realise how rough the trail is... And to think this is just the start..."
<<elseif $chance is 3>>
"I don't know why all these fools spend their money on food. A skilled outdoorsman should be able to feed his party from the land."
<<elseif $chance is 4>>
"You got any plans for crossing the river? I heard there was a drowning recently where _chance people drowned."
<<elseif $chance is 5>>
"Can you believe that some fools are still panning the river for gold? The gold rush ended a decade ago for cryin' out loud."
<<elseif $chance is 6>>
"You sure you've got enough supplies? This is probably the best place to stock up. It's only going to get more expensive from here on out."
<<elseif $chance is 7>>
"Be careful out on the trail. You can't trust everyone you meet."
<<elseif $chance is 8>>
"I hope I don't get sick on the trail. Journey's hard enough for the healthy."
<<elseif $chance is 10>>
"How do you plan on crossing Avonwick river? I'm thinking of forwarding it myself."
<<elseif $chance is 9>>
"Hope you've got plenty of spare parts for the journey ahead. You never know what might happen."
<</if>>
[[Go Back|Rest Sutton]]You take a look around at the fellow travelers caravans. <<set _chance to random(0,100)>>
<<if $chance gte _chance>>
You see a caravan that is unguarded at the moment. From it you can steal one of the following before anyone comes back.
<<linkappend "See what you can steal">>
<<nobr>><<set _chance to random(0,3)>>
<<if _chance is 0>>
<<set $stolenitem to "meat">>
<<set $stolenitemamount to random(1,10)>>
<<elseif _chance is 1>>
<<set $stolenitem to "meat">>
<<set $stolenitemamount to random(1,10)>>
<<elseif _chance is 2>>
<<set $stolenitem to "medicine">>
<<set $stolenitemamount to random(1,5)>>
<<elseif _chance is 3>>
<<set $stolenitem to "alcohol">>
<<set $stolenitemamount to random(1,4)>>
<</if>><</nobr>>
<<include "Steal Sutton2">>
<<replace #cum>> <</replace>>
<</linkappend>>
<div id=cum>
[[Actually, I don't want to steal anything|previous()]]</div>
<<elseif $chance lt _chance>>
Unfortunately, you find that all the caravans are occupied at the moment.
[[Go back|previous()]]
<</if>><<nobr>>
<<set $steal to $day>>
<</nobr>><<nobr>><<if $stolenitem is "meat">>
<<set $food to $food + $stolenitemamount>>
<<elseif $stolenitem is "medicine">>
<<set $meds to $meds + $stolenitemamount>>
<<elseif $stolenitem is "alcohol">>
<<set $alcohol to $alcohol + $stolenitemamount>>
<</if>><<set $cash to $cash + $chance>><</nobr>>You find $<<print $chance>> and $stolenitemamount $stolenitem that you take for yourself.
[[Rest Sutton|previous()][$notoriety to $notoriety + random(5,10)]]You arrive at the [[Avonwick River Crossing.][$waterdepth to random(2,5)]]
<<nobr>>
<<set $waterdepth to random(2,5)>>
<<set $proscustomer to random(0,10)>>
<</nobr>>The river is currently $waterdepth meters deep.
<<set $destination to "Avonwick">>
You can attempt to ford the river, but your oxen may struggle if the water is too deep. <<link "Ford the river." "Ford the River">> <<set $playercarpet += random(1,2)>> <</link>>
You can also caulk your wagon and attempt to <<link "float across the river." "Float the river">><<set $day to $day + 1>><<$playercarpet += random(2,4)>><</link>>
Finally, you can take the ferry. The ferry will cost you $10 and there are currently $proscustomer wagons waiting. The ferry can take three wagons every day.
<<if $ferrypay isnot true and $cash gte 10>>
[[Reserve your spot on the ferry|Avonwick FerryTicket][$cash to $cash - 10]]
If none of that is appealing to you, you can rest for a moment and hope the conditions change.
<<if $fishbreak isnot true and $fishing gte 1>>
<<link "Go Fishing" "Fishing Avonwick">> <<set $chance to random(10,100)>><<if $playerbkgd is "Fisherman">> <<set $chance to $chance + 50>><</if>><<set $fishbreak to true>><</link>>
<</if>>
[[Rest|Rest Avonwick]]
<<elseif $ferrypay isnot true and $cash lt 10>>
You are so goddamn broke that you can't even afford the ferry.
If none of that is appealing to you, you can rest for a moment and hope the conditions change.
<<if $fishbreak isnot true and and $fishing gte 1>>
<<link "Go Fishing" "Fishing Avonwick">> <<set $chance to random(10,100)>><<if $playerbkgd is "Fisherman">> <<set $chance to $chance + 50>><</if>><<set $fishbreak to true>><</link>>
<</if>>
[[Talk to party|TalktopartyARC]]
[[Rest|Rest Avonwick]]
<<elseif $ferrypay is true and $proscustomer gt 0>>
You have a spot reserved on the ferry. Now you just need to wait. Well, I guess you could attempt to cross the river with other methods, but that'd be kind of reckless, wouldn't it? Plus, you've already spent the $10.
<<if $fishbreak isnot true and $fishing gte 1>>
<<link "Go Fishing" "Fishing Avonwick">> <<set $chance to random(10,100)>><<if $playerbkgd is "Fisherman">> <<set $chance to $chance + 50>><</if>><<set $fishbreak to true>><</link>>
<</if>>
[[Talk to party|TalktopartyARC]]
[[Rest|Rest Avonwick]]
<<elseif $proscustomer is 0 and $ferrypay is true>>
[[Board the ferry|Avonwick Ferry Boarding]]
<</if>>You head to the nearby river to do some fishing.
<<if $playersurvival gte $chance or $playerbkgd is "Fisherman">>
You manage to get a bite on the end of your fishing rod.
<<set _fishcatch to Math.round($chance / 10)>><<set _fishyield to Math.round( _fishcatch * random(1.5,3))>>
You end up catching _fishcatch fish, from which you can get _fishyield pounds worth of meat.
<<link [[Go Back|Travel]]>> <<set $food to $food + _fishyield>> <<set $playersurvival to $playersurvival + _fishcatch>><</link>>
<<elseif $playersurvival lt $chance>>
Unfortunately, there doesn't seem to be any fish around.
[[Go back|Travel]]
<</if>>
<<nobr>>
<<set $fishbreak to true>>
<<set $playerenergy to $playerenergy - random(5,10)>>
<<set $playersurvival to $playersurvival + 1>>
<</nobr>><<set $chance to random(10,100)>><<if $playerbkgd is "Fisherman">> <<set $chance to $chance + 50>><</if>>
<<set $fishbreak to true>> <<goto "Fishing">> You head to the nearby river to do some fishing.
<<if $playersurvival gte $chance or $playerbkgd is "Fisherman">>
You manage to get a bite on the end of your fishing rod.
<<set _fishcatch to Math.round($chance / 10)>><<set _fishyield to Math.round( _fishcatch * random(1.5,3))>>
You end up catching _fishcatch fish, from which you can get _fishyield pounds worth of meat.
<<elseif $playersurvival lt $chance>>
Unfortunately, there doesn't seem to be any fish around. <<set _fishcatch to 0>><<set _fishyield to 0>>
<</if>>
<<link [[Go Back|Avonwick River Crossing.]]>> <<set $food to $food + _fishyield>> <<set $playersurvival to $playersurvival + _fishcatch>><</link>>
<<nobr>>
<<set $fishbreak to true>>
<<set $playerenergy to $playerenergy - random(5,10)>>
<<set $playersurvival to $playersurvival + 1>>
<</nobr>>You spend a day resting by the Avonwick River.
[[Avonwick River Crossing.]]
<<nobr>>
<<set _rest to 1>>
<<Rest>>
<<set $fishbreak to false>>
<<set $waterdepth to random(2,5)>>
<<if $ferrypay is true>>
<<set $proscustomer to $proscustomer - 3>>
<<elseif $ferrypay isnot true>>
<<set $proscustomer to $proscustomer + random(0,7)>>
<<set $proscustomer to $proscustomer - 3>>
<</if>>
<<if $proscustomer lt 0>>
<<set $proscustomer to 0>>
<</if>>
<</nobr>>You purchase a ticket for the ferry. Now all that is left to do is [[wait.|Avonwick River Crossing.]]
<<set $ferrypay to true>>It comes your turn to hop on the ferry. It may have cost you some money and time, but it's a safe crossing that brings you to the other side of the river without any calamity.
[[Keep Traveling|Travel][$destination to "Avonwick"]]A posse of men approach you and your wagon. As they near, you notice $PartyNPC[$npcInspect].name hide inside your wagon.
"Hello there." The leader of the posse says.
"Hey."
"We're looking for a woman going by the name $PartyNPC[$npcInspect].name <<print $PartyNPC[$npcInspect].lastname>>. You haven't happened to see her?"
[['"No."'|Bounty No][$chance to random(0, 100)]]
[[Offer to pay bounty|Bounty Pay]]
[[Flee|Bounty Flee]]<<set $chance to random(1,5)>>You want to offer <<listbox "$trade">>
<<optionsfrom _tradeitem>>
<</listbox>>
<span id="trading">(nothing)</span><<script>>
$(document).one(":passagerender", function (event) {
/* Initial display of text pulled from the "Class Info X" passages. */
$(event.content).find("#trading").empty().wiki("<<include 'Trading " + State.variables.trade + "'>>");
/* Trigger text display upon listbox change. */
$(event.content).find("#listbox-trade").on("change", function (event) {
/* Fade out text. */
$("#trading").fadeOut(500, function () {
/* Update text and then fade it back in. */
$("#trading").empty().wiki("<<include 'Trading " + State.variables.trade + "'>>").fadeIn(500);
});
});
});
<</script>> You just made a trade!
[[Travel]]<<nobr>><<set _fail to $waterdepth * random(15,40)>> <</nobr>><<linkappend "You attempt to ford the river">>
<<if _fail gte 100>>
[[Uh oh|Ford river fail][$chance to random(0,3)]]
<<elseif _fail lt 100>>
Your oxen manage to march through the river, bringing you to the other side.
[[Keep Traveling|Travel][$destination to "Avonwick"]]
<</if>>
<</linkappend>>
<<if $chance is 0>>As you move through the water, a wheel gets stuck in the muddy bottom. In a desperate need to lighten the load, you instruct your party members to cross the river. They do so, but it's still not enough. You start moving your supplies across the river, which is also not enough.
<<set $day to $day + 1>>
Next, you begin working at moving the wheel. It's tiring work, and soon you find yourself resting for a day. After a night of rest, you [[try again.|River Ford Stuck Wheel]]
<<elseif $chance is 1>>As you cross the river, a wheel gets caught on a rock, causing your wagon to tip over. Many of your supplies are lost to the river, but <<linkappend "That's not all.">>
In the fall, you are injured. Your party members also suffer in the accident, injuring themselves.
<<nobr>><<set $playerhp to $playerhp - _playerdamage>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].hp to $PartyNPC[_i].hp - random(1,50)>>
<<set $PartyNPC[_i].stress to $PartyNPC[_i].stress + random (20,30)>>
<<Vagabond>>
<</capture>>\
<</for>>\
<<set $food to Math.round($food / random(2,3))>>
<<set $meds to Math.round($meds / random(1,3))>> <</nobr>>
<<linkappend "You manage to get the wagon straight">>, but it takes considerable energy to do so. After doing so, you manage to make it across the river, albeit in worse shape than before.
[[Assess the damage|Ford river fail post]]
<</linkappend>><</linkappend>>
<<elseif $chance is 2>>You thought you had found a shallow part of the river, but you were wrong. Now your wagon has begun to fill with water. It's not long before the water becomes too much for the wagon, <<linkappend "which turns over. ">>
Some of your supplies float down the river, but that's the least of your concerns as you swim up to the surface, where you look for your [[party members.|Swept Away Drowning]]
<<nobr>>
<<waterdamage>>
<</nobr>>
<</linkappend>>
<<elseif $chance is 3>>You thought you had found a shallow part of the river, but you were wrong. So wrong in fact, that your wagon is swept away down the river. This causes many of your supplies to go down the river.
<<nobr>>
<<waterdamage>>
<<set _oxendrown to Math.clamp(random(0,4), 0, $oxen)>><</nobr>>
<<linkappend "Of course, that's not the only thing at risk">>, as your oxen go under the water. You look to the water to see <<print $oxen - _oxendrown>> pop up from the water. <<if _oxendrown gte 1>> It appears that _oxendrown have drowned in the river.<<elseif _oxendrown is 0>>Thankfully, it appears that none of your oxen have surivived. <</if>>
You then look for your [[party members.|Swept Away Drowning]]<<nobr>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress to $PartyNPC[_i].stress + random (20,30)>>
<<Vagabond>>
<</capture>>\
<</for>>\<</nobr>>
<</linkappend>>
<</if>>
<<nobr>>
<<set _playerdamage to random(1,50)>>
<</nobr>>Upon waking up, you grab your shovel and <<linkappend "prepare to dig">>
It's laborious, draining work, but you and the oxen eventually get the wagon out of the water. Of course, you're pretty worn out at this point, so it might be a good idea to take a break.
[[Keep Traveling|Travel][$destination to "Avonwick"]]
<<nobr>>
<<set $playerenergy to Math.clamp($playerenergy - random(30,50), 0, 100)>>
<</nobr>>
<</linkappend>>
You take some medicine to treat your snake bite. Although it will help, it's probably best you rest for a bit to make sure you fully recover.
[[Keep on travelling|Travel]]
<<nobr>>
<<set $playersick to Math.clamp($playersick - random(30,50), 0, 100)>>
<<set $playerpoison to Math.clamp($playerpoison- random(30,50), 0, 100)>>
<<set $meds to $meds - 1>>
<</nobr>> <<if $partysize lt 4>> <<for _i = 0; _i < $FemNPC.length; _i++>>\
<<capture _i>>\
<<if $FemNPC[_i].met isnot true>><<link 'A $FemNPC[_i].career' "NPCPartytalk">><<set $npcInspect to _i>><<set $FemNPC[_i].met to true>><</link>><<elseif $FemNPC[_i].met is true>><<link `$FemNPC[_i].name +" "+ $FemNPC[_i].lastname+" D: "+$FemNPC[_i].deprev+" S: "+$FemNPC[_i].survival+" M: "+$FemNPC[_i].medic` "NPCPartytalk">><<set $npcInspect to _i>><</link>> <</if>>
<</capture>>\
<</for>>\
<<elseif $partysize gte 4>>
Your party is full.
<</if>><<if $destination is "Sutton">>
[[Return to town|Rest Sutton]]
<<elseif $destination is "Avonwick">>
[[Return to town|Rest Avonwick2]]
<</if>>
$rip[$ripno].name $rip[$ripno].lastname" has died. You have died of Skill Issue.
<<set $death to true>><<include "Talk to NPCActual">>
[[Travel]]"You know something?"
"What?"
<<set $PartyNPC[$npcInspect].compliment to $day>>
<span id="choices"><<link "You look good today">> <<replace "#choices">>"You look good today."
$PartyNPC[$npcInspect].name smiles at you. "Aww. Thanks."
<<set $PartyNPC[$npcInspect].relationship to Math.clamp($PartyNPC[$npcInspect].relationship + 3, 0, 100)>>
"No problem."
<<return>><</replace>>
<</link>>
<<if $PartyNPC[$npcInspect].survival gte 30>>
<<link "You're pretty handy out in the field.">><<replace "#choices">>"You're pretty handy out in the field."
"I try."
"Well I'd say you do more than just try. Keep it up."
<<set $PartyNPC[$npcInspect].relationship to Math.clamp($PartyNPC[$npcInspect].relationship + random(3,5), 0, 100)>>
"Will do."
<<return>><</replace>>
<</link>>
<<elseif $PartyNPC[$npcInspect].survival gte 60>><<link "You really know what you're doing out in the field.">><<replace "#choices">>"You really know what you're doing out in the field."
"Huh. Most guys find that intimidating."
<<set $PartyNPC[$npcInspect].relationship to Math.clamp($PartyNPC[$npcInspect].relationship + random(4,6), 0, 100)>>
"Not me. I appreciate all the help I can get out here."
$PartyNPC[$npcInspect].name smiles at you.
<<return>><</replace>>
<</if>><<if $PartyNPC[$npcInspect].clean gte 75>>
<<link"Have I ever told you how beautiful you are?">><<replace "#choices">>"Have I ever told you how beautiful you are?"
<<set $PartyNPC[$npcInspect].relationship to Math.clamp($PartyNPC[$npcInspect].relationship + random(3,5), 0, 100)>>
A beaming smile fills <<print $PartyNPC[$npcInspect].name>>'s face. "I believe you might've mentioned it."
"Well just wanna make sure you remember it."
<<return>><</replace>>
<</link>><</if>>
<<if $PartyNPC[$npcInspect].medical gte 30>>
<<link "You really know how to take care of people.">><<replace "#choices">>"You really know how to take care of people."
$PartyNPC[$npcInspect].name smiles at you. "Oh it's the least I can do."
"Well keep it up."
"Will do."
<<return>><</replace>>
<</link>>
<<elseif $PartyNPC[$npcInspect].medical gte 60>>
<<link "You're a real life saver.">><<replace "#choices">>"You're a real life saver."
$PartyNPC[$npcInspect].name perks up. "Well we've all got to play our part, right?"
"Be that as it may, you're certainly keeping us all healthy."
<<set $PartyNPC[$npcInspect].relationship to Math.clamp($PartyNPC[$npcInspect].relationship + random(4,6), 0, 100)>>
<<return>>
<</replace>><</link>>
<</if>></span><span id="choices">"You think we could have some fun?"
<<if $PartyNPC[$npcInspect].deprev lt 20 and $PartyNPC[$npcInspect].relationship lt 20>>
"Eh, no thanks."
<<return>>
<<elseif $PartyNPC[$npcInspect].deprev gte 20 or $PartyNPC[$npcInspect].relationship gte 20>>
"Hmmm... Alright then. Whatcha got in mind?"
<<link "How about a handjob?">>
<<replace "#choices">><<include "SWPM Handjob">>
<</replace>><</link>>
<<if $PartyNPC[$npcInspect].deprev gte 40 or $PartyNPC[$npcInspect].relationship gte 40>>
<<link "How about a blowjob?">>
<<replace "#choices">><<include "SWPM Blowjob">>
<</replace>><</link>>
<</if>> <<if $PartyNPC[$npcInspect].deprev gte 40 or $PartyNPC[$npcInspect].relationship gte 40>>
<<link "I wanna have sex">>
<<replace "#choices">><<include "SWPM Sex">>
<</replace>><</link>>
<</if>>
<</if>>
<<nobr>>
<<set $PartyNPC[$npcInspect].sexwplayer to $day>>
<</nobr>>
</span>If you're reading this, you've reached the end of the current version of The Whore Goin' Trail. If you wish to continue, you can travel back to Sutton to keep playing and find content you might've missed, such as:
* Finding a missing person
* Getting snake poison sucked out
* Training a group of soldiers
* Taking photos with a camera (you'll need to restart as the camera can only be bought in Costa Rosa at the start)
*Getting into a fistfight with a thief
<<set $ferrypay to false>>
[[Travel to Sutton again|Travel][$destination to "Sutton"]]
<<set $miles to 100>>
If you enjoyed this game, please consider <<link "supporting me on Patreon">><<script>>window.open('https://www.patreon.com/c/benrosewood')<</script>><</link>><<if $party gte 1>>In addition to your reduced inventory, you and your party has been injured so it might be a good idea to rest.
<<else>>In addition to your reduced inventory, you have sustained some injuries. You may want to rest.
<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].hp gt 0>>
$PartyNPC[_i].name $PartyNPC[_i].lastname has been hurt and is shaken, but at least she's survived.
<<elseif $PartyNPC[_i].hp lte 0>>
$PartyNPC[_i].name $PartyNPC[_i].lastname has passed away. You can either give her a proper burial, or you can leave her body. <<set _death to true>>
<<if $playerenergy gte 20>>
[[Dig a hole and bury her|Body buryriver][$npcInspect to _i]]
<</if>>
[[Just leave her|Body abandonriver][$npcInspect to _i]]
<</if>>
<</capture>>\
<</for>>\
<<if _death isnot true>> [[Travel]]<</if>>
<<set $destination to "Avonwick">>
You decide to simply leave $PartyNPC[$npcInspect].name <<print $PartyNPC[$npcInspect].lastname>>'s body for the wildlife to consume.
<<if $partysize gt 1>>
This seems to upset the rest of your party, who dislike you treating one of them a disposable.
<</if>><<nobr>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>
<<capture _i>>\
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(15,25), 0, 100)>>
<</capture>>
<</for>>
<<Vagabond>>
<</nobr>> You proceed to dig a hole for $PartyNPC[$npcInspect].name $PartyNPC[$npcInspect].lastname in which you bury her. Next, you make a
<<if $partysize gt 1>>
Your fellow party members gather around to say a few words about your fallen wagon member. Whilst it's a sad moment, at least you got a moment to mourn her.
<<else>>
All alone, you simply mourn on your own, wondering when your time will come.
<</if>><<set $playerenergy to Math.clamp($playerenergy - random(10,15), 0, 100)>> <<include "Body bury">>
[[Ford river fail post][$PartyNPC.delete($PartyNPC[$npcInspect])]]<<include "Body abandon">>
[[Ford river fail post][$PartyNPC.delete($PartyNPC[$npcInspect])]] <<set _drown to $waterdepth * random(3,10)>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<linkreplace 'You look to see if $PartyNPC[_i].name $PartyNPC[_i].lastname has made it to the surface.'>>
<<if $PartyNPC[_i].survival gte _drown>>
$PartyNPC[_i].name $PartyNPC[_i].lastname appears above the surface.
<<elseif $PartyNPC[_i].survival lt _drown>>
$PartyNPC[_i].name $PartyNPC[_i].lastname doesn't come up from under the water. <<set $PartyNPC[_i].hp to 0>>
<</if>><</linkreplace>>
<</capture>>\
<</for>>\
[[Continue|Ford river fail post]]What would you like to give $PartyNPC[$npcInspect].name <<print $PartyNPC[$npcInspect].lastname>>
<<linkreplace "Offer Medicine">><<include "Partygivemed">><</linkreplace>>
<<linkreplace "Offer Alcohol">><<include "Partygive alcohol">><</linkreplace>>
<<return>>
"Here. Have some medicine."
"Thanks." $PartyNPC[$npcInspect].name says. She proceeds to drink the medicine, which should hopefully make her feel better.
<<nobr>>
<<set $PartyNPC[$npcInspect].sick to Math.clamp($PartyNPC[$npcInspect].sick - random(30,50), 0, 100)>>
<</nobr>><<nobr>><<set _fail to 20 + ($waterdepth * random(10, 20)) - ($playercarpet / 5)>> <</nobr>>You spend the rest of your day preparing the wagon to be floated across the river. Once the wagon is water-worthy, you <<linkappend "prepare to cross the river.">>
<<if _fail gte 90>>
[[Uh oh|Float river fail][$chance to random(0,3)]]
<<elseif _fail lt 90>>
Your wagon floats across the river.
[[Keep Traveling|Travel][$destination to "Avonwick"]]
<</if>>
<</linkappend>><div align="center"><img @src="'images/' + 'hjpov/' + $PartyNPC[$npcInspect].image">
</div>
You and <<print $PartyNPC[$npcInspect].name>> proceed to have relations.
<<return "Go Back">><<if $chance is 0>>As your wagon crosses the river, the stream picks up speed. You and your party hold on tight as you float down. Although you still make it to the other side, you're going to have to travel [[some extra miles.|Travel]]
<<set $miles to $miles + random(10, 20)>>
<<elseif $chance is 1>>As you float across the river, your wagon hits a rock. Water begins to fill your wagon, ruining some supplies as you hurry to land. Fortunately, you make it to the other side, but you'll have to spend a day <<linkappend "repairing your wagon.">>
You take it upon yourself to fix the damage caused by the rock, cursing your luck as you patch up the wagon. Eventually, it is worthy to [[take on the trail once more.|Travel]]
<<set $day to $day + 1>>
<<set $playercarpet to $playercarpet + random(2, 5)>>
<<set $playerenergy to $playerenergy - random(25,45)>>
<<set $food to Math.round($food / random(1,2))>>
<<set $meds to Math.round($meds / random(1,2))>>
<</linkappend>>
<<elseif $chance is 2>>You thought you would be able to float across the river, but you were wrong. Now your wagon has begun to fill with water. It's not long before the water becomes too much for the wagon, <<linkappend "which turns over. ">>
<<set _drown to $waterdepth * 10>>
Some of your supplies float down the river, but that's the least of your concerns as you swim up to the surface, where you look around for your [[party members.|Swept Away Drowning]]<<nobr>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].hp to $PartyNPC[_i].hp - random(1,50)>>
<<set $PartyNPC[_i].stress to $PartyNPC[_i].stress + random (20,30)>>
<<Vagabond>>
<</capture>>\
<</for>>
<<waterdamage>>
<</nobr>>
<</linkappend>>
<<elseif $chance is 3>>As your wagon crosses the river, the stream picks up speed. You and your party hold on tight as you are swept away. This causes many of your supplies to go down the river.
<<nobr>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>> <<set $PartyNPC[_i].hp to $PartyNPC[_i].hp - random(1,50)>>
<<set $PartyNPC[_i].stress to $PartyNPC[_i].stress + random (20,30)>>
<<Vagabond>> <</capture>>
<</for>><<waterdamage>>
<<set _oxendrown to Math.clamp(random(0,4), 0, $oxen)>><</nobr>>
<<linkappend "Of course, that's not the only thing at risk">>, as your oxen go under the water. You look to the water to see <<print $oxen - _oxendrown>> pop up from the water. <<if _oxendrown gte 1>> It appears that _oxendrown have drowned in the river.<<elseif _oxendrown is 0>>Thankfully, it appears that none of your oxen have survived. <</if>>
You then look for your [[party members.|Swept Away Drowning]]
<</linkappend>>
<</if>><<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>><<set $npcInspect to _i>>
<<set $npcInspect to _i>>
<<goto "Talk to NPCSutton">>
<</link>>
<</capture>>
<</for>><div align="center"><img @src="'images/' + 'neutral/' + $PartyNPC[$npcInspect].image" >
</div>
You walk up to $PartyNPC[$npcInspect].name <<print $PartyNPC[$npcInspect].lastname>>, who looks to you and says "Oh. Hey <<print $playername>>. How's it going?"
<<if $PartyNPC[$npcInspect].compliment isnot $day>>
[[Compliment her]]
<<elseif $PartyNPC[$npcInspect].compliment is $day>>
You've already given her a compliment today.
<</if>><<if $PartyNPC[$npcInspect].sewplayer isnot day and $PartyNPC[$npcInspect].sick gte 1>>
$PartyNPC[$npcInspect].name is sick and needs to rest.
<<elseif $PartyNPC[$npcInspect].energy lt 30>>
$PartyNPC[$npcInspect].name is rather tired and needs rest.
<<elseif $PartyNPC[$npcInspect].hp lt 70>>
$PartyNPC[$npcInspect].name is injured.
<<elseif $PartyNPC[$npcInspect].sexwplayer isnot $day>>
[[You wanna fuck?|Sexw party member]]
<<elseif $PartyNPC[$npcInspect].sexwplayer is $day>>
You've already been intimate with $PartyNPC[$npcInspect].name today.
<</if>>
[[Offer her something|Party Memberofferitem]]
<<if $PartyNPC[$npcInspect].trait isnot "Illiterate">>
[[Offer her a book to read|Party Memberofferbook]]
<<elseif $PartyNPC[$npcInspect].trait is "Illiterate">>
$PartyNPC[$npcInspect].name <<print $PartyNPC[$npcInspect].lastname>> is illiterate.
<</if>><<if $camera gte 1 and $photopaper gte 1 and $PartyNPC[$npcInspect].phototake neq $day>>
[[Take some erotic photos of her]]
<</if>><<include "Talk to NPCActual">>
[[Return|Rest Sutton]]<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].hp lte 0>> $PartyNPC[_i].name $PartyNPC[_i].lastname has passed away. You can either give her a proper burial, or you can leave her body. <<set _death to true>>
[[Bury her|Burybody Travel][$npcInspect to _i]]
[[Leave the body|Leavebody Travel][$npcInspect to _i]]
<</if>>
<</capture>>\
<</for>>\
<<if _death isnot true>> [[Get back on the trail|Travel][$break to true]]<<set $eventex to true>><</if>>
<<include "Body bury">>
[[Rest in peace|Death Travel][$PartyNPC.delete($PartyNPC[$npcInspect])]]<<include "Body abandon">>
[[Rest in peace|Death Travel][$PartyNPC.delete($PartyNPC[$npcInspect])]]<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].sick gt 0>>$PartyNPC[_i].name $PartyNPC[_i].lastname is sick.
<</if>> <</capture>>\
<</for>>\
You can treat illiness with medicine and rest.
You are currently travelling at a <<listbox "$speed" autoselect>>
<<option "Relaxed">>
<<option "Brisk">>
<<option "Demanding">>
<</listbox>>pace and are eating <<listbox "$rations" autoselect>>
<<option "Full">>
<<option "Meager">>
<<option "Bare Minimum">>
<</listbox>> rations.
<<return "That's good.">>You suddenly feel rather ill.
It might be best to rest a few days before you take to the trail again.You approach the woman, who looks to you.
"Hey there. Are you looking to travel to Oregon?"
"I sure am. I'm <<= $FemNPC[$npcInspect].name>> <<= $FemNPC[$npcInspect].lastname>>."
"And I'm <<print $playername>>."
"A pleasure to meet you."
"Pleasure's all mine."
You continue to talk to the woman.
<<if $FemNPC[$npcInspect].career is "none">>
She has no former occupation.
<<elseif $FemNPC[$npcInspect].career is "Nurse">>
She was a nurse in the past.
<<elseif $FemNPC[$npcInspect].career is "Camp Follower">>
She was a camp follower, meaning she's likely tended to men before.
<<elseif $FemNPC[$npcInspect].career is "Prostitute">>
She was a lady of the night.
<<elseif $FemNPC[$npcInspect].career is "Widow">>
She was recently widowed.
<<elseif $FemNPC[$npcInspect].career is "Entertainer">>
She was an entertainer.
<</if>><<if $FemNPC[$npcInspect].deprev lt 10>>
She seems like a bit of a prude.
<<elseif $FemNPC[$npcInspect].deprev lt 20>>
She seems to be a tad bit flirty. Maybe she's suggestable to something a little more.
<<elseif $FemNPC[$npcInspect].deprev gte 20>>
She seems to be an overtly sexual person. One might even consider her a bit of a slut.
<</if>> <<if $FemNPC[$npcInspect].clean lt 60>>
She seems rather 'homely' to be polite.
<<elseif $FemNPC[$npcInspect].clean lt 70>>
She's a woman most would consider pretty.
<<elseif $FemNPC[$npcInspect].clean lt 80>>
She is a woman you'd consider rather beautiful.
<<elseif $FemNPC[$npcInspect].clean lt 90>>
She is an incredibly attractive woman. Maybe she's a model.
<<elseif $FemNPC[$npcInspect].clean lte 100>>
She's one of the most beautiful women you've ever seen in your life. In fact, they probably used to fight wars over women this attractive.
<</if>><<if $FemNPC[$npcInspect].survival lt 25>>
You think it's amazing she's managed to survive on her own for this long.
<<elseif $FemNPC[$npcInspect].survival lt 50>>
She seems relatively competent when it comes to matters of survival.
<<elseif $FemNPC[$npcInspect].survival lt 75>>
She seems surprisingly knowledgable about the wilderness. She might be a real asset to have around.
<<elseif $FemNPC[$npcInspect].survival gte 75>>
It seems like you could send her butt naked to Alaska and within a week she'd be back with a sun tan and some pesos.
<</if>><<if $FemNPC[$npcInspect].medic lt 20>>
She seems liable to make the ill dead.
<<elseif $FemNPC[$npcInspect].medic lt 40>>
This woman seems to know out to take care of the sick.
<<elseif $FemNPC[$npcInspect].medic gte 40>>
The woman is a walking encylcopedia on medical knowledge. She might just save your life!
<</if>><<if $FemNPC[$npcInspect].trait is "none">>
There's nothing else that stands out about the woman.
<<elseif $FemNPC[$npcInspect].trait is "Bipolar">>
The woman seems rather flippant. She might have some difficulty maintaining her composure during the journey.
<<elseif $FemNPC[$npcInspect].trait is "Calm">>
The woman comes across as relaxed.
<<elseif $FemNPC[$npcInspect].trait is "Anxious">>
The woman seems rather anxious.
<<elseif $FemNPC[$npcInspect].trait is "Alcoholic">>
You can't help but notice the woman reeks of alcohol. She might be a bit of a drinker.
<<elseif $FemNPC[$npcInspect].trait is "Sickly">>
The woman coughs as you talk to her. She might not last long on the trail.
<<elseif $FemNPC[$npcInspect].trait is "Healthy">>
The woman seems really healthy.
<<elseif $FemNPC[$npcInspect].trait is "Prude">>
The woman seems like she's rather prudish. She might never truly open up.
<<elseif $FemNPC[$npcInspect].trait is "Gluttonous">>
The woman has a bit of food on her clothes. Maybe she eats a lot.
<<elseif $FemNPC[$npcInspect].trait is "Illiterate">>
The woman does not seem the smartest.
<<elseif $FemNPC[$npcInspect].trait is "Bookworm">>
The woman holds a book in her hand. You figure she's an avid reader.
<<elseif $FemNPC[$npcInspect].trait is "Sex Addict">>
Inadvertedly, the woman seems to discuss some of her sexual activity. She may be rather promiscuous.
<<elseif $FemNPC[$npcInspect].trait is "Fertile">>
There's nothing else that stands out about the woman.
<<elseif $FemNPC[$npcInspect].trait is "Infertile">>
There's nothing else that stands out about the woman.
<<elseif $FemNPC[$npcInspect].trait is "On the Run">>
Behind the woman is a wanted poster. There is a good chance there's a bounty on her head.
<</if>>
<<link[[Recruit |previous()]]>>
<<set $PartyNPC.push ($FemNPC[$npcInspect])>>
<<set $FemNPC.delete ($FemNPC[$npcInspect])>>
<<set $partysize to $partysize + 1>>
<<goto "Test B">>
<</link>>
<<return "Think about it">>What would you like to take?
<<if $meds gt 0>>
<<link "Medicine">>
<<set $playersick to Math.clamp($playersick - random(30,50), 0, 100)>>
<<set $playerpoison to Math.clamp($playerpoison- random(30,50), 0, 100)>>
<<set $meds to $meds - 1>>
<<script>>
Dialog.setup("You've taken some medicine");
Dialog.wiki(Story.get("Player Take Meds").processText());
Dialog.open();
<</script>>
<</link>>
<<elseif $meds lte 0>>
You have no medication
<</if>><<if $alcohol gte 1>>
<<link "Alcohol (There is zero point in doing this in the current build)">>
<<set $alcohol to $alcohol - 1>>
<<script>>
Dialog.setup("You've taken some medicine");
Dialog.wiki(Story.get("Player Take Alcohol").processText());
Dialog.open();
<</script>>
<</link>>
<<elseif $alcohol is 0>>
You have no alcohol to drink.
<</if>>You head over to fellow caravans to trade.
[[Trade|Trade Test2-1]]You've taken some medicine.Oxen cost $<<print $oxenprice>> each. The shop has $oxenstock available. You currently have $oxen oxen and can sell oxen for $<<print _oxensellprice>>.
<div align= "center"><<if $oxenstock isnot 0>><<button "Buy">>
<<if $oxenstock lt _oxenbarter>>
<<elseif _oxenbarter lte 0>>
<<elseif $oxenstock is 0>>
<<elseif $cash lt $oxenprice * _oxenbarter>>
<<elseif $cash gte $oxenprice * _oxenbarter>>
<<set _oxen2 to Math.clamp(_oxenbarter, 0, $oxenstock)>>
<<set $oxenstock to $oxenstock - _oxen2>>
<<set $oxen to $oxen + _oxen2>>
<<set $cash to $cash - $oxenprice * _oxen2>>
<<run Engine.show()>>
<</if>>
<</button>><</if>><<numberbox "_oxenbarter" 0>><<button "Sell">>
<<if _oxenbarter gt $oxen>>
<<elseif _oxenbarter lte 0>>
<<elseif _oxenbarter lte $oxen>>
<<set $oxen to $oxen - _oxenbarter>>
<<set $oxenstock to $oxenstock + _oxenbarter>>
<<set $cash to $cash + (_oxensellprice * _oxenbarter)>>
<<run Engine.show()>>
<</if>><</button>>
<div align= "left">Food costs $0.0<<print $foodprice>> per pound. You currently have $food pounds of food. The shop allows customers to buy a maximum of $foodstock pounds. <<if _meatsellprice is 0>>You cannot sell food here.<<elseif _meatsellprice gte 0>>You can sell food for $0.0<<print _meatsellprice>> per pound.<</if>></div>
<<if $foodstock isnot 0>><<button "Buy">>
<<if $cash gte ($foodprice * 0.01) * _meat>>
<<set _meat2 to Math.clamp(_meat, 0, $foodstock)>>
<<set $foodstock to $foodstock - _meat2>>
<<set $food to $food + _meat2>>
<<set $cash to $cash - ($foodprice * 0.01) * _meat2>>
<<run Engine.show()>>
<<elseif $cash lt (_meatsellprice * 0.01) * _meat>>
<</if>>
<</button>><</if>> <<numberbox "_meat" 0>><<if _meatsellprice isnot 0>><<button "Sell">>
<<if _meat gt $food>>
<<elseif _meat lt 0>>
<<elseif _meat lte $food>>
<<set $food to $food - _meat>>
<<set $foodstock to $foodstock + _meat>>
<<set $cash to $cash + Math.clamp((_meatsellprice * 0.01) * _meat, 0, 10000000)>>
<<run Engine.show()>>
<</if>><</button>><</if>>
<div align= "left">Spare parts cost $<<print $sparepartsprice>> each. The shop has $sparepartsstock available. You currently have $spareparts spare parts <<if _sparepartssellprice gt 0>>and can sell them for $<<print _sparepartssellprice>>.<<elseif _sparepartssellprice is 0>> but the shop here won't buy any.<</if>></div>
<<if $sparepartsstock isnot 0>><<button "Buy">>
<<if $sparepartsstock lt _sparepartsbarter>>
<<elseif _sparepartsbarter lte 0>>
<<elseif $sparepartsstock is 0>>
<<elseif $cash lt $sparepartsprice * _sparepartsbarter>>
<<elseif $cash gte $sparepartsprice * _sparepartsbarter>>
<<set _spareparts2 to Math.clamp(_sparepartsbarter, 0, $sparepartsstock)>>
<<set $sparepartsstock to $sparepartsstock - _spareparts2>>
<<set $spareparts to $spareparts + _spareparts2>>
<<set $cash to $cash - $sparepartsprice * _spareparts2>>
<<run Engine.show()>>
<</if>>
<</button>><</if>><<numberbox "_sparepartsbarter" 0>><<if _sparepartssellprice gte 0>><<button "Sell">>
<<if _sparepartsbarter gt $spareparts>>
<<elseif _sparepartsbarter lte 0>>
<<elseif _sparepartsbarter lte $spareparts>>
<<set $spareparts to $spareparts - _sparepartsbarter>>
<<set $sparepartsstock to $sparepartsstock + _sparepartsbarter>>
<<set $cash to $cash + (_sparepartssellprice * _sparepartsbarter)>>
<<run Engine.show()>>
<</if>><</button>><</if>></div>Gold costs $<<print $goldprice>> per gram. The shop has $goldstock grams available. You currently have $gold gold <<if _goldsellprice gt 0>>and can sell gold for $<<print _goldsellprice>>.<<elseif _goldsellprice is 0>> but the shop here won't buy any.<</if>>
<div align= "center"><<if $goldstock isnot 0>><<button "Buy">>
<<if $goldstock lt _goldbarter>>
<<elseif _goldbarter lte 0>>
<<elseif $goldstock is 0>>
<<elseif $cash lt $goldprice * _goldbarter>>
<<elseif $cash gte $goldprice * _goldbarter>>
<<set _gold2 to Math.clamp(_goldbarter, 0, $goldstock)>>
<<set $goldstock to $goldstock - _gold2>>
<<set $gold to $gold + _gold2>>
<<set $cash to $cash - $goldprice * _gold2>>
<<run Engine.show()>>
<</if>>
<</button>><</if>><<numberbox "_goldbarter" 0>><<if _goldsellprice isnot 0>><<button "Sell">>
<<if _goldbarter gt $gold>>
<<elseif _goldbarter lte 0>>
<<elseif _goldbarter lte $gold>>
<<set $gold to $gold - _goldbarter>>
<<set $cash to $cash + (_goldsellprice * _goldbarter)>>
<<set $goldstock to $goldstock + _goldbarter>>
<<run Engine.show()>>
<</if>><</button>><</if>>
<div align= "left">Pelts cost $<<print $peltsprice>> per pound. The shop has $peltsstock pounds available. You currently have $pelts pounds of pelts <<if _peltsellprice gt 0>>and can sell them for $0.<<print _peltsellprice>>0 per pound.<<elseif _peltsellprice is 0>> but the shop here won't buy any.<</if>></div>
<<if $peltsstock isnot 0>><<button "Buy">>
<<if $peltsstock lt _peltbarter>>
<<elseif _peltbarter lte 0>>
<<elseif $peltsstock is 0>>
<<elseif $cash lt $peltsprice * _peltbarter>>
<<elseif $cash gte $peltsprice * _peltbarter>>
<<set _pelt2 to Math.clamp(_peltbarter, 0, $peltsstock)>>
<<set $peltsstock to $peltsstock - _pelt2>>
<<set $pelts to $pelts + _pelt2>>
<<set $cash to $cash - $peltsprice * _pelt2>>
<<run Engine.show()>>
<</if>>
<</button>><</if>><<numberbox "_peltbarter" 0>><<button "Sell">>
<<if _peltbarter gt $pelts>>
<<elseif _peltbarter lte 0>>
<<elseif _peltbarter lte $pelts>>
<<set $pelts to $pelts - _peltbarter>>
<<set $cash to $cash + ((_peltsellprice * 0.1) * _peltbarter)>>
<<set $petlsstock to $peltsstock + _peltbarter>>
<<run Engine.show()>>
<</if>><</button>></div>Rifles cost $<<print $rifleprice>> each. The shop has $riflestock available. You currently have $rifle rifles and can sell rifles for $<<print _riflesellprice>>.
<div align= "center"><<if $riflestock isnot 0>><<button "Buy">>
<<if $riflestock lt _riflebarter>>
<<elseif _riflebarter lte 0>>
<<elseif $riflestock is 0>>
<<elseif $cash lt $rifleprice * _riflebarter>>
<<elseif $cash gte $rifleprice * _riflebarter>>
<<set _rifle2 to Math.clamp(_riflebarter, 0, $riflestock)>>
<<set $riflestock to $riflestock - _rifle2>>
<<set $rifle to $rifle + _rifle2>>
<<set $cash to $cash - $rifleprice * _rifle2>>
<<run Engine.show()>>
<</if>>
<</button>><</if>><<numberbox "_riflebarter" 0>><<if _riflesellprice isnot 0>><<button "Sell">>
<<if _riflebarter gt $rifle>>
<<elseif _riflebarter lte 0>>
<<elseif _riflebarter lte $rifle>>
<<set $rifle to $rifle - _riflebarter>>
<<set $riflestock to $riflestock + _riflebarter>>
<<set $cash to $cash + (_riflesellprice * _riflebarter)>>
<<run Engine.show()>>
<</if>><</button>><</if>>
Bullets cost $0.<<print $bulletprice>> per box of 20. You currently have $bullet bullets. The shop currently has $bullettock boxes in stock. <<if _bulletsellprice is 0>>You cannot sell bullet here.<<elseif _bulletsellprice gte 0>>You can sell bullet for $0.<<print _bulletsellprice>> per box.<</if>>
<<if $bullettock isnot 0>><<button "Buy">>
<<if $bullettock lt _bulletbarter>>
<<elseif _bulletbarter lte 0>>
<<elseif $bullettock is 0>>
<<elseif $cash lt ($bulletprice * 0.01) * _bulletbarter>>
<<elseif $cash gte ($bulletprice * 0.01) * _bulletbarter>>
<<set _bullet2 to Math.clamp(_bulletbarter, 0, $bullettock)>>
<<set $bullettock to $bullettock - _bullet2>>
<<set $bullet to $bullet + (_bullet2 * 20)>>
<<set $cash to $cash - ($bulletprice * 0.01) * _bullet2>>
<<run Engine.show()>>
<</if>>
<</button>><</if>><<numberbox "_bulletbarter" 0>><<if _bulletsellprice isnot 0>><<button "Sell">>
<<if _bulletbarter gt $bullet * 20>>
<<elseif _bulletbarter lte 0>>
<<elseif _bulletbarter lte $bullet * 20>>
<<set $bullettock to $bullettock + _bulletbarter>>
<<set $bullet to $bullet - (_bulletbarter * 20)>>
<<set $cash to $cash + (_bulletsellprice * _bulletbarter)>>
<<run Engine.show()>>
<</if>><</button>> <</if>>
Fishing kits cost $<<print $fishingprice>> each. You currently have $fishing fishing kits. The shop currently has $fishingstock kits in stock. <<if _fishingsellprice is 0>>You cannot sell fishing kits here.<<elseif _fishingsellprice gte 0>>You can sell fishing kits for $<<print _fishingsellprice>> each.<</if>>
<<if $fishingstock isnot 0>><<button "Buy">>
<<if $fishingstock lt _fishingbarter>>
<<elseif _fishingbarter lte 0>>
<<elseif $fishingstock is 0>>
<<elseif $cash lt $fishingprice * _fishingbarter>>
<<elseif $cash gte $fishingprice * _fishingbarter>>
<<set _fishing2 to Math.clamp(_fishingbarter, 0, $fishingstock)>>
<<set $fishingstock to $fishingstock - _fishing2>>
<<set $fishing to $fishing + _fishing2>>
<<set $cash to $cash - $fishingprice * _fishing2>>
<<run Engine.show()>>
<</if>>
<</button>><</if>><<numberbox "_fishingbarter" 0>><<if _fishingsellprice isnot 0>><<button "Sell">>
<<if _fishingbarter gt $fishing>>
<<elseif _fishingbarter lte 0>>
<<elseif _fishingbarter lte $fishin>>
<<set $fishingstock to $fishingstock + _fishingbarter>>
<<set $fishing to $fishing - _fishingbarter>>
<<set $cash to $cash + (_fishingsellprice * _fishingbarter)>>
<<run Engine.show()>>
<</if>><</button>> <</if>></div>Medicine costs $<<print $medprice>> per bottle. You currently have $meds bottles. The shop has $medstock bottles in stock. <<if _medsellprice is 0>>You cannot sell medicine here.<<elseif _medsellprice gte 0>>You can sell medicine for $<<print _medsellprice>> per bottle.<</if>><div align= "center">
<<if $medstock isnot 0>><<button "Buy">>
<<if $medstock lt _medbarter>>
<<elseif _medbarter lte 0>>
<<elseif $medstock is 0>>
<<elseif $cash lt $medprice * _medbarter>>
<<elseif $cash gte $medprice * _medbarter>>
<<set _med2 to Math.clamp(_medbarter, 0, $oxenstock)>>
<<set $medstock to $medstock - _med2>>
<<set $meds to $meds + _med2>>
<<set $cash to $cash - $medprice * _med2>>
<<run Engine.show()>>
<</if>>
<</button>><</if>><<numberbox "_medbarter" 0>><<if _medsellprice isnot 0>><<button "Sell">>
<<if _medbarter gt $med>>
<<elseif _medbarter lte 0>>
<<elseif _medbarter lte $med>>
<<set $medstock to $medstock + _medbarter>>
<<set $med to $med - _medbarter>>
<<set $cash to $cash + (_medsellprice * _medbarter)>>
<<run Engine.show()>>
<</if>><</button>><</if>>
<div align= "left">Alcohol costs $0.<<print $alcoholprice>> per serving. You currently have $alcohol servings. The shop allows customers to buy a maximum of $alcoholstock serving. <<if _alcoholsellprice is 0>>You cannot sell alcohol here.<<elseif _alcoholsellprice gte 0>>You can sell alcohol for $0.0<<print _alcoholsellprice>> per bottle.<</if>></div>
<<if $alcoholstock isnot 0>><<button "Buy">>
<<if $alcoholstock lt _alcoholbarter>>
<<elseif _alcoholbarter lte 0>>
<<elseif $alcoholstock is 0>>
<<elseif $cash lt ($alcoholprice * 0.01) * _alcoholbarter>>
<<elseif $cash gte ($alcoholprice * 0.01) * _alcoholbarter>>
<<set _alcohol2 to Math.clamp(_alcoholbarter, 0, $alcoholstock)>>
<<set $alcoholstock to $alcoholstock - _alcohol2>>
<<set $alcohol to $alcohol + _alcohol2>>
<<set $cash to $cash - ($alcoholprice * 0.01) * _alcohol2>>
<<run Engine.show()>>
<</if>>
<</button>><</if>><<numberbox "_alcoholbarter" 0>><<if _alcoholsellprice isnot 0>><<button "Sell">>
<<if _alcoholbarter gt $alcohol>>
<<elseif _alcoholbarter lte 0>>
<<elseif _alcoholbarter lte $alcohol>>
<<set $alcohol to $alcohol - _alcoholbarter>>
<<set $alcoholstock to $alcoholstock + _alcoholbarter>>
<<set $cash to $cash + ((_alcoholsellprice * 0.01) * _alcoholbarter)>>
<<run Engine.show()>>
<</if>><</button>><</if>></div>Your party members can read books to increase their stats. Each girl can only read the same copy of a book once and can only read one book at a time. After reading a book, you can share it with your fellow party members.
There are $bookstock copies of 'The Beginner Guide to the Trail'. Each copy costs $5. This book will increase the reader's Survival. There are currently $bookstock avalible.
<div align='center' style='font-size: 100%;'><<if $bookstock isnot 0>>
<<button [[Buy|passage()]]>><<set $books.push("Beginner Guide to the Trail")>>
<<set $cash to $cash - 5>> <<set $bookstock to $bookstock - 1>>
<</button>>
<<else>>
The shop is out of stock.
<</if>></div><<if $PartyNPC[$npcInspect].medic gte $chance>>$PartyNPC[$npcInspect].name tends to your wounds with fear in her eyes. It's obvious the bear attack has taken its toll on you, but $PartyNPC[$npcInspect].name manages to stop the bleeding as best one could. Of course, you'll still want to rest up back at [[camp.|Travel]]
<<elseif $PartyNPC[$npcInspect].career is "Nurse">>$PartyNPC[$npcInspect].name tends to your wounds with fear in her eyes. It's obvious the bear attack has taken its toll on you, but $PartyNPC[$npcInspect].name manages to stop the bleeding as best one could. Of course, you'll still want to rest up back at [[camp.|Travel]]
<<elseif $PartyNPC[$npcInspect].medic lt $chance>>$PartyNPC[$npcInspect].name tends to your wounds with fear in her eyes. Despite her best efforts, she's unable to stem the bleeding all that well. You do your best to head back to camp, but it's [[a struggle.|Travel]]
<<set $playerhp to $playerhp - random(5,10)>>
<</if>><<set _chance to random(0,100)>><<if $chance2 lt _chance>>The man shakes his head.
[[Serve man]]
<<elseif $chance2 gte _chance>>The man agrees to settle for a handjob.
[[Serve man][$chance to 1]]
<</if>><<set _chance to random(0,100)>><<if $chance2 lt _chance>>The man shakes his head.
[[Serve man]]
<<elseif $chance2 gte _chance>>The man agrees to settle for a blowjob.
[[Serve man][$chance to 2]]
<</if>><<set _chance to random(0,100)>><<if $chance2 lt _chance>>The man shakes his head.
[[Serve man]]
<<elseif $chance2 gte _chance>>The man agrees to pay for sex.
[[Serve man][$chance to 3]]
<</if>><<if _bear is 1>>
<<link " [[Take the hide|Travel]]>>
<<set _meat to 100>>
<<set $food to $food + _meat>>
<</link>>
<<link [[Take the hide|Travel]]>>
<<set _pelt to random(20, 25)>>
<<set $pelts to $pelts + _pelt>>
<</link>>
<<elseif _buffalo is 1>>
<<link [[Take the hide|Travel]]>>
<<set _meat to 100>>
<<set $food to $food + _meat>>
<</link>>
<<link [[Take the hide|Travel]]>>
<<set _pelt to random(25, 30)>>
<<set $pelts to $pelts + _pelt>>
<</link>>
<<elseif _health isnot 0>>
<<link [[Back to Camp|Travel]]>>
<<set $food to $food + _meat>>
<<set $pelts to $pelts + _pelt>>
<</link>>
<<elseif _health is 0>>
<<link [[Fight for your life]]>>
<<set $chance to _chance>>
<</link>>
<</if>>You take a shot of alcohol."Here. Have a dirnk."
"Thanks." $PartyNPC[$npcInspect].name says.
<<nobr>>
<<set $PartyNPC[$npcInspect].stress to Math.clamp($PartyNPC[$npcInspect].stress - random(30,50), 0, 100)>>
<<if $PartyNPC[$npcInspect].trait is "Alcoholic">>
<<set $PartyNPC[$npcInspect].stress to 0>>
<</if>><</nobr>>$PartyNPC[$npcInspect].name $PartyNPC[$npcInspect].lastname looks at you and says "I've had enough. I'm not travelling with you any more."
<<nobr>>
<<set $partymemberquit to $partymemberquit + 1>>
<<set $PartyNPC.delete($PartyNPC[$npcInspect])>>
<</nobr>><<if $PartyNPC[$npcInspect].trait is "Illiterate">>You're not supposed to be here.
[[Return|previous()]]
<<elseif $PartyNPC[$npcInspect].bookreading is "none">> <<for _book = 0; _book < $books.length; _book++>>\
<<capture _book>>\
<<link [[$books[_book]|passage()]]>>
<<if $PartyNPC[$npcInspect].bookfinished.includes($books[_book])>>
<<else>>
<<set $PartyNPC[$npcInspect].bookreading to $books[_book]>>
<<if $books[_book] isnot "none">>
<<set $books.deleteAt($books.indexOf($books[_book]))>>
<</if>><</if>> <</link>>
<</capture>>\
<</for>>\
[[Return|previous()]]
<<elseif $PartyNPC[$npcInspect].bookreading isnot "none">>$PartyNPC[$npcInspect].name is currently reading <<print $PartyNPC[$npcInspect].bookreading>>. You'll be notified when she's done reading it.
[[Return|previous()]]
<</if>>$PartyNPC[_i].name has finished reading <<print $PartyNPC[_i].bookreading>>
<<if $PartyNPC[_i].bookreading is "Beginner Guide to the Trail">>
She gains some survival skills.<<nobr>>
<<set $PartyNPC[_i].survival to $PartyNPC[_i].survival + 5>>
<<set $PartyNPC[_i].bookfinished.push($PartyNPC[_i].bookreading)>>
<<set $books.push($PartyNPC[_i].bookreading)>>
<<set $PartyNPC[_i].bookreading to "none">><</nobr>>
<<elseif $PartyNPC[_i].bookreading is "Stuck in Sutton">>
She has become more open minded.<<nobr>>
<<set $PartyNPC[_i].deprev to $PartyNPC[_i].deprev + 5>>
<<set $PartyNPC[_i].bookfinished.push($PartyNPC[_i].bookreading)>>
<<set $books.push($PartyNPC[_i].bookreading)>>
<<set $PartyNPC[_i].bookreading to "none">><</nobr>>
<</if>>
<<set $rest to true>>
<<set $eventex to true>>Your party members can read books to increase their stats. Each girl can only read the same copy of a book once and can only read one book at a time. After reading a book, you can share it with your fellow party members.
There are $bookstock copies of 'Stuck in Sutton'. Each copy costs $5. This erotic book will increase the reader's Depravity. There are currently $bookstock avalible.
<div align='center' style='font-size: 100%;'><<if $bookstock isnot 0>>
<<button [[Buy|passage()]]>><<set $books.push("Stuck in Sutton")>>
<<set $cash to $cash - 5>> <<set $bookstock to $bookstock - 1>>
<</button>>
<<else>>
The shop is out of stock.
<</if>></div><<print $PartyNPC[$npcInspect].name>> then starts swinging the musket at the bear. This is an obvious indicator that she's out of ammo.
<<if $chance lt $PartyNPC[$npcInspect].survival>>
To your surprise, the blow is enough to make the bear run away. With the creature gone, <<print $PartyNPC[$npcInspect].name>> rushes over to you and says "Oh my God. <<print $playername>>... Are you okay?"
"I-I'm alive."
"We need to get out of here. Can you walk?"
"Y-yeah... I think so."
<<print $PartyNPC[$npcInspect].name>> helps you back to your feet. With her help, you manage to make it back to camp, where you can [[rest up.|Travel]]
<<elseif $chance gte $PartyNPC[$npcInspect].survival>>
The blow shifts the bear's attention. It pounces on <<print $PartyNPC[$npcInspect].name>> . The bear starts swinging it's claws at her and biting. Considering your own wounds, all you can do is [[play dead.|Fight for yourlifehelppartymembershootbashplaydead][$chance to $chance - random(0, 100)]]
<<set $PartyNPC[$npcInspect].hp to -= random(50, 100)>>
<</if>><<if $PartyNPC[$npcInspect].hp is 0>>The bear walks away from <<print $PartyNPC[$npcInspect].name>> and proceeds to sniff you. Your heart races as you wonder what the bear is going to do.
<<if $playersurvival lt $chance>>
The bear isn't convinced by your performance, and decides to maul you some more.
<<set $playerhp to $playerhp - random(25, 50)>>
[[Next|Fight for yourlifehelppartymembershootbashplaydead2][$chance to $chance - random(10,20)]]
<<else>>
Much to your relief, the bear decides you have enough. Once it walks away, you crawl over to <<print $PartyNPC[$npcInspect].name>>, who you realize has succumbed to her injuries.
You're too wounded to bury her, so you'll just have to <<link [[leave her|Travel]]>>
<<set $PartyNPC.delete($PartyNPC[$npcInspect]>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress += random(20, 30)>>
<</capture>><</for>>
<<Vagabond>>
<<set $partymemberdeath += 1>>
<</link>>
<</if>>
<<elseif $PartyNPC[$npcInspect].hp gte 0 and $PartyNPC[$npcInspect].survival gte $chance>>The bear decides it's done mauling the shit out of the two of you and decides to leave, giving the two of you the opportunity to finally escape. You both arrive at the camp worse for wear, but at least [[you're alive.|Travel]]
<<nobr>>
<<set $PartyNPC[$npcInspect].survival += random(1,2)>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress += random(20, 30)>>
<</capture>><</for>>
<<Vagabond>>
<</nobr>>
<<elseif $PartyNPC[$npcInspect].hp gte 0 and $PartyNPC[$npcInspect].survival gte $chance>>Your fellow party member attempts to play dead, but it turns out the bear isn't so convinced by her acting abilities.
[[Everyone's an art critic...|Fight for yourlifehelppartymembershootbashplaydead[[
<<set $PartyNPC[$npcInspect].hp to -= random(25,50)>>
<</if>><<if $chance gte $playersurvival>>The bear isn't convinced by your performance, and decides to maul you some more.
<<set $playerhp to $playerhp - random(25, 50)>>
[[Next|Fight for yourlifehelppartymembershootbashplaydead2][$chance to $chance - random(10,20)]]
<<else>>The bear decides that you've had enough bear mauling to last a life time. Once it walks away, you crawl over to <<print $PartyNPC[$npcInspect].name>>, who you realize has succumbed to her injuries.
You're too wounded to bury her, so you'll just have to <<link [[leave her|Travel]]>>
<<set $PartyNPC.delete($PartyNPC[$npcInspect]>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress += random(20, 30)>>
<</capture>><</for>>
<<Vagabond>>
<<set $partymemberdeath += 1>>
<</link>>
<</if>>You do your best to reload your rifle as the bear continues to attack <<print $PartyNPC[$npcInspect].name>>. Once your musket is reloaded, you prepare to fire.
<<set $PartyNPC[$npcInspect].hp -= random(20,50)>>
[[Shoot the bear|Party Member Bear Attackreload2]]
<<set $chance to $chance - random(20,50)>>After reloading, you settle the sights of the musket onto the bear before firing.
<<if $chance gte $playersurvival>>
Under the stress of the situation, your shot flies wide of the bear.
<<if $bullet gte 1>>
[[Reload again|Party Member Bear Attackreload]]
<</if>>
[[Try and scare the bear away|Party Member Bear Attackscare]]
[[Leave her to her fate|Party Member Bear AttackLeave]]
<<elseif $chance lt $playersurvival>>
The bullet rips through the bear, causing it to slump over on top of <<set $PartyNPC[$npcInspect].name>>. You rush to push the bear off of her, to find her breathing heavily. She's bleeding profusely from her wounds, so you rush [[to treat them.|Party Member Bear Attackreload3][$chance to 100 - $PartyNPC[$npcInspect].hp]]
<</if>>You raise your arms and shout at the bear, hoping that you'll scare it away.
<<if $PartyNPC[$npcInspect].hp lte 0>>
The bear decides to leave. When it does, you approach <<print $PartyNPC[$npcInspect].name>>, who lays their motionless. It only takes you a second to realize she has succumbed to her wounds.
<<link [[Now it's time to decide what to do with her body.|Death Travel]]>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress += random(20, 30)>>
<</capture>><</for>>
<<Vagabond>>
<<set $partymemberdeath += 1>>
<</link>>
<<elseif $chance gte $playersurvival>>
The good news is you did scare the bear. The bad news is that you scared it so much that you convinced it that [[you're the real threat.|Party Member Bear Attackscare2][$chance to random(50, 100)]]
<<elseif $chance lt $playersurvival - 10>>
Somehow, the bear is convinced to leave, leaving you to tend to <<print $PartyNPC[$npcInspect].name>>'s injuries.
[[Hopefully you can save here|Party Member Bear AttackscareMeds][$chance to random(0, 75)]]
<<elseif $chance lt $playersurvival>>
Your performance goes unnoticed by the bear, which continues its attack.
<<set $PartyNPC[$npcInspect].hp -= random(20,50)>>
[[Try to scare the bear again|Party Member Bear Attackscare]]
<</if>>The bear jumps on top of you and begins swiping its claws at you. You decide to return the favor, unsteathing your knife. You thrust the knife into the bear, hoping it'll succumb to [[the stabs.|Party Member Bear Attackscare3][$chance to $chance - random(10, 20)]]
<<set $playerhp to $playerhp - random(25, 67)>><<if $chance gte $playermedic>>You do your best to treat <<print $PartyNPC[$npcInspect].name>>'s wounds. Your efforts do little to stop the bleeding, so you decide to bring her best to camp, where she can [[rest.|Travel]]
<<nobr>>
<<set $PartyNPC[$npcInspect].hp -= random(5, 10)>>
<<set $PartyNPC[$npcInspect].stress += random(5, 10)>>
<<set $playermedic += random(2,4)>>
<</nobr>>
<<elseif $chance lt $playermedic>>You do your best to treat <<print $PartyNPC[$npcInspect].name>>'s wounds. Your efforts manage to stem the bleeding for now, but she'll likely need to [[rest at camp.|Travel]]
<<nobr>>
<<set $PartyNPC[$npcInspect].stress += random(5, 10)>>
<<set $playermedic += random(2,4)>>
<</nobr>>
<</if>><<if $chance gte $playersurvival>>Much to your dismay, the bear continues [[its attack.|Party Member Bear Attackscare2]]
<<elseif $chance lt $playersurvival>>The bear falls on top of you. $PartyNPC[$npcInspect].name helps push the beast off of you before helping you back to the [[wagon.|Travel]]
<</if>><<include "Shop Tools">><<if $camera isnot 1>>
You can buy a camera with the eqiuipment to produce photos for $100. This is a steep investment, but might pay off if you have the cash to spare.
<div align="center"><<if $cash gte 100>><<button [[Buy|passage()]]>>
<<set $cash to $cash - 100>>
<<set $camera to 1>>
<<set $photopaper to 10>>
<</button>><<elseif $cash lt 100>> You cannot afford a camera.<</if>></div>
<</if>>
You can also buy photography materials to create photos. 4 pieces of paper cost $1.
<div align="center">
<<numberbox "_photopaper" 0>>
<<button [[Buy|passage()]]>>
<<set $cash to $cash - ( _photopaper)>>
<<set $photopaper to $photopaper + (_photopaper * 4)>>
<</button>></div><<if $PartyNPC[$npcInspect].deprev lt 30>>"Alright, I'll take a photo, but I'm not taking my clothes off."
<<linkappend "Take a photo">>"No problem. Let's take a picture."
<div align="center"><img @src="'images/' + 'neutral/' + $PartyNPC[$npcInspect].image"> </div>
You prepare $PartyNPC[$npcInspect].name for a photo. Although she's not naked, you sure there are plenty of travelers who will appreciate her 'company' on the road.
<<nobr>>
<<set $eroticphoto to $eroticphoto + 1>>
<<set $photopaper to $photopaper - 1>>
<</nobr>>
<<return>>
<</linkappend>>
<<else>>"Sure."
<<linkappend "Take a photo">>
<div align="center"><img @src="'images/' + 'striptease/' + $PartyNPC[$npcInspect].image">
</div>
$PartyNPC[$npcInspect].name strips down naked. Once she's nude, she assumes a seductive photo and holds it. After you take the photo, you transfer it to paper. You are certain that a lucky traveler will enjoy this image very much.
<<return>>
<<nobr>>
<<set $photopaper to $photopaper - 1>>
<<set $nudephoto to $nudephoto + 1>>
<</nobr>>
<</linkappend>>
<</if>>
<<nobr>>
<<set $PartyNPC[$npcInspect].phototake to $day>>
<</nobr>>You can sell your photos to fellow travelers. You might not be able to sell all your photos, but you can make a bit of extra cash.
<<if $photos neq $day>>
[[Sell photos|Sell Photos][$photos to $day]] <<set $chance to random(5,20)>>
<<else>>
You've already sold photos today.
<</if>>
You can also take photos of other travelling parties. You can make $3 per photo, but there will be a lot of demand for this service, so it will take the rest of the day to process everyone.
<<if $camera gte 1 and $photopaper gte 1>>
[[Take photos of travelers (Ends Day)|Take Photos][$chance to random(5,10)]]
<<else>>
You don't have the supplies to take photos.
<</if>>
[[Rest Sutton]]There are $chance groups who want their photos taken. You can take $photopaper photos before you run out of supplies.
<<if $chance is 0>>
There's no one else to take photos of.
[[End the day]]
<<elseif $photopaper is 0>>
You've run out of paper.
[[End the day]]
<<else>>
[[Take a photo][$cash to $cash + 3]]
<</if>>
You decide to sell some photos. There are $chance people interested in your photos.
You can sell erotic photos for $1 each. You currently have $eroticphoto in your inventory. <<numberbox "_sellerotic" 0>> <<button [[Sell|passage()]]>>
<<if _sellerotic gt $eroticphoto>>
<<elseif _sellerotic gt $chance>>
<<else>>
<<set $chance to $chance -_sellerotic>>
<<set $eroticphoto to $eroticphoto - _sellerotic>>
<<set $cash to $cash + _sellerotic>><</if>>
<</button>>
You can sell nude photos for $2 each. You currently have $nudephoto in your inventory. <<numberbox "_sellnude" 0>> <<button [[Sell|passage()]]>>
<<if _sellnude gt $nudephoto>>
<<elseif _sellnude gt $chance>>
<<else>>
<<set $chance to $nudephoto - _sellnude>>
<<set $nudephoto to $nudephoto - _sellnude>>
<<set $cash to $cash + (2 * _sellnude)>>
<</if>><</button>>
[[Return|Photography Sutton]]
You decide to see if anyone in Sutton needs your help. These jobs will likely take all day, so you'll want to make sure you've taken care of everything you need to do.
<<if $chance is 0>>
[[Lost person|Lostpersonquest1]]
<<elseif $chance is 1>>
[[Work at the general store|General store work]]
<<elseif $chance is 2>>
[[Gather Food|Gather Food Quest]]
<<elseif $chance is 3>>
[[Ransom|
<<elseif $chance is 4>>
[[Help at the shop|Suttonshophelper]]
<<elseif $chance is 5>>
[[Hunt down the dangerous bear|
<<elseif $chance gte 6>>
There are no jobs that need doing today.
<</if>>
<<return>>You snap a photo of the group.
<<link [[Take another photo|previous()]]>>
<<set $photopaper to $photopaper - 1>>
<<set $chance to $chance - 1>>
<</link>>You decide to call it a night and rest up.
<<if $destination is "Sutton">>
[[Sutton]]
<<elseif $destination is "Avonwick">>
[[Avonwick]]
<<elseif $destination is "Fort Mercer">>
[[Fort Mercer]]
<</if>>
<<set _rest to 1>>
<<Rest>>A wagon has reported that a party member of theirs has gone missing. They want you to take a look around and see if you can locate the missing party member.
They'll pay you $10 for you to attempt and will discuss extra payment depending on what you find.
Main Skills: Survival, Medical, Combat
[[Take the job|Lostpersonquest2][$cash to $cash + 10]]
<<return "Think about it">>Before heading out, you can take one of your party members with you.
<<set $FemNPC = []>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>><<set $npcInspect to _i>>
<<set $npcInspect to _i>>
<<goto "Lostpersonquesthelp1">>
<</link>>
<</capture>>
<</for>>
[[Go alone|Lostpersonquest3]]
<<set $chance to random(50,100)>>
You head out of <<print $destination>> and look for where they might've gone.
[[Search|Lostpersonquest4][$chance to $chance - random(10,20)]]
You take a look around...
<<if $playersurvival gte $chance>>
You find some tracks that you decide to follow.
<<AddFemNPC>><<set $playersurvival += random(1,3)>>
[[Follow then|Lostpersonquest5][$chance to random(0,4)]]
<<elseif $playerenergy lt 10>>
You're too tired and will have to abandon this job.
[[End the day]]
<<else>>
Unfortunately, you're unable to find any tracks.
[[Keep Trying|Lostpersonquest3]]
<</if>><<set $playerenergy to Math.clamp($playerenergy - random(20,25), 0, 100)>>You follow the tracks, soon coming across the <<linkappend "missing person.">>
<<if $chance is 0>>
Their body lays motionless on the ground. It appears that they've succumbed to the elements.
[[Go back to town|Go backLostpersonquest6]]
<<elseif $chance is 1>>
Their body lays on the ground, having succumbed to a bear attack. Immediately, you look around your surroundings, only to find that the bear is waiting for you.
[[Try to escape|Lostpersonquest6BearEscape][$chance to random(0,100)]]
[[Scare the bear away|Lostpersonquest6Bearscare][$chance to random(0,100)]]
<<if $rifle gte 1 and $bullet gte 1>>
[[Shoot the bear|Lostpersonquest6Bearshoot][$chance to random(0,100)]]
<</if>>
<<elseif $chance is 2>>
You find the woman sitting by a rock. She looks at you before saying "W-who are you?"
"I'm <<print $playername>>. Your party sent me to look for you."
"Oh thank God. I thought I'd be lost out here forever."
"You okay?"
"Y-yeah. Just a little lost."
"How about I take you back to <<print $destination>>?"
"I'd like that."
[[Go back to town|Lostpersonquest6Return]]
<<elseif $chance is 3>>
You find the woman laying on the ground. You walk over to her, finding that she's breathing, but is clearly hurt.
[[Check her injuries|Lostpersonquest6-3][$chance to random(10,50)]]
<<elseif $chance is 4>>
You find the woman sitting by a rock. She looks at you before saying "W-who are you?"
"I'm <<print $playername>>. Your party sent me to look for you."
"Those bastards? Forget 'em."
"Well you can stay out here."
"Do you have a better idea?"
[[We can fake your death|Lostpersonquest6 fakedeath]]
<<if $partysize lt 4>>
[[You wanna join my party?|Lostpersonquest6 recruit]]
<</if>>
<</if>>
<</linkappend>>You take a closer look at the woman's injuries.
<<if $playermedic gte $chance>>
You notice the woman has some sort of cut on her leg, but you realise that she's cut herself on some sort of poisonous plant. She needs medical treatment as soon as possible.
<<if $meds gte 1>>
[[Offer her some medicine|Lostpersonquest6-3meds][$meds to $meds - 1]]
<</if>><<if $playersurvival gte 30>>
[[Find some plants to treat her|Lostpersonquest6-3survival]]
<</if>>
[[Just take her back|Lostpersonquest7-3][$chance to random(0,100)]]
<<else>>
You notice the woman has some sort of cut on her leg, but are unsure why she's so sick.
[[Just take her back|Lostpersonquest7-3][$chance to random(0,100)]]
<</if>>You head back to $destination to inform your employers of the fate of their friend. Although they are devastated, they thank you for your work and offer you some supplies for your efforts.
[[End the day]]
<<nobr>>
<<set $food to $food + random(10, 50)>>
<<set $meds to $meds + random(0,2)>>
<</nobr>>You continue to talk to the woman. <<if $FemNPC[0].career is "none">>
She has no former occupation.
<<elseif $FemNPC[0].career is "Nurse">>She was a nurse in the past. (Lowers sickness of other party members when resting)
<<elseif $FemNPC[0].career is "Camp Follower">>She was a camp follower, meaning she's likely tended to men before. (Better all round stats)
<<elseif $FemNPC[0].career is "Prostitute">>She was a lady of the night. (Higher Starting Depravity)
<<elseif $FemNPC[0].career is "Widow">>She was recently widowed. (Higher Immunity)
<<elseif $FemNPC[0].career is "Entertainer">>She was an entertainer. (Lowers Stress when resting)
<<elseif $FemNPC[0].career is "Vagabond">>She is a vagabond. (Reduced stress gained)
<</if>>
Depravity: $FemNPC[0].deprev
Survival: $FemNPC[0].survival
Medical: $FemNPC[0].medic
<<if $FemNPC[0].trait is "none">>
There's nothing else that stands out about the woman.
<<elseif $FemNPC[0].trait is "Bipolar">>
The woman seems rather flippant. She might have some difficulty maintaining her composure during the journey.
<<elseif $FemNPC[0].trait is "Calm">>
The woman comes across as relaxed.
<<elseif $FemNPC[0].trait is "Anxious">>
The woman seems rather anxious.
<<elseif $FemNPC[0].trait is "Alcoholic">>
You can't help but notice the woman reeks of alcohol. She might be a bit of a drinker.
<<elseif $FemNPC[0].trait is "Sickly">>
The woman coughs as you talk to her. She might not last long on the trail.
<<elseif $FemNPC[0].trait is "Healthy">>
The woman seems really healthy.
<<elseif $FemNPC[0].trait is "Prude">>
The woman seems like she's rather prudish. She might never truly open up.
<<elseif $FemNPC[0].trait is "Gluttonous">>
The woman has a bit of food on her clothes. Maybe she eats a lot.
<<elseif $FemNPC[0].trait is "Illiterate">>
The woman does not seem the smartest.
<<elseif $FemNPC[0].trait is "Bookworm">>
The woman holds a book in her hand. You figure she's an avid reader.
<<elseif $FemNPC[0].trait is "Sex Addict">>
Inadvertedly, the woman seems to discuss some of her sexual activity. She may be rather promiscuous.
<<elseif $FemNPC[0].trait is "Fertile">>
There's nothing else that stands out about the woman.
<<elseif $FemNPC[0].trait is "Infertile">>
There's nothing else that stands out about the woman.
<<elseif $FemNPC[0].trait is "On the Run">>
Behind the woman is a wanted poster. There is a good chance there's a bounty on her head.
<</if>>
<<link[[Recruit|Lostpersonquest7 recruit END QUEST]]>>
<<set $PartyNPC.push ($FemNPC[0])>>
<<set $FemNPC.delete ($FemNPC[0])>>
<<set $partysize to $partysize + 1>>
<<set $partymemberrecruit to $partymemberrecruit + 1>>
<</link>>
<<return "Think about it">>"Well if you're willing to stay here a little longer, I can tell your party that you're dead."
"Sounds good to me."
You head back to $destination to inform your employers of the 'fate' of their friend. Although they are devastated, they thank you for your work and offer you some supplies for your efforts.
[[End the day]]
<<nobr>>
<<set $food to $food + random(10, 50)>>
<<set $meds to $meds + random(0,2)>>
<</nobr>>You lead the woman back to <<print $destination>>, where you reunite her with her party. After they share some hugs, the party leader offers you some extra cash for your efforts.
[[End the day][$cash to $cash + 10]]You take aim with your rifle.
<<if $playercombat gte $chance>>
Your bullet strikes true, hitting the bear. Not wanting the creature to go to waste, you remove its hide before heading back to $destination to [[deliver the bad news.|Go backLostpersonquest6]]
<<set $pelts to $pelts + random(20,25)>>
<<else>>
Some how, you miss the massive bear in front of you, which is now [[charging at you.|Lostpersonquest6BearFight][$chance to $playercombat]]
<</if>>You decide to leave the location, hoping to get away from the bear.
<<if $chance gte 50>>
As you move away, the bear charges at you. Turns out, bears are rather fast and before you know it, the beast [[pounces on you.|Lostpersonquest6BearFight][$chance to $playercombat]]
<<else>>
Fortunately, you're able to get away from the bear. In fact, you don't slow down until you're back in <<print $destination>>. There, you meet with the party where you explain what had happened. The party are understandably upset, but they nevertheless thank you and give you some supplies for your efforts.
[[End the day]]
<<nobr>>
<<set $food to $food + random(10, 50)>>
<<set $meds to $meds + random(0,2)>>
<</nobr>>
<</if>>You decide to carry her back to <<print $destination>>. It is tiring work that puts a strain on your body.
<<if $chance gte 50>>
When you make it back to <<print $destination>>, you drop her off with the party. They do their best to treat her as you rest up.
As you recover, the party leader and the woman you rescued approach you.
"So you're okay?" You ask the woman.
"Yeah I'm fine thanks to you."
"We thought you ought to take this for your efforts."
The party leader hands you some cash and some alcohol for your efforts.
[[End the day]]
<<nobr>>
<<set $cash to $cash + 10>>
<<set $alcohol to $alcohol + 5>>
<</nobr>>
<<else>>
By the time you make it back to <<print $destination>>, you find that the woman has gone limp. You head to her party, hoping they'll be able to help her, but it's too late.
The party leader gives you the bad news, before offering you some supplies for your efforts.
[[End the day]]
<<nobr>>
<<set $food to $food + random(10, 50)>>
<<set $meds to $meds + random(0,2)>>
<</nobr>>
<</if>>
<<nobr>>
<<set $playerenergy to Math.round($playerenergy - random(25, 40), 0, 100)>>
<</nobr>>Using your knowledge of the wilderness, you find some natural remedies that help the woman recover. This allows you to take her back to <<print $destination>> and reunite her with her party. After they share some hugs, the party leader offers you some extra cash for your efforts.
[[End the day][$cash to $cash + 10]]
You give the woman some medicine in hopes of treating whatever her condition is. Thankfully, it seems to do the trick and after giving her some time, she recovers. The two of you head back to <<print $destination>> and reunite her with her party. After they share some hugs, the party leader offers you some extra cash for your efforts.
[[End the day][$cash to $cash + 10]]You throw your arms up in the air and let out a mighty roar, hoping to convince the bear that you are not prey.
<<if $chance gte $playersurvival>>
The bear is unimpressed and decides to [[pounce on you.|Lostpersonquest6BearFight][$chance to $playercombat]]
<<else>>
Much to your relief, the bear decides you truly are scary and decides to run off. You do the same, heading back to <<print $destination>>. There, you inform the party of their missing member's fate. Although they are saddened by the loss, they find some solace in at least knowing what happened. As a reward, they offer you some supplies that they will no longer be needing.
[[End the day]]
<<nobr>>
<<set $food to $food + random(10, 50)>>
<<set $meds to $meds + random(0,2)>>
<</nobr>>
<</if>>
You're fighting for your life.
The bear swings its claws at you. <<set _playdead to random(0,100)>>
<<set $playerhp to $playerhp - random(25,50)>>
<<link "Play Dead">>
<<if _playdead gte 50>>
<<goto "You're playing deadQuest">>
<<elseif _playdead lt 50>>
<<goto "You're playing deadbadQuest">>
<</if>>
<</link>>
<<link "Stab it with your knife">>
<<set $chance to $chance + random(0,30) + $playercombat>>
<<goto "Bear StabQues">>
<</link>>
<<nobr>>
<<set $playerenergy to $playerenergy - random(4,6)>>
<</nobr>>You thrust your knife at the bear.
<<if $chance lt 100>>
Upon doing so, you puncture the bear, which continues to [[attack you.|Lostpersonquest6BearFight]]
<<elseif $chance gte 100>>
Upon doing so, you finally fell the bear, which collapses on top of you. Mustering all of your strength, you push the bear off. After such a fight, you're too worn out to butcher the bear any further. In fact, you need to use your energy to <<link [[head back to town|Go backLostpersonquest6]]>>
<</link>>
<</if>>
<<nobr>>
<<set $playerenergy to $playerenergy - random(20,30)>>
<</nobr>>You play dead, which is convincing enough for the bear to stop attacking you. Once it walks away, you decide to <<link [[do the same.|Go backLostpersonquest6]]>>
<</link>>You were playing dead, but the bear didn't <<link [[buy it.|Lostpersonquest6BearFight]]>>
<</link>>Your wagon has broken down.
<<if $spareparts gte 1>>
[[Replace the broken part|Wagon Break Spare Part][$spareparts to $spareparts - 1]]
<</if>><<if $repairattempt isnot true>>
[[Attempt to repair|Wagon Break Repair attempt][$chance to random(0,60)]]
<</if>>
[[Wait|Wagon Break Wait]]You replace the broken wagon part and continue on <<link [[your way.|Travel]]>>
<<set $wagonhealth to 100>>
<</link>>
<<set $repairattempt to false>>You decide to wait.
<<link "Take some supplements">>
<<script>>
Dialog.setup("You are taking some supplements");
Dialog.wiki(Story.get("Player Take").processText());
Dialog.open();
<</script>>
<</link>>
<<if _nearwater is true>>
You may also go hunting or fishing, assuming you have the right equipment.
<<elseif _nearwater isnot true>>
You may also go hunting or attempt to go foraging.
<</if>>
<<if $playerenergy gte 10 and $fishbreak isnot true and _nearwater is true>>
[[Go fishing][$fishbreak to true]]
<<nobr>><<set $huntprey.prey = []>><</nobr>>
<</if>><<if $bullet is 0>>You have no bullets.
<<elseif $rifle is 0>>You need a rifle to go hunting.
<<elseif $huntbreak eq $day>>You've already hunted today..
<<elseif $playerenergy lt 25>>You're too tired to hunt.
<<elseif $playerenergy gte 25 and $huntbreak neq $miles>><<link [[Hunt]]>><<set $huntbreak to $day>>
<</link>><</if>>
<<if $playerenergy gte 25 and $foragebreak isnot true>><<link "Forage">>
<<set $foragebreak to $day>>
<<goto "Forage">>
<</link>><<elseif $playerenergy lt 25>>You're too tired to forage.
<<elseif $foragebreak eq $day>>You've already foraged at this location.<</if>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>><<set $npcInspect to _i>>
<<set $npcInspect to _i>>
<<goto "Talk to NPC">>
<</link>>
<</capture>>
<</for>>
[[End the day|End the Day Wagon Break Wait]]You attempt to repair your wagon.
<<if $chance lt $playercarpet>>
You manage to fix your wagon. Of course, you might still want to grab a spare part whenever possible. <<set $wagonhealth to random(50, 100)>>
<<set $playercarpet += random(2,4)>>
[[Travel]]
<<else>>
Unfortunately, you're unable to fix the wagon.
[[Try something else|previous()]]
<<set $repairattempt to true>><<set $playercarpet += 1>>
<</if>>
You decide to wait and see if anyone comes by.
<<if $chance gte 50>>
Another party comes across you. They seem eager to barter with you.
[[Great them|EODWagon Break Help][$chance to random(1,10)]]
<<else>>
Unfortunately, no wagons come to the rescue.
<<link [[End the day|End the Day Wagon Break Wait2]]>><<set _energypenalty = 0>>
<<set _stresspenalty = random(5, 10)>>
<<set _healthpenalty = 0>>
<<EnergyLoss>><</link>>
<</if>>You decide to call it a night and rest up.
[[Wagon Break]]
<<nobr>>
<<set _rest to 1>>
<<Rest>>
<</nobr>>The leader comes towards you.
<<if $chance is 1>>
"Looks like you're stuck."
"Yeah..."
"We've got a spare wagon part if you need it."
"That's exactly what I need."
"Here. Take it. We've got plenty?"
"You sure?"
"Of course. We gotta be kind to each other on the road."
The generous stranger provides you with spare parts that you use to fix your wagon. Now ready to go, you [[continue on your journey.|Travel]]
<<set $wagonhealth to 100>>
<<elseif $chance is 2>>
"Looks like you're stuck."
"Yeah..."
"That's a shame."
"Isn't it just?"
Two men pop out of the wagon, armed with rifles. The man standing in front of you pulls out a wicked-looking bowie knife.
"Now... Watcha got in that wagon?"
[[Let them steal from you|EODWagon Steel]]
<<else>>
"Looks like you're stuck."
"Yeah..."
"Well, I'm willing to do a trade."
After a sigh, you say [["What do you want?"|EODWagon Break Trade]]
<</if>><<nobr>> <<set _cash to random(10,30)>><<set _sex to random(0,4)>> <<set _tradeitem = $tradeitem.random(1,4)>>
<<if _tradeitem is 1>>
<<set _trade to $tradegoodsess.random(0,2)>>
<<if _trade is "Food">>
<<set _tradeamount to random(125, 750)>>
<<elseif _trade is "Oxen">>
<<set _tradeamount to random(1,2)>>
<</if>>
<<elseif _tradeitem is 2>>
<<set _trade to $tradegoodssup.random(0,1)>>
<<if _trade is "Medicine">>
<<set _tradeamount to random(1,10)>>
<<else>>
<<set _tradeamount to random(10, 100)>>
<</if>>
<<elseif _tradeitem is 3>>
<<set _trade to $tradegoodsval.random(0,1)>>
<<if _trade is "Gold">>
<<set _tradeamount to random(2,5)>>
<<elseif _trade is "Pelt">>
<<set _tradeamount to random(2,5)>>
<</if>>
<<elseif _tradeitem is 4>>
<<set _trade to $tradegoodstool.random(0,1)>>
<<if _trade is "Rifle">>
<<set _tradeamount to random(1,2)>>
<<else>>
<<set _tradeamount to random(20,200)>>
<</if>>
<</if>>
<</nobr>>
After talking to the wagon leader, they will
<<if $cash gte _cash>>
<<link [[They will take $<<print _cash>> for a spare part|EODWagon Break Deal]]>>
<<set $cash -= _cash>>
<</link>>
<</if>>
<<link [[They will take _tradeamount _trade|EODWagon On Break Tradedeal]]>>
<<if _trade is "Meat">>
<<if $food gte _trade>>
<<set $food -= _trade>>
<<set $chance to 1>>
<<else>>
<</if>>
<<elseif _trade is "Fruit & Vegetables">>
<<if $veg gte _trade>>
<<set $veg -= _trade>>
<<set $chance to 1>>
<<else>>
<</if>>
<<elseif _trade is "Oxen">>
<<if $oxen gte _trade>>
<<set $oxen -= _trade>>
<<set $chance to 1>>
<<else>>
<</if>>
<<elseif _trade is "Gold">>
<<if $gold gte _trade>>
<<set $gold -= _trade>>
<<set $chance to 1>>
<<else>>
<</if>>
<<elseif _trade is "Pelt">>
<<if $pelts gte _trade>>
<<set $pelts -= _trade>>
<<set $chance to 1>>
<<else>>
<</if>>
<<elseif _trade is "Medicine">>
<<if $meds gte _trade>>
<<set $meds -= _trade>>
<<set $chance to 1>>
<<else>>
<</if>>
<<elseif _trade is "Alcohol">>
<<if $alcohol gte _trade>>
<<set $alcohol -= _trade>>
<<set $chance to 1>>
<<else>>
<</if>>
<<elseif _trade is "Bullets">>
<<if $bullet gte _trade>>
<<set $bullet -= _trade>>
<<set $chance to 1>>
<<else>>
<</if>>
<<elseif _trade is "Rifle">>
<<if $rifle gte _trade>>
<<set $rifle -= _trade>>
<<set $chance to 1>>
<<else>>
<</if>>
<</if>>
<</link>>
<<if _sex gte 3>>
<<link [[The party leader will consider it if they can have some sex|EODWagon Break Deal sex]]>>
<</link>><</if>>You make a deal with the party leader, who gives you a spare part.
[[Get back to the trail|Travel][$wagonhealth to 100]]<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].deprev gte 35 and $PartyNPC[_i].energy gte 25 and $PartyNPC[_i].hp gte 75 and $PartyNPC[_i].sick is 0>> <<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname` "NPCwagonsex">><<set $npcInspect to _i>>
<</link>>
<</if>> <</capture>>\
<</for>>\
[[Reconsider|previous()]]<<if $chance isnot 1>>You do not have enough items [[to trade.|previous()]]
<<else>><<include "EODWagon Break Deal">>
<</if>>The criminals go through your things.
[[Well that sucked|End the Day Wagon Break Wait2]]
<<nobr>>
<<set $food Math.clamp($food - random(0, 100), 0, 1000000)>>
<<set $rifle to 0>>
<<set $bullet to Math.round($bullet / random(1, 4)>>
<<set $alcohol to Math.round($bullet / random(1, 4)>>
<<set $gold to Math.round($bullet / random(1, 4)>>
<<set $pelts to Math.round($bullet / random(1, 4)>>
<<set $meds to Math.round($bullet / random(1, 4)>>
<<set _rest to 1>>
<<Rest>>
<<set _energypenalty = 0>>
<<set _stresspenalty = random(20, 30)>>
<<set _healthpenalty = 0>>
<<EnergyLoss>>
<</nobr>><div align="center"><img @src="'images/' + 'sex/' + $PartyNPC[$npcInspect].image">
</div>
$PartyNPC[$npcInspect].name accompanies the wagon leader somewhere quiet. There, they proceed to have relations.
After their intimate encounter, the wagon leader provides you with a part to fix the wagon. Upon fixing the wagon, you [[continue on your journey.|Travel]]
<<nobr>>
<<set $PartyNPC[$npcInspect].deprev to Math.clamp($PartyNPC[$npcInspect].deprev + random(2,4), 0, 100)>>
<<set $PartyNPC[$npcInspect].energy to Math.clamp($PartyNPC[$npcInspect].energy - random(25,50), 0 , 100)>>
<<set $PartyNPC[$npcInspect].clean to $PartyNPC[$npcInspect].clean - Math.clamp(random(5,10), 0, 100)>>
<</nobr>><div align="center"><img @src="'images/' + 'bjpov/' + $PartyNPC[$npcInspect].image">
</div>
You and <<print $PartyNPC[$npcInspect].name>> proceed to have relations.
<<return "Go Back">><div align="center"><img @src="'images/' + 'sexpov/' + $PartyNPC[$npcInspect].image">
</div>
You and <<print $PartyNPC[$npcInspect].name>> proceed to have relations.
<<return "Go Back">>You arrive in the town of Avonwick.
<<run $FemNPC.deleteAt(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15)>>
<<link [[Keep Travelling|Travel][$destination to "Fort Mercer"]]>>
<<run $destination to "Fort Mercer">><<set _chance to random(1,5)>>
<<if _chance gte 1>>
<<AddFemNPC>>
<</if>><<if _chance gte 2>>
<<AddFemNPC>>
<</if>><<if _chance gte 3>>
<<AddFemNPC>>
<</if>> <<if _chance gte 4>>
<<AddFemNPC>>
<</if>><<if _chance gte 5>>
<<AddFemNPC>>
<</if>>
<</link>><<set $jobchance to random(0,2)>>
<<link "Rest here for a night" "Rest Avonwick2">>
<<set _chance to random(0,8)>>
<<if _chance gte 1>>
<<AddFemNPC>>
<</if>><<if _chance gte 2>>
<<AddFemNPC>>
<</if>><<if _chance gte 3>>
<<AddFemNPC>>
<</if>> <<if _chance gte 4>>
<<AddFemNPC>>
<</if>><<if _chance gte 5>>
<<AddFemNPC>>
<</if>><<if _chance gte 6>>
<<AddFemNPC>>
<</if>><<if _chance gte 7>>
<<AddFemNPC>>
<</if>><<if _chance gte 8>>
<<AddFemNPC>>
<</if>>
<</link>>
<<nobr>>
<<set $oxenprice to random(40,60)>>
<<set $foodprice to random(6,8)>>
<<set $vegprice to random(6,8)>>
<<set $sparepartsprice to random(20,30)>>
<<set $medprice to random(4,6)>>
<<set $alcoholprice to random(12, 20)>>
<<set $goldprice to random(3,5)>>
<<set $peltsprice to random(4,5)>>
<<set $rifleprice to 40>>
<<set $bulletprice to 50>>
<<set $fishingprice to random(10,15)>>
<<set $oxenstock to random(0,5)>>
<<set $foodstock to random(100, 500)>>
<<set $vegstock to random(100,500)>>
<<set $sparepartstock to random(3,6)>>
<<set $medstock to random(2,20)>>
<<set $goldstock to random(10, 40)>>
<<set $bookstock to random(1,5)>>
<<set $riflestock to random(0,3)>>
<<set $bullettock to random(1, 10)>>
<<set $fishingstock to random(0, 10)>>
<<set $otherparties to random(3,10)>>
<<set $proscustomer to random(0,10)>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "On the Run">>
<<set $notoriety to $notoriety + random(0,5)>>
<</if>>
<<if $PartyNPC[_i].trait is "On the Run" and $chance + $notoriety gte 100>>
<<set $npcInspect to _i>>
<<goto "Bounty">>
<</if>>
<<if $PartyNPC[_i].stress gte 100 and $PartyNPC[_i].relationship lt 25>>
<<set $npcInspect to _i>>
<<script>>
Dialog.setup("A Party Member Has something to say");
Dialog.wiki(Story.get("Girl Leaves").processText());
Dialog.open();
<</script>>
<</if>>
<</capture>>\
<</for>>\
<</nobr>>You decide to spend some time at Avonwick. Owing its name to its proximity to a river, Avonwick has become a resting point for those who crossed the river. Some use it as a simple stop whereas others find themselves trying to recoup from river crossings gone wrong.
[[Adjust Travel Arrangements|TA Sutton]]
[[Shop|Shop Avonwick]]
[[See if someone wants to trade|Trade Avonwick][$chance to random(1,8)]]
<<if $steal neq $day>>
[[Attempt to steal from others|Steal Sutton][$chance to random(0,100)]]
<<elseif $steal eq $day>>
You've already committed an act of theft today.
<</if>>
[[Talk with fellow travelers|Talk Avonwick][$chance to random(0,10)]]
[[See if there's any women to recruit|Recruitment Sutton]]
[[Look for some jobs|Jobs Avonwick]]
[[Talk to your companions|TalkParty Avonwick2]]
<<if $camera gte 1>>
[[Photography|Photography Sutton]]
<</if>>
[[Set up 'business' (Ends the Day)|Prostitution Avonwick]]
[[Get a full night's rest (Ends the Day)|RestAvonwick3]]You can expect a high mark up on goodss to take advantage of those who've lost supplies on the river. Gold, however, is somewhat cheaper due to the prevalence of gold panning. The high prices mean you have a good opportunity to sell excess inventory and make a bit of extra cash.
<<nobr>><<run _oxensellprice to Math.round($oxenprice / 2)>>
<<set _meatsellprice to Math.round($foodprice / 2)>>
<<set _vegsellprice to Math.round($vegprice / 2)>>
<<set _medsellprice to Math.round($medprice / 2)>>
<<set _goldsellprice to Math.round($goldprice / 8)>>
<<set _alcoholsellprice to Math.round($alcoholprice / 3)>>
<<set _sparepartssellprice to Math.round($sparepartsprice / 2)>>
<<set _peltsellprice to Math.round($peltsprice / 2)>>
<<set _riflesellprice to Math.round($rifleprice / 2)>>
<<set _bulletsellprice to Math.round($bulletprice / 3)>>
<<set _fishingsellprice to Math.round($fishingprice / 4)>>
<</nobr>>
<div align='center' style='font-size: 100%;'><<listbox "$tattoo" autoselect>>
<<option "Essentials" Essentials>>
<<option "Valuables" Valuables>>
<<option "Supplements" Supplements>>
<<option "Tools" ToolsAvonwick>>
<</listbox>>
</div>
<span id="tattoo-info">(nothing)</span><<script>>
$(document).one(":passagerender", function (event) {
/* Initial display of text pulled from the "Class Info X" passages. */
$(event.content).find("#tattoo-info").empty().wiki("<<include 'Shop " + State.variables.tattoo + "'>>");
/* Trigger text display upon listbox change. */
$(event.content).find("#listbox-tattoo").on("change", function (event) {
/* Fade out text. */
$("#tattoo-info").fadeOut(500, function () {
/* Update text and then fade it back in. */
$("#tattoo-info").empty().wiki("<<include 'Shop " + State.variables.tattoo + "'>>").fadeIn(500);
});
});
});
<</script>>
[[Go back to town|Rest Avonwick2]]You rest for the night.
[[Avonwick]]
<<set _rest to 1>>
<<Rest>>
<<set $chance to random(1, 10)>>You and $PartyNPC[$npcInspect].name attempt to salvage <<linkappend "some parts.">>
<<if $chance lte $playercarpet + $PartyNPC[$npcInspect].survival>>
There, you attempt to remove one of the wheels. As you do, the wagon slips, causing it to crush your hand. After letting out a scream of pain, you head back to your wagon.
<<set $playerhp to $playerhp - random(10,15)>>
[[Leave|Travel]]
<<else>>
There, you attempt to remove one of the wheels. You manage to do so with ease, before taking it back to your wagon.
<<set $spareparts to $spareparts + 1>>
[[Leave|Travel]]<<set $playercarpet + random(2,4)>>
<</if>>
<</linkappend>>
<<nobr>>
<<set $playerenergy to Math.clamp($playerenergy - random(10,15),0 ,100)>>
<<set $PartyNPC[$npcInspect].energy to - Math.clamp($PartyNPC[$npcInspect].energy -random(10,15),0 ,100)>>
<</nobr>><<nobr>><<set _meat to random(0, 100)>> <<set _veg to random(1,100)>> <<set _med to random(0, 5)>> <<set _pelt to random(0, 5)>> <<set _alcohol to random(0, 10)>> <<set _bullets to random(0, 50)>><</nobr>><div id="choices"><<include "Abandon Wagon Loot2">></div><<if _meattake isnot true>><<link "Take _meat pounds of food">>
<<replace "#choices">>
<<set _meattake to true>>
<<set $food to $food + _meat>>
<<include "Abandon Wagon Loot2">>
<</replace>>
<</link>>
<<else>>
There is no more food to loot.
<</if>><<if _medtake isnot true>><<link "Take _med bottles of medicine">>
<<replace "#choices">>
<<set _medtake to true>>
<<set $meds to $meds + _med>>
<<include "Abandon Wagon Loot2">>
<</replace>>
<</link>>
<<else>>
There is no medicine to take.
<</if>><<if _pelttake isnot true>><<link "Take _pelt pelts">>
<<replace "#choices">>
<<set _pelttake to true>>
<<set $pelts to $pelts + _pelt>>
<<include "Abandon Wagon Loot2">>
<</replace>>
<</link>>
<<else>>
There are no pelts to take.
<</if>><<if _alcoholtake isnot true>><<link "Take _alcohol servings of alcohol">>
<<replace "#choices">>
<<set _alcoholtake to true>>
<<set $alcohol to $alcohol + _alcohol>>
<<include "Abandon Wagon Loot2">>
<</replace>>
<</link>>
<<else>>
There is no alcohol to take.
<</if>><<if _bullettake isnot true>><<link "Take _bullets bullets">>
<<replace "#choices">>
<<set _bullettake to true>>
<<set $bullet to $bullet + _bullets>>
<<include "Abandon Wagon Loot2">>
<</replace>>
<</link>>
<<else>>
There are no bullets.
<</if>>
[[Leave|Travel]]
You look for some jobs.
<<if $jobchance is 0>>
Someone want some help catching some fish at the river. This job will take the entire day and will net you $3. You might also get some extra pay if you do a good job.
Difficulty: Easy
Main Skills: Survival
[[Accept the job|Avonwick Fishing]]
[[Consider it|Rest Avonwick2]]
<<elseif $jobchance is 1>>
Someone wants help repairing wagons that had to endure the river. You will be paid $2 per wagon you fully repair.
Difficulty: Easy
Main Skills: Carpentry
[[Accept Job|Avonwick WagonRepair][$chance to random(2,5)]]
[[Consider it|Rest Avonwick2]]
<<elseif $jobchance is 2>>
A group of travellers has reported that a party member of theirs has gone missing. They want you to take a look around and see if you can locate the missing party member.
They'll pay you $10 for you to attempt and will discuss extra payment depending on what you find.
Difficulty: Hard
Main Skills: Survival, Medical, Combat
[[Take the job|Lostpersonquest2][$cash to $cash + 10]]
<<return "Think about it">>
<</if>>You head out to the river to go fishing.
<<set _hours to 0>><<set _fish to 0>>
<div id="event"><<include "Avonwick Fishing 2">>
</div>
<<if _hours is 8>>
You have caught _fish pounds of fish.
<<if _fish lt 30>>
You didn't catch much fish, so you're only paid the minimum for your work.
<<link [[End the day]]>>
<<set $cash to $cash + 3>>
<<set $playersurvival to $playersurvival + random(1,2)>>
<</link>>
<<elseif _fish lt 40>>
You've caught a decent amount of fish and are given a dollar bonus.
<<link [[End the day]]>>
<<set $cash to $cash + 4>>
<<set $playersurvival to $playersurvival + random(2,3)>>
<</link>>
<<else>>
You caught an impressive amount of fish. You're given double the pay for your efforts.
<<link [[End the day]]>>
<<set $cash to $cash + 6>>
<<set $playersurvival to $playersurvival + random(2,3)>>
<</link>>
<</if>>
<<else>>
You have <<print 8 - _hours>> hours left to work. You have caught _fish pounds of fish.
<<link "Catch fish">>
<<if $playersurvival gte $chance>>
<<set _fish to _fish + random(1, 10)>>
<<if $playerbkgd is "Fisherman">>
<<set _fish to _fish + random(1, 2)>>
<</if>>
<</if>>
<<set _hours to _hours + 1>>
<<if $playerbkgd isnot "Fisherman">>
<<set $chance to random(10, 50)>>
<<else>>
<<set $chance to random(0, 50)>>
<</if>>
<<replace "#event">> <<include "Avonwick Fishing 2">>
<</replace>>
<</link>>
<</if>>You and $PartyNPC[$npcInspect].name $PartyNPC[$npcInspect].lastname head out of <<print $destination>> and look for where they might've gone.
[[Search|Lostpersonquesthelp2][$chance to $chance - random(10,20)]]
You take a look around...
<<if $playersurvival + $PartyNPC[$npcInspect].survival gte $chance>>
You find some tracks that you decide to follow.
<<AddFemNPC>>
[[Follow then|Lostpersonquesthelp3][$chance to random(0,4)]]
<<nobr>><<set $playersurvival += random(1,3)>> <<set $PartyNPC[$npcInspect].survival += random(1,3)>><</nobr>>
<<elseif $playerenergy lt 10>>
You're too tired and will have to abandon this job.
[[End the day]]
<<else>>
Unfortunately, you're unable to find any tracks.
[[Keep Trying|Lostpersonquesthelp1]]
<</if>><<nobr>><<set $playerenergy to Math.clamp($playerenergy - random(20,25), 0, 100)>>
<<set $PartyNPC[$npcInspect].energy to Math.clamp($PartyNPC[$npcInspect].energy - random(20,25), 0, 100)>><</nobr>>The two of you follow the tracks, soon coming across the <<linkappend "missing person.">>
<<if $chance is 0>>
Their body lays motionless on the ground. It appears that they've succumbed to the elements.
[[Go back|Go backLostpersonquest6]]
<<elseif $chance is 1>>
Their body lays on the ground, having succumbed to a bear attack. Immediately, you look around your surroundings, only to find that the bear is waiting for you.
[[Try to escape|Lostpersonquest6BearEscape][$chance to random(0,100)]]
[[Scare the bear away|Lostpersonquesthelp4Bearscare][$chance to random(0,75)]]
<<if $rifle gte 1 and $bullet gte 1>>
[[Shoot the bear|Lostpersonquesthelp4Bearshoot][$chance to random(0,100)]]
<</if>>
<<elseif $chance is 2>>
You find the woman sitting by a rock. She looks at you before saying "W-who are you?"
"I'm <<print $playername>>. Your party sent me to look for you."
"Oh thank God. I thought I'd be lost out here forever."
"You okay?"
"Y-yeah. Just a little lost."
"How about I take you back to <<print $destination>>?"
"I'd like that."
[[Go back to town|Lostpersonquest6Return]]
<<elseif $chance is 3>>
You find the woman laying on the ground. You walk over to her, finding that she's breathing, but is clearly hurt.
[[Check her injuries|Lostpersonquesthelp4-1][$chance to random(20, 50)]]
<<elseif $chance is 4>>
You find the woman sitting by a rock. She looks at you before saying "W-who are you?"
"I'm <<print $playername>>. Your party sent me to look for you."
"Those bastards? Forget 'em."
"Well you can stay out here."
"Do you have a better idea?"
[[We can fake your death|Lostpersonquest6 fakedeath]]
<<if $partysize lt 4>>
[[You wanna join my party?|Lostpersonquest6 recruit]]
<</if>>
<</if>>
<</linkappend>>The two of you take a closer look at the woman's injuries.
<<if $playermedic + $PartyNPC[$npcInspect].medic gte $chance>>
You notice the woman has some sort of cut on her leg, but you realise that she's cut herself on some sort of poisonous plant. She needs medical treatment as soon as possible.
<<if $meds gte 1 and $PartyNPC[$npcInspect].survival lt 30>>
[[Offer her some medicine|Lostpersonquest6-3meds][$meds to $meds - 1]]
<</if>><<if $playersurvival gte 30>>
[[Find some plants to treat her|Lostpersonquest6-3survival]]
<<elseif $PartyNPC[$npcInspect].survival gte 30>>
"Hey, I think these might help her." $PartyNPC[$npcInspect].name says.
She grabs some plants and uses them to make some sort of medicine that treats the injury. This allows you to take her back to <<print $destination>> and reunite her with her party. After they share some hugs, the party leader offers you some extra cash for your efforts.
[[End the day][$cash to $cash + 10]]
<<else>>
[[Just take her back|Lostpersonquest7-3][$chance to random(0,100)]]<</if>>
<<else>>
You notice the woman has some sort of cut on her leg, but are unsure why she's so sick.
[[Just take her back|Lostpersonquest7-3][$chance to random(0,100)]]
<</if>>You and $PartyNPC[$npcInspect].name throw your arms up in the air and let out a mighty roar, hoping to convince the bear that you are not prey.
<<if $chance gte $playersurvival + $PartyNPC[$npcInspect].survival>>
The bear is unimpressed and before you know it, the beast [[pounces on you.|Lostpersonquesthelp4BearFight][$chance to $playercombat]]
<<else>>
Much to your relief, the bear decides you truly are scary and decides to run off. You do the same, heading back to <<print $destination>>. There, you inform the party of their missing member's fate. Although they are sadden by the loss, they find some solace in at least knowing what happened. As a reward, they offer you some supplies that they will no longer be needing.
[[End the day]]
<<nobr>>
<<set $food to $food + random(10, 50)>>
<<set $meds to $meds + random(0,2)>>
<</nobr>>
<</if>>Before the bear reaches you, you have a moment to yell to <<print $PartyNPC[$npcInspect].name>>.
[['"Run!"'|Lostpersonquesthelp4BearfightRun]]
<<if $rifle gte 1>>
[["Use the gun!"'|Lostpersonquesthelp4BearfightGun]]<</if>>
<<nobr>>
<<set $PartyNPC[$npcInspect].stress to $PartyNPC[$npcInspect].stress + random(5,10)>>
<<Vagabond>>
<</nobr>>$PartyNPC[$npcInspect].name watches as you take aim with your rifle.
<<if $playercombat gte $chance>>
Your bullet strikes true, hitting the bear. Not wanting the creature to go to waste, you remove its hide before heading back to $destination to [[deliver the bad news.|Go backLostpersonquest6]]
<<set $pelts to $pelts + random(20,25)>>
<<else>>
Some how, you miss the massive bear in front of you, which is now [[charging at you.|Lostpersonquesthelp4BearFight][$chance to $playercombat]]
<</if>>The bear swings its claws at you. As it turns your sinew into a gory stew, you hope that <<print $PartyNPC[$npcInspect].name>> is ready to shoot.
<<set $playerhp to $playerhp - random (25,50)>><<if $bullet gte 1>>
[[next|Lostpersonquesthelp4BearfightGunhoot3]]
<<elseif $bullet is 0>>
[[next|Lostpersonquesthelp4BearfightGunshootbash][$chance to random(0,100)]]
<</if>>
<<nobr>>
<<set $PartyNPC[$npcInspect].stress to $PartyNPC[$npcInspect].stress + random(5,10)>>
<<Vagabond>>
<</nobr>>You tell <<print $PartyNPC[$npcInspect].name>> to run. She does just that, leaving you to fight for [[your survival.|Lostpersonquest6BearFight]]As the bear continues its attack, you hear a shot ring out.
<<if $PartyNPC[$npcInspect].survival gte $chance>>
The bear slumps on top of you, so $PartyNPC[$npcInspect].name rushes towards you and helps you push the bear off of you. <<if $playerhp gte 50>>Despite your injuries, you manage to head back to $destination with the help of <<print $PartyNPC[$npcInspect].name>>.
There, you inform the party of their missing member's fate. Although they are sadden by the loss, they find some solace in at least knowing what happened. As a reward, they offer you some supplies that they will no longer be needing.
[[End the day]]
<<nobr>>
<<set $food to $food + random(10, 50)>>
<<set $meds to $meds + random(0,2)>>
<</nobr>>
<<elseif $playerhp lt 50>>With the severity of your injuries, you'll need some medical treatment before you can head off.
[[next|Fight for yourlifehelppartymember treat $chance to random(10,70)
<</if>>
<<elseif $chance gte $PartyNPC[$npcInspect].survival>>
The shot doesn't seem to do anything to the bear, which continues its attack.
[[Lostpersonquesthelp4BearfightGun][$chance to random(0,100)]]
<</if>>
<<set $playerenergy to 0>>
<<nobr>>
<<set $PartyNPC[$npcInspect].stress to $PartyNPC[$npcInspect].stress + random(5,10)>>
<<set $PartyNPC[$npcInspect].survival to $PartyNPC[$npcInspect].survival + random(4,6)>>
<<if $PartyNPC[$npcInspect].career is "Vagabond">>
<<set $PartyNPC[$npcInspect].stress to $PartyNPC[$npcInspect].stress - random(1, 4)>>
<</if>>
<</nobr>><<print $PartyNPC[$npcInspect].name>> then starts swinging the musket at the bear. This is an obvious indicator that she's out of ammo.
<<if $chance lt $PartyNPC[$npcInspect].survival>>
To your surprise, the blow is enough to make the bear run away. With the creature gone, <<print $PartyNPC[$npcInspect].name>> rushes over to you and says "Oh my God. <<print $playername>>... Are you okay?"
"I-I'm alive."
"We need to get out of here. Can you walk?"
"Y-yeah... I think so."
<<print $PartyNPC[$npcInspect].name>> helps you back to your feet. With her help, you manage to make it back to <<print $destination>>.
There, you inform the party of their missing member's fate. Although they are sadden by the loss, they find some solace in at least knowing what happened. As a reward, they offer you some supplies that they will no longer be needing.
[[End the day]]
<<nobr>>
<<set $food to $food + random(10, 50)>>
<<set $meds to $meds + random(0,2)>>
<</nobr>>
<<else>>
The blow shifts the bear's attention. It pounces on <<print $PartyNPC[$npcInspect].name>> . The bear starts swinging it's claws at her and biting. Considering your own wounds, all you can do is [[play dead.|Lostpersonquesthelp4shootbashplaydead][$chance to $chance - random(0, 100)]]
<<set $PartyNPC[$npcInspect].hp to -= random(50, 100)>>
<</if>><<if $PartyNPC[$npcInspect].hp is 0>>The bear walks away from <<print $PartyNPC[$npcInspect].name>> and proceeds to sniff you. Your heart races as you wonder what the bear is going to do.
<<if $playersurvival lt $chance>>
The bear isn't convinced by your performance, and decides to maul you some more.
<<set $playerhp to $playerhp - random(25, 50)>>
[[Next|You're playing deadQuest][$chance to $chance - random(10,20)]]
<<else>>
Much to your relief, the bear decides you have enough. Once it walks away, you crawl over to <<print $PartyNPC[$npcInspect].name>>, who you realize has succumbed to her injuries.
You're too wounded to bury her, so you'll just have to <<link [[leave her|Travel]]>>
<<set $PartyNPC.delete($PartyNPC[$npcInspect]>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress += random(20, 30)>>
<</capture>><</for>>
<<Vagabond>>
<<set $partymemberdeath += 1>>
<</link>>
<</if>>
<<elseif $PartyNPC[$npcInspect].hp gte 0 and $PartyNPC[$npcInspect].survival gte $chance>>The bear decides it's done mauling the shit out of the two of you and decides to leave, giving the two of you the opportunity to finally escape. You both arrive at $destination worse for wear, but at least you're alive.
There, you inform the party of their missing member's fate. Although they are sadden by the loss, they find some solace in at least knowing what happened. As a reward, they offer you some supplies that they will no longer be needing.
[[End the day]]
<<nobr>>
<<set $food to $food + random(10, 50)>>
<<set $meds to $meds + random(0,2)>>
<<set $PartyNPC[$npcInspect].survival += random(1,2)>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress += random(20, 30)>>
<</capture>><</for>>
<<Vagabond>>
<</nobr>>
<<elseif $PartyNPC[$npcInspect].hp gte 0 and $PartyNPC[$npcInspect].survival gte $chance>>Your fellow party member attempts to play dead, but it turns out the bear isn't so convinced by her acting abilities.
[[Everyone's an art critic...|Lostpersonquesthelp4shootbashplaydead]]
<<set $PartyNPC[$npcInspect].hp to -= random(25,50)>>
<</if>>You decide to talk to your fellow travelers.
<<if $chance is 0>>
"Glad to see another traveller make it across the river in one piece."
<<elseif $chance is 1>>
"If you need some extra money, I hear that there's work for fishermen or those who can repair wagons."
<<elseif $chance is 2>>
"The river sure is beautiful, isn't it?"
<<elseif $chance is 3>>
"I don't know why they don't just build a damn bridge. Would make travelling so much safer."
<<elseif $chance is 4>>
"Goin' to Oregon huh? I think you'd be better off staying in Costa Rosa."
<<elseif $chance is 5>>
"I wouldn't buy anything here. Bastard shopkeepers try and rip off those who've had misfortune on the river. Should be illegal to exploit folk like that if you ask me."
<<elseif $chance is 6>>
"You much of a fisherman? It's not a bad way to keep your wagon fed."
<<elseif $chance is 7>>
"If you're lookin' for gold, you'll have more luck buying it here than panning for it out by the river."
<<elseif $chance is 8>>
"If you're on the trail, you best prepare for more river crossings."
<<elseif $chance is 9>>
"Were you one of those suckers who paid for the ferry? Only a fool would waste his money when he could just ford the river."
<<else>>
"Be careful. A lot of folks around here are rather desperate after losing their stuff to the river."
<</if>>
<<return>>You head down to the wagon shop where you help with the repair of various wagons.
<<set _hours to 0>><<set _repairs to random(0,75)>><<set _wagonfix to 0>>
<div id="choices"><<include "Avonwick WagonRepair2">>
</div><<if _hours is 8>>
The day is over.
<<if $chance is 0>>
You've fixed all the wagons. That is a total of <<print _wagonfix>>. Your employer approaches you and says "Well that's a mighty fine job you've done there. Here's a bonus for your efforts."
You are given $<<print (_wagonfix * 2) + 5>> for your efforts today, plus a set of spare parts for the trail.
<<link [[End the day]]>>
<<set $cash to $cash + ((_wagonfix * 2) + 5)>>
<<set $playercarpet += 3>>
<<set $spareparts to $spareparts + 1>>
<</link>>
<<elseif _wagonfix gte 1>>
You've fixed _wagonfix wagons. Your employer approaches you and says "That's enough work for today. Good job."
You are given $<<print _wagonfix * 2>> for your efforts.
<<link [[End the day]]>>
<<set $cash to $cash + (_wagonfix * 2)>>
<<set $playercarpet += 2>>
<</link>>
<<else>>
You were unable to fix any wagons, and therefore will not be paid for your efforts.
<<link [[End the day]]>>
<<set $playercarpet += 1>>
<</link>>
<</if>>
<<elseif $chance is 0>>
You've fixed all the wagons. That is a total of <<print _wagonfix>>. Your employer approaches you and says "Well that's a mighty fine job you've done there. Here's a bonus for your efforts."
You are given <<print (_wagonfix * 2) + 5>> for your efforts today, plus a set of spare parts for the trail.
<<link [[End the day]]>>
<<set $cash to $cash + ((_wagonfix * 2) + 5)>>
<<set $spareparts to $spareparts + 1>>
<<set $playercarpet += 3>>
<</link>>
<<else>>
You have <<print 8 - _hours>> hours left to work. There are $chance wagons to repair and you have currently fixed <<print _wagonfix>>.The current wagon you're working on is <<print _repairs>>% fixed.
<<link "Get to work">>
<<set _hours to _hours + 1>>
<<set _chance to random(0, 100)>>
<<set _repairs to _repairs + $playercarpet + random(0,25)>>
<<if _chance gte 75>>
<<set _repairs to _repairs - random(15, 25)>>
<</if>>
<<if _repairs gte 100>>
<<set $playercarpet += random(2,3)>>
<<set $chance to Math.clamp($chance - 1, 0, 100)>>
<<set _wagonfix to _wagonfix + 1>>
<<set _repairs to random(0, 75)>>
<</if>>
<<replace "#choices">><<include "Avonwick WagonRepair2">>
<</replace>>
<</link>>
<</if>>What would you like to know about?
<<link "Player">>
<<script>>
Dialog.setup("Help");
Dialog.wiki(Story.get("Help Player").processText());
Dialog.open();
<</script>>
<</link>>
<<link "Party">>
<<script>>
Dialog.setup("Help");
Dialog.wiki(Story.get("Help Party").processText());
Dialog.open();
<</script>>
<</link>>
<<link "Items">>
<<script>>
Dialog.setup("Help");
Dialog.wiki(Story.get("Help Items").processText());
Dialog.open();
<</script>>
<</link>>
<<link "Travel">>
<<script>>
Dialog.setup("Help");
Dialog.wiki(Story.get("Help General").processText());
Dialog.open();
<</script>>
<</link>>
<<link "Break">>
<<script>>
Dialog.setup("Help");
Dialog.wiki(Story.get("Help Break").processText());
Dialog.open();
<</script>>
<</link>>
<<link "Towns">>
<<script>>
Dialog.setup("Help");
Dialog.wiki(Story.get("Help Towns").processText());
Dialog.open();
<</script>>
<</link>>The Whore Goin' Trail is a trail-style game where you must lead your party on their journey to a new city. Travel is a vital part of this. Travelling between towns is fraught with danger and can be managed in various ways.
You have three options of travel speed:
Demanding: Fastest travel speed. Increases party stress, reduces energy and damages your wagon over time.
Brisk: Moderate travel speed. Will increase party stress, may reduce party energy, and can damage your wagon over time.
Relaxed: Slowest travel speed. May increase party stress but no other penalties.
You also have three options for rationing:
Full: Consumes the most food, but comes with no penalties and reduces the chance of getting sick.
Meager: Consumes a moderate amount of food. Might reduce energy and chance of getting sick.
Bare Minimum: Consumes some food. Reduces energy and increases stress.
You can pick between these options any time you decide to take a break.
Running out of food can cause drastic penalties to stress and energy, so be sure to stock up. You can buy food or trade for it in towns. Otherwise, you can attempt to hunt animals or forage for food. Both of these actions have their risks, but might be necessary to keep your party fed. Hunting also requires a rifle and at least one bullet.
If you are near a river and have a fishing kit, you can also go fishing. Fishing is lower risk than hunting, but is also lower yield.
During your travels, you can rest. Resting will allow you and your party to reduce stress and recover health and energy. Resting also grants access to actions, such as hunting, foraging, and talking to your party members.
You may also come across random encounters during your travels. These encounters have a variety of outcomes from positive to negative.
<<link "Help">>
<<script>>
Dialog.setup("Help");
Dialog.wiki(Story.get("Help").processText());
Dialog.open();
<</script>>
<</link>>
You can recruit women into your party. You'll need to recruit at least 1 woman into your party to start your journey and can recruit a maximum of 4. How many women you add to your party is up to you. More women will give you a wider spread of skills and more women who can work, but it also makes for more people to take care of during your journey.
These women have multiple skills that affect how good they are at certain tasks.
Depravity: Willingness to commit sexual acts.
Survival: Ability to survive in the wilderness.
Medical: Ability to treat injuries and disease.
Every woman has different traits which can affect how they behave. These traits can be negative, positive, or a mix of both.
Finally, every party member has other stats that have to be managed, such as:
Health: If it goes to 0, the character is dead.
Energy: Ability to perform actions. Once this gets low, they will need to rest.
Stress: Stress increases when bad things happen. If this reaches 100 by the time you reach a town, this party member will quit your party for good.
Not every recruitable character is equal, so be sure to check each character before making a decision.
<<link "Help">>
<<script>>
Dialog.setup("Help");
Dialog.wiki(Story.get("Help").processText());
Dialog.open();
<</script>>
<</link>>The player character is the party leader. You will be making decisions for your party, such as trading, gathering resources, who you recruit, and how you make money.
The player has several stats:
Health: If this goes down to zero, it's game over.
Energy: Dictates what tasks you can do. If it gets low, you may need to rest up.
Survival: Skill in survival tasks such as hunting and gathering.
Medical: Skill in treating injuries and illness.
Combat: Skill in combat and marksmanship. Also helps with shooting animals when you are hunting.
Carpentry: Skill in repairing and construction.
All these attributes will help you in certain situations you may encounter.
Also keep in mind, you can often call upon your party members to assist you during most situations. It's a good idea to try and round out your weaknesses with party members who have skills different from yours.
<<link "Help">>
<<script>>
Dialog.setup("Help");
Dialog.wiki(Story.get("Help").processText());
Dialog.open();
<</script>>
<</link>>Oxen: Oxen cart your wagon. You need at least one oxen to travel.
Food: What your party eats.
Spare Parts: Spare parts can be used to repair your wagon.
Medicine: Medicine treats sickness and injuries. Can also be a valuable trade commodity.
Alcohol: Alcohol is both a valuable commodity and can be used to reduce the stress of your party members.
Gold: Gold is a trade commodity.
Pelts: Pelts are a trade commodity.
Rifle: Rifles can be used for hunting and combat.
Bullets: Bullets are needed to shoot rifles.
Fishing Kit: Fishing Kits are used for fishing near rivers.
Camera: Camera can be used to take photos which can be sold.
Photo Paper: Needed to take photos.
Books: Books can be read by party members to level up their stats. Once a character has read a book, they will not be able to read it again.
<<link "Help">>
<<script>>
Dialog.setup("Help");
Dialog.wiki(Story.get("Help").processText());
Dialog.open();
<</script>>
<</link>>During your travels you will encounter towns. You can skip over them if you wish to move faster. Otherwise, you can visit them and access numerous interactions.
Every town has a shop where you can buy items. Some shops have exclusive items such as books. Each town also has its own economy depending on its location.
You can also talk to fellow travelers, who will drop hints on what awaits you on your journey.
It is possible to recruit new women. You're also able to talk to your party.
You can often find work in town. Jobs can offer you some cash but will take the rest of the day. They can be simple labor tasks, or they can be dangerous tasks that might be your last if you're not careful.
In town, you can run prostitution, offering your party members for sexual acts. So long your party member has enough depravity, they will perform certain sexual acts. You can attempt to negotiate with customers, but they may or may not accept an alternative. Girls can get messy during prostitution, which may lead to customers rejecting them.
You can also simply rest if you don't wish to engage with prostitution and give your party a full recovery.
<<link "Help">>
<<script>>
Dialog.setup("Help");
Dialog.wiki(Story.get("Help").processText());
Dialog.open();
<</script>>
<</link>><<if $chance is 1>> <<set _chance to random(1,3)>><<include "Lost">>
<<elseif $chance is 2>> <<include "Abandoned Wagon">>
<<elseif $chance is 3>><<set _chance to random(0, 50)>> <<include "Wagon Stuck">>
<<elseif $chance is 4>> <<include "Fart">>
<<elseif $chance is 5>><<if $oxen gt 1>> <<include "Stray Bullet">><<else>><<include "Abandoned Wagon">><</if>>
<<elseif $chance is 6>> <<include "Wounded Deer">>
<<elseif $chance is 7>> <<include "Broken Down Wagon">>
<<elseif $chance is 8>> <<include "Rabbit Runover">>
<<elseif $chance is 9>> <<include "Wagon Hits Rock">>
<<elseif $chance is 10>> <<include "Snake Bite">>
<<elseif $chance is 11>> <<set $chance to random(0, 100)>> <<include "Theft">>
<<elseif $chance is 12>> <<include "Overburdened Hunter">>
<<elseif $chance is 13>><<include "Butterfly">>
<<elseif $chance is 14>> <<include "Poisoned Man">>
<<elseif $chance is 15>><<run $FemNPC.deleteAt(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15)>> <<include "Stranded Woman">>
<<elseif $chance is 16>> <<include "Mozzies">>
<<elseif $chance is 17>><<include "Blocked Road">>
<<elseif $chance is 18>> <<include "Dead Body">>
<<elseif $chance is 19>> <<include "Voyeurism">>
<<elseif $chance is 20>> <<set $Test to random(1, $PartyNPC.length) - 1>><<include "Bird Poo">>
<</if>>You've arrived at Fort Mercer.
[[Keep Travelling|EoCV]]
<<if $Notoriety gte 75>>
Considering all the crimes you've committed, you should probably avoid this location.
<<else>>
<<link [[Stay here for the night|Fort Mercer2]]>>
<<if $chance gte 10>>
You have been informed that a high ranking officer has arrived in Fort Mercer. That means everyone here will need to be on their best behavior, yourself included.
<</if>>
<<if $qtcountdown lte 0>>
<<set $qmsell to $QM.random()>>
<<set $qmbuy to $QM.random()>>
<<if $qmsell eq $qmbuy and $qmsell isnot "none">>
<<set $qmsell to "none">>
<</if>>
<<set $qtcountdown to 8>>
<<else>>
<<set $qtcountdown to $qtcountdown - 1>>
<</if>>
<<set $officerpros to random(1,3)>>
<<set $proscustomer to random(3,15)>>
<</link>>
<</if>>A wagon wheel gets stuck in a puddle of mud.
<<if $playersurvival lt _chance>>
Unfortunately, the wheel seems to be rather stuck, meaning it takes all day to dig yourself out.
<<set $playerenergy to Math.clamp($playerenergy - random(20, 30), 0, 100)>>
[[Damn|Travel][$day to $day + 1]]
<<else>>
You're soon able to dig the wheel out and continue on your way.
<<set $playersurvival to $playersurvival + 2>>
[[Continue|Travel]]
<<set $playerenergy to Math.clamp($playerenergy - random(10, 15), 0, 100)>>
<</if>>
You hear a gunshot out in the distance. The bullet strikes your lead oxen, killing it in an instant.
[[What a shame|Travel][$oxen to $oxen - 1]]You let rip a rather nasty fart.
[[Travel]]A wounded deer wanders across the road, before collapsing. You figure a hunter must have shot it and it managed to get away for a bit. If you're quick, you can skin it and harvest its meat.
[[Skin it|Wounded Deer Skin][$chance to random(0,100)]]
[[Leave it for the hunter|Travel]]<<if $chance lt 50>><<nobr>><<set _meat to random(36, 72) + Math.trunc($playersurvival * 0.1)>> <<set _pelt to random(6,8)>><</nobr>>You approach the deer and proceed to skin it. After doing so, you gather _meat pounds of meat and a hide that weighs _pelt pounds.
<<set $food to $food + _meat>> <<set $pelts to $pelts + _pelt>>
[[Nice|Travel]]
<<elseif $chance gte 50>>You approach the carcass of the dear, only for the hunter to appear, rifle in hand.
"Hey. That's mine!"
"Sorry. All yours."
You head back to your wagon and leave [[the hunter to his prey.|Travel]]
<</if>>
You see some broken down wagon, the party waiting besides it.
[[See if they need help|Broken Down Wagon Help][$chance to random(1,2)]]
[[Leave them|Travel]]You approach the wagon and ask "You need any help?"
<<if $chance is 1>>
"No we're fine. Thanks for checkin' on us."
"No problem."
[[Continue with your travels|Travel]]
<<elseif $chance is 2>>
"You don't have any spare parts, do you?"
<<if $spareparts gte 1>>
[[Offer a spare part|Broken Down Wagon HelpOffer]]
<</if>>
[[Offer to try and repair the wagon|Broken Down Wagon HelpRepair][$chance to random(20, 50)]]
[[No sorry|Travel]]
<<elseif $chance is 3>>
<</if>>"I don't have any spare parts, but I can try and see if I can repair the damage?"
"Go ahead."
You take a look at the wagon and <<linkappend 'get to work.'>>
<<if $chance gte $playercarpet>>
Despite your best efforts, you're unable to repair the wagon.
"Sorry." You say.
"It's okay. At least you tried."
[[Continue with your travels|Travel]]
<<else>>
You're able to repair the damage. After doing so, the wagon leader says "Thank you. Without you, we would've been stuck here for days."
"No problem."
"How about we give you some food for your troubles?"
<<link [[Sure|Travel]]>>
<<set $food to $food + random(10, 20)>>
<</link>>
[[No thanks|Travel]]
<</if>>
<</linkappend>>"Well, I've got a spare part." You say.
"Okay. Do you want anything for it?"
<div id="choices">\
<<link "No">>
<<replace "#choices">>"No, you can just have it."
"Really?"
"Yeah. We've gotta look out for each other on the trail."
You provide him with the spare parts, before leaving the man to fix his wagon.
[[Continue on with your journey|Travel]]
<</replace>><</link>>
<<link "Some money would be nice.">>
<<replace "#choices">>"Some money would be nice."
<<set _cash to random(15,20)>>
"Sure."
The man gives you $<<print _cash>> for your troubles. You provide him with the spare parts, before leaving the man to fix his wagon.
[[Continue on with your journey|Travel][$cash to $cash + _cash]]
<</replace>><</link>>
</div>A rabbit decides to brave hoping between the wheels of your wagon. It suddenly becomes a bump on the road when you run it over. You decide to check it out, finding the dead rabbit.
[[Take it and continue on|Travel]]
<<nobr>>
<<set $food to $food + random(2,4)>>
<<set $pelts to $pelts + 1>>
<<set $wagonhealth to Math.clamp($wagonhealth - random(1,2), 0, 100)>>
<</nobr>>Your wagon hits a sizable rock, likely causing damage to the wheel.
[[Hope that's okay|Travel]]
<<nobr>>
<<set $wagonhealth to Math.clamp($wagonhealth - random(20,30), 0, 100)>>
<</nobr>>You wait as $PartyNPC[$npcInspect].name heads off into the nearby wilderness. She comes back with a few plants which she proceeds to rub on your shaft. To your surprise, this helps with the venom somewhat, bringing you some relief.
"Wow... You really know what you're doing." You say.
"Thanks. You should probably rest up though."
<<set $playerpoison to Math.clamp($playerpoison- random(20,40), 0, 100)>>
"I'll keep it in mind."
[[Get back on the trail, or listen to her advice|Travel]]During your travels, you can opt to take a break. This will bring your journey to a pause and let you assess your situation. During breaks, you can choose between a variety of options.
Travel Speed and Rations: You can select how fast you are travelling and how much food your party is eating. You may want to change these up depending on what resources you have and how your party is feeling.
Rest: You can choose to rest to recover health and energy plus reduce stress. You can choose to rest for a few days.
Hunting: You can choose to hunt a variety of animals that are nearby. You will need both a rifle and at least one bullet. Animals provide food and a pelt. Some animals can be dangerous, so be careful what you hunt.
Hunting will reduce the amount of miles you travel that day.
Fishing: If you are near water, you can go fishing. Catching fish will give you food.
Fishing will reduce the amount of miles you travel that day.
Foraging: You can forage fruits and vegetables. Some of the food you find might be poisonous.
Foraging will reduce the amount of miles you travel that day.
Talking to Party Members: You can talk to Party Members. This will allow you to flirt with them, give them supplements, set books to read, or even engage in sexual activity depending on your relationship with them.
<<link "Help">>
<<script>>
Dialog.setup("Help");
Dialog.wiki(Story.get("Help").processText());
Dialog.open();
<</script>>
<</link>><div align="center"><img @src="'images/' + 'striptease/' + $PartyNPC[$npcInspect].image">
</div>
<<= $PartyNPC[$npcInspect].name>> <<= $PartyNPC[$npcInspect].lastname>> takes the man back to the wagon. There, she proceeds to give him a bit of a show.
<<if $destination is "Sutton" or $destination is "Avonwick">>
[[Continue|Test Prostitution]]
<<elseif $destination is "Fort Mercer">>
[[Continue|Prostitution Fort Mercer2]]
<</if>>
<<nobr>>
<<set $proscustomer to $proscustomer - 1>>
<<set $PartyNPC[$npcInspect].deprev to Math.clamp($PartyNPC[$npcInspect].deprev + random(2,4), 0, 100)>>
<<set $PartyNPC[$npcInspect].energy to Math.clamp($PartyNPC[$npcInspect].energy - random(10,15),0, 100)>>
<<set $PartyNPC[$npcInspect].clean to $PartyNPC[$npcInspect].clean - Math.clamp(random(3,5), 0, 100)>>
<<set $chance2 to 0>>
<</nobr>><<include "Shop Tools">>
You can also buy photography materials to create photos. Each piece of paper costs $0.35.
<div align="center">
<<numberbox "_photopaper" 0>>
<<button [[Buy|passage()]]>>
<<set $cash to $cash -( _photopaper * 0.35)>>
<<set $photopaper to $photopaper + _photopaper>>
<</button>></div><<link "Version 0.2.8">>
<<script>>
Dialog.setup("Version");
Dialog.wiki(Story.get("Version").processText());
Dialog.open();
<</script>>
<</link>>
<<link "Inventory">>
<<script>>
Dialog.setup("Inventory");
Dialog.wiki(Story.get("Inventory").processText());
Dialog.open();
<</script>>
<</link>>
<<link "Help">>
<<script>>
Dialog.setup("Help");
Dialog.wiki(Story.get("Help").processText());
Dialog.open();
<</script>>
<</link>>
<<link "Add Images">>
<<script>>
Dialog.setup("Add Images");
Dialog.wiki(Story.get("Add an image").processText());
Dialog.open();
<</script>>
<</link>>
<<link "Credits">>
<<script>>
Dialog.setup("Credits");
Dialog.wiki(Story.get("Credits").processText());
Dialog.open();
<</script>>
<</link>><div align='center' style='font-size: 150%;'>\
<strong><u>Version 0.2.8 (Current Version) </u></strong> \
</div>
*Added books back to the store in Sutton.
*Fixed issues with solo foraging.
*Fixed an issue with the abandoned wagon random event.
*Various fixes with random events, Fort Mercer, and being stranded with a broken wagon.
<div align='center' style='font-size: 150%;'>\
<strong><u>Version 0.2.7 </u></strong> \
</div>
*Revamped Shop UI.
*Minor text fixes.
*Fixed minor issues with Alcoholic and Gluttonous traits.
*Fixed an issue with the Fort Mercer Quartermaster when trying to buy bullets.
*Fixed issue where giving party members medicine would mess up sickness.
*Numerous bug fixes with the random events.
<div align='center' style='font-size: 150%;'>\
<strong><u>Version 0.2.6 </u></strong> \
</div>
*Fixed issue with not being able to leave the training page at Fort Mercer.
*Fixed issue with stress gain events
*Fixed issues with the Getting Lost random event.
*Fixed bug with health when setting rations to 'Bare Minimum'.
*Fixed various issues with the Missing Person quest.
*Fixed issue with fleeing bounties leading to the same location.
*Fixed a bug that can occur during foraging alone.
<div align='center' style='font-size: 150%;'>\
<strong><u>Version 0.2.5 </u></strong> \
</div>
*Added photos and camera into inventory display.
*Added images of women when taking photos of them.
*Added text to indicate you can get sick when looting the dead body during the Dead Body random event.
*Fixed bug where you could fish without a fishing kit.
*Fixed issues with quartermaster at Fort Mercer.
*Fixed issues with prostitution at Fort Mercer.
*Fixed issues with training at Fort Mercer.
*First pass at complete bounty encounter for women with the 'Bounty Trait'
*Calm, Anxious, and Bipolar traits now trigger during more events that cause stress.
<div align='center' style='font-size: 150%;'>\
<strong><u>Version 0.2.4 </u></strong> \
</div>
*Added autosave part before the shop in Costa Rosa.
*Added a warning that there is a slight chance that an error can happen during trades where no item is selectable. I am working on resolving this issue.
*Minor text adjustments during failed river crossings.
*Fixed issue where food wouldn't appear for trades.
*Fixed resting so it cannot be set to a negative number.
*Fixed issue with recruitment in towns looping.
*Fixed various bugs that would occur when hunting a bear.
*Fixed issues with dealing with dead party members.
*Fixed issue where players wouldn't get poisoned if bitten by a snake when hunting.
<div align='center' style='font-size: 150%;'>\
<strong><u>Version 0.2.3 </u></strong> \
</div>
*Added a note that clarifies travel is automated.
*Fixed shop menu UI.
*Removed the option to remove party members. This mechanic will come back in a later build.
*Fixed bug where you couldn't select a party member to heal during the Overburdened Hunter encounter.
*Fixed a bug where earning a rifle during any random event would mess up your inventory.
*Fixed some text errors when encountering a snake during the Abandoned Wagon random event.
*Fixed a bug where you would be taken to Sutton after you try to take certain actions in Avonwick.
*Fixed a bug when resting in towns with rations set to 'Meager' or 'Bare Minimum'
<div align='center' style='font-size: 150%;'>\
<strong><u>Version 0.2.2 </u></strong> \
</div>
*Corrected 'Widower' background to 'Widow'.
*Adjusted link text after a sex scene during prostitution.
*Added shameless links to my <<link "Patreon">><<script>>window.open('https://www.patreon.com/c/benrosewood')<</script>><</link>>.
<div align='center' style='font-size: 150%;'>\
<strong><u>Version 0.2.1 </u></strong> \
</div>
*Minor text adjustments at the start of the game and on the death screen.
*First pass at autosaves. Game now autosaves once you arrive at a new town, military outpost, or river crossing.
<div align='center' style='font-size: 150%;'>\
<strong><u>Version 0.2.0 </u></strong> \
</div>
*First pass at implementing images, including 4 characters with 4 color variations for a total of 16 character variations.
*First pass at allowing players to add images into the game. (Does not work on the browser version).
*New location: Fort Mercer. This new location introduces new interactions such as the quartermaster, training, and prisoners.
*2 new jobs.
*Modified Female NPC creator to remove information that is no longer being used.
*First pass at trading between other wagon parties.
*Updated UI so money decimal point doesn't go crazy
*Merged Meat and Vegetables into a single item called 'Food'.
*Changed starvation so that it now takes health.
*Increased energy loss during prostitution events that aren't sex.
*Rebalanced prostitution so full-blown sex takes more time to unlock.
*10 new random events including first pass at combat.
* Simplified player and party sex scenes dialog. (Don't worry, I plan on adding more detail later)
* Adjusted losing items when failing a river crossing.
*Numerous Bug Fixes such as broken sex scenes between player and party member, unlimited foraging, hunting, and more!
<div align='center' style='font-size: 150%;'>\
<strong><u>Version 0.1.0 </u></strong> \
</div>
*4 locations (Costa Rosa, Sutton, Avonwick Crossing, Avonwick)
*8 selectable player backgrounds.
*Prostitution with 4 main options and randomised outcomes
*3 sex scenes players can initiate with Party members. Handjob scene also has first pass at scene variations. These are placeholder content.
*Randomized recruitable NPCs with 15 unique traits (Some traits not fully implemented)
*First pass at shop economy with randomized prices.
*First pass at stealing from other wagons.
*First pass at river crossing content.
*Rest activities including hunting, foraging, and fishing.
*10 Random events during travel.
*3 Jobs (Find missing person (Sutton), Fishing (Avonwick), Wagon Repairs (Avonwick).
*Bugs probably.<div id="Fuck"><<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
$PartyNPC[_i].name $PartyNPC[_i].lastname will <<cycle "$PartyNPC[_i].work" autoselect>>
<<option "Rest">>
<<option "Prostitute Herself">>
<</cycle>>
<</capture>><</for>>
<<link "Continue">>
<<replace #Fuck>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].work is "Rest">>$PartyNPC[_i].name $PartyNPC[_i].lastname spends the night resting.
<<elseif $PartyNPC[_i].work is "Prostitute Herself">>$PartyNPC[_i].name $PartyNPC[_i].lastname prostituted herself.
<<set $PartyNPC[_i].customers to random(0,3)>>
<<if $PartyNPC[_i].customers is 0>>
She could not find any customers!
<<elseif $PartyNPC[_i].customers gt 0 and $deprev lt 10>>
She meets $PartyNPC[_i].customers and performed a strip tease for them.
<<elseif $PartyNPC[_i].customers gt 0 and $deprev lt 25>>
She meets $PartyNPC[_i].customers and gave them handjobs.
<<elseif $PartyNPC[_i].customers gt 0 and $deprev lt 25>>
She meets $PartyNPC[_i].customers and gave them blowjobs.
<<else>>
<</if>>
<<set $PartyNPC[_i].stress += Math.clamp(_
<<set $PartyNPC[_i].clean -=
<<set $PartyNPC[_i].energy -=
<</capture>><</for>><</replace>>
<</link>>
</div>
<<if $partysize lt 4>><<for _i = 0; _i < $FemNPC.length; _i++>>\
<<capture _i>>\
<<if $FemNPC[_i].met isnot true>><<link 'A $FemNPC[_i].career' "NPCPartytalk">><<set $npcInspect to _i>><<set $FemNPC[_i].met to true>><</link>><<elseif $FemNPC[_i].met is true>><<link `$FemNPC[_i].name +" "+ $FemNPC[_i].lastname+" D: "+$FemNPC[_i].deprev+" S: "+$FemNPC[_i].survival+" M: "+$FemNPC[_i].medic` "NPCPartytalk">><<set $npcInspect to _i>><</link>> <</if>>
<</capture>>\
<</for>>\
<<elseif $partysize gte 4>>
Your party is full.
<</if>><<if $partysize gte 1>>
[[Buy stuff for the journey]]
<</if>>
<div align="center"><img @src="'images/' + $scene + $image">
</div>
Angela White takes the man back to the wagon. There, they proceed to have relations.
Something else happens which I sure is rather exciting!
[[Image TEst][$image to "boobs.jpg"]]Want to add your own art into the game?
You'll have the best luck with landscape artwork, but portrait art work should be fine. The game will cap all images at a height of 500px and a width of 800px .
To add an image, you'll need to do the following:
* Add images to the corsponding folders
* Give those image files the same name. Make sure they are all of the same file type.
* To add them to the list, type in the name and the file type. For example, if your images are jpegs, type in 'imagename.jpg'. Without the file type, this will not work.
*If you are on Linux or Mac, the image name is case sensitive.
<<textbox " _playername" ADDIMAGEHERE>>
<<link "Add">> <<set $imagearray.push ( _playername)>><<script>> Dialog.close(); <</script>><</link>>
DISCLAIMER: I am not responsible for the use of any material that may be illegal, including but not unlimited to copyrighted material, images taken and/or used without someone's consent, and other illegal materials.
I am also not responsible for any media packs that are downloaded from unofficial sources that may include malicious software or illegal images.
<<link "Close">><<script>> Dialog.close(); <</script>> <</link>>NOTE: There is a slight chance there will be an error where no option is selectable for trade.
<<if $otherparties gte 1>>There are $otherparties wagon parties that are interested in trading.
<<if $chance is 1 or $chance is 9>> <<nobr>>
<<set _offer to random(100, 500)>>
<<set _oxenoffer to random(0, 100)>> <<set _oxenoffer2 to random(0,100)>>
<<if _offer lt 400>> <<set _oxenoffer to 0>> <<set _oxenoffer2 to 1000>><</if>>
<<if _oxenoffer gte _oxenoffer2>>
<<set _oxenamount to random(1, 2)>>
<<set $tradelist.push ("Oxen")>>
<</if>>
<<set _medsoffer to random(0, 100)>> <<set _medsoffer2 to random(0, 100)>>
<<if _medsoffer gte _medsoffer2>>
<<set _medsamount to Math.clamp(_offer / random(10, 100), 1, 30)>>
<<set _medsamount to Math.round(_medsamount)>>
<<set $tradelist.push ("Medicine")>>
<</if>>
<<set _alcoholoffer to random(0, 100)>> <<set _alcoholoffer2 to random(0, 100)>>
<<if _alcoholoffer gte _alcoholoffer2>>
<<set _alcoholamount to Math.clamp(_offer / random(1, 4), 1, 250)>>
<<set _alcoholamount to Math.round(_alcoholamount)>>
<<set $tradelist.push ("Alcohol")>>
<</if>>
<<set _goldoffer to random(0, 100)>><<set _goldoffer2 to random(0, 100)>>
<<if _goldoffer gte _goldoffer2>>
<<set _goldamount to Math.clamp(_offer / random(50, 200), 1, 50)>>
<<set _goldamount to Math.round(_goldamount)>>
<<set $tradelist.push ("Gold")>>
<</if>>
<<set _peltsoffer to random(0, 100)>><<set _peltsoffer2 to random(0, 100)>>
<<if _peltsoffer gte _peltsoffer2>>
<<set _peltsamount to Math.clamp(_offer / random(50, 200), 1, 50)>>
<<set _peltsamount to Math.round(_peltsamount)>>
<<set $tradelist.push ("Pelts")>>
<</if>>
<<set _sparepartsoffer to random(0, 100)>> <<set _sparepartsoffer2 to random(0, 100)>>
<<if _sparepartsoffer gte _sparepartsoffer2>>
<<set _sparepartsamount to Math.clamp(_offer / random(100, 400), 1, 5)>>
<<set _sparepartsamount to Math.round(_sparepartsamount)>>
<<set $tradelist.push ("Spare Parts")>>
<</if>>
<<set $tradelist.deleteAll("Food")>>
<</nobr>><<include "Trade TestMeat">>
<<elseif $chance is 2>><<nobr>><<set _offer to random(10, 500)>>
<<set _oxenoffer to random(0, 100)>> <<set _oxenoffer2 to random(0,100)>>
<<if _offer lt 400>> <<set _oxenoffer to 0>> <<set _oxenoffer2 to 1000>><</if>>
<<if _oxenoffer gte _oxenoffer2>>
<<set $tradelist.push ("Oxen")>>
<<set _oxenamount to random(1, 2)>>
<</if>>
<<set _medsoffer to random(0, 100)>> <<set _medsoffer2 to random(0, 100)>>
<<if _medsoffer gte _medsoffer2>>
<<set _medsamount to Math.clamp(_offer / random(10, 100), 1, 30)>>
<<set _medsamount to Math.round(_medsamount)>>
<<set $tradelist.push ("Medicine")>>
<</if>>
<<set _alcoholoffer to random(0, 100)>> <<set _alcoholoffer2 to random(0, 100)>>
<<if _alcoholoffer gte _alcoholoffer2>>
<<set _alcoholamount to Math.clamp(_offer / random(1, 4), 1, 250)>>
<<set _alcoholamount to Math.round(_alcoholamount)>>
<<set $tradelist.push ("Alcohol")>>
<</if>>
<<set _goldoffer to random(0, 100)>><<set _goldoffer2 to random(0, 100)>>
<<if _goldoffer gte _goldoffer2>>
<<set _goldamount to Math.clamp(_offer / random(50, 200), 1, 50)>>
<<set _goldamount to Math.round(_goldamount)>>
<<set $tradelist.push("Gold")>>
<</if>>
<<set _peltsoffer to random(0, 100)>><<set _peltsoffer2 to random(0, 100)>>
<<if _peltsoffer gte _peltsoffer2>>
<<set _peltsamount to Math.clamp(_offer / random(50, 200), 1, 50)>>
<<set _peltsamount to Math.round(_peltsamount)>>
<<set $tradelist.push ("Pelts")>>
<</if>>
<<set _sparepartsoffer to random(0, 100)>> <<set _sparepartsoffer2 to random(0, 100)>>
<<if _sparepartsoffer gte _sparepartsoffer2>>
<<set _sparepartsamount to Math.clamp(_offer / random(100, 400), 1, 5)>>
<<set _sparepartsamount to Math.round(_sparepartsamount)>>
<<set $tradelist.push ("Spare Parts")>>
<</if>>
<</nobr>><<include "Trade TestVeg">>
<<elseif $chance is 3>><<nobr>><<set _offer to random(1, 2)>>
<<set _foodoffer to 100>> <<set _foodoffer2 to 0>>
<<if _foodoffer gte _foodoffer2>>
<<set _foodamount to _offer * random(250, 1000)>>
<<set $tradelist.push("Food")>>
<</if>>
<<set _medsoffer to random(0, 100)>> <<set _medsoffer2 to random(0, 100)>>
<<if _medsoffer gte _medsoffer2>>
<<set _medsamount to _offer * random(5, 30)>>
<<set $tradelist.push("Medicine")>>
<</if>>
<<set _alcoholoffer to random(0, 100)>> <<set _alcoholoffer2 to random(0, 100)>>
<<if _alcoholoffer gte _alcoholoffer2>>
<<set _alcoholamount to _offer * random(100, 400)>>
<<set $tradelist.push("Alcohol")>>
<</if>>
<<set _goldoffer to random(0, 100)>><<set _goldoffer2 to random(0, 100)>>
<<if _goldoffer gte _goldoffer2>>
<<set _goldamount to _offer * random(3, 8)>>
<<set $tradelist.push("Gold")>>
<</if>>
<<set _peltsoffer to random(0, 100)>><<set _peltsoffer2 to random(0, 100)>>
<<if _peltsoffer gte _peltsoffer2>>
<<set _peltsamount to _offer * random(3, 8)>>
<<set $tradelist.push("Pelts")>>
<</if>>
<<set _sparepartsoffer to random(0, 100)>> <<set _sparepartsoffer2 to random(0, 100)>>
<<if _sparepartsoffer gte _sparepartsoffer2>>
<<set _sparepartsamount to _offer * random(1, 4)>>
<<set $tradelist.push("Spare Parts")>>
<</if>>
<</nobr>><<include "Trade TestOxen">>
<<elseif $chance is 4>><<nobr>><<set _offer to random(1, 5)>>
<<set _foodoffer to 100>> <<set _foodoffer2 to 0>>
<<if _foodoffer gte _foodoffer2>>
<<set _foodamount to _offer * (100, 500)>>
<<set $tradelist.push("Food")>>
<</if>>
<<set _medsoffer to random(0, 100)>> <<set _medsoffer2 to random(0, 100)>>
<<if _medsoffer gte _medsoffer2>>
<<set _medsamount to _offer * (5, 15)>>
<<set $tradelist.push("Medicine")>>
<</if>>
<<set _alcoholoffer to random(0, 100)>> <<set _alcoholoffer2 to random(0, 100)>>
<<if _alcoholoffer gte _alcoholoffer2>>
<<set _alcoholamount to _offer * (50, 150)>>
<<set $tradelist.push("Alcohol")>>
<</if>>
<<set _goldoffer to random(0, 100)>><<set _goldoffer2 to random(0, 100)>>
<<if _goldoffer gte _goldoffer2>>
<<set _goldamount to _offer * random(1, 5)>>
<<set $tradelist.push("Gold")>>
<</if>>
<<set _peltsoffer to random(0, 100)>><<set _peltsoffer2 to random(0, 100)>>
<<if _peltsoffer gte _peltsoffer2>>
<<set _peltsamount to _offer * random(1,5)>>
<<set $tradelist.push("Pelts")>>
<</if>>
<<set _oxenoffer to random(0, 100)>><<set _oxenoffer2 to random(0, 100)>>
<<if _offer lt 2>> <<set _oxenoffer to 0>> <<set _oxenoffer2 to 1000>><</if>>
<<if _oxenoffer gte _oxenoffer2>>
<<set _oxenamount to Math.round(_offer / random(1, 5))>>
<<set $tradelist.push("Oxen")>>
<</if>>
<</nobr>><<include "Trade TestSpareparts">>
<<elseif $chance is 5>><<nobr>><<set _offer to random(1, 5)>>
<<set _foodoffer to 0>> <<set _foodoffer2 to random(0, 20)>>
<<if _foodoffer gte _foodoffer2>>
<<set _foodamount to _offer * random(10, 50)>>
<<set $tradelist.push("Food")>>
<</if>>
<<set _sparepartsoffer to random(0, 100)>> <<set _sparepartsoffer2 to random(0, 100)>>
<<if _sparepartsoffer gte _sparepartsoffer2>>
<<set _sparepartsamount to Math.clamp(_offer / random(5, 20), 1, 1000)>>
<<set _sparepartsamount to Math.round(_sparepartsamount)>>
<<set $tradelist.push ("Spare Parts")>>
<</if>>
<<set _alcoholoffer to random(0, 100)>> <<set _alcoholoffer2 to random(0, 100)>>
<<if _alcoholoffer gte _alcoholoffer2>>
<<set _alcoholamount to _offer * random(5, 20)>>
<<set $tradelist.push("Alcohol")>>
<</if>>
<<set _goldoffer to random(0, 100)>><<set _goldoffer2 to random(0, 100)>>
<<if _goldoffer gte _goldoffer2>>
<<set _goldamount to Math.clamp(_offer / random(1, 8), 1, 10000)>>
<<set _goldamount to Math.round(_goldamount)>>
<<set $tradelist.push("Gold")>>
<</if>>
<<set _peltsoffer to random(0, 100)>><<set _peltsoffer2 to random(0, 100)>>
<<if _peltsoffer gte _peltsoffer2>>
<<set _peltsamount to Math.clamp(_offer / random(1, 8), 1, 10000)>>
<<set _peltsamount to Math.round(_peltsamount)>>
<<set $tradelist.push ("Pelts")>>
<</if>>
<<set _oxenoffer to random(0, 100)>><<set _oxenoffer2 to random(0, 100)>>
<<if _offer lt 5>> <<set _oxenoffer to 0>> <<set _oxenoffer2 to 1000>><</if>>
<<if _oxenoffer gte _oxenoffer2>>
<<set _oxenamount to 1>>
<<set $tradelist.push("Oxen")>>
<</if>>
<</nobr>><<include "Trade TestMeds">>
<<elseif $chance is 6>><<nobr>><<set _offer to random(10, 50)>>
<<set _foodoffer to 100>> <<set _foodoffer2 to 0>>
<<if _foodoffer gte _foodoffer2>>
<<set _foodamount to _offer * random(1, 4)>>
<<set $tradelist.push("Food")>>
<</if>>
<<set _sparepartsoffer to random(0, 100)>> <<set _sparepartsoffer2 to random(0, 100)>>
<<if _sparepartsoffer gte _sparepartsoffer2>>
<<set _sparepartsamount to Math.clamp(_offer / random(50, 200), 1, 10000)>>
<<set _sparepartsamount to Math.round(_sparepartsamount)>>
<<set $tradelist.push ("Spare Parts")>>
<</if>>
<<set _medsoffer to random(0, 100)>> <<set _medsoffer2 to random(0, 100)>>
<<if _medsoffer gte _medsoffer2>>
<<set _medsamount to Math.clamp(_offer / random(5, 20), 1, 10000)>>
<<set _medsamount to Math.round(_medsamount)>>
<<set $tradelist.push ("Medicine")>>
<</if>>
<<set _goldoffer to random(0, 100)>><<set _goldoffer2 to random(0, 100)>>
<<if _goldoffer gte _goldoffer2>>
<<set _goldamount to Math.clamp(_offer / random(20, 60), 1, 10000)>>
<<set _goldamount to Math.round(_goldamount)>>
<<set $tradelist.push("Gold")>>
<</if>>
<<set _peltsoffer to random(0, 100)>><<set _peltsoffer2 to random(0, 100)>>
<<if _peltsoffer gte _peltsoffer2>>
<<set _peltsamount to Math.clamp(_offer / random(20, 60), 1, 10000)>>
<<set _peltsamount to Math.round(_peltsamount)>>
<<set $tradelist.push("Pelts")>>
<</if>>
<<set _oxenoffer to random(0, 100)>><<set _oxenoffer2 to random(0, 100)>>
<<if _offer lt 40>> <<set _oxenoffer to 0>> <<set _oxenoffer2 to 1000>><</if>>
<<if _oxenoffer gte _oxenoffer2>>
<<set _oxenamount to 1>>
<<set $tradelist.push("Oxen")>>
<</if>>
<</nobr>><<include "Trade TestAlcohol">>
<<elseif $chance is 7>><<nobr>><<set _offer to random(1, 15)>>
<<set _foodoffer to 100>> <<set _foodoffer2 to 0>>
<<if _foodoffer gte _foodoffer2>>
<<set _foodamount to _offer * random(50, 150)>>
<<set $tradelist.push("Food")>>
<</if>>
<<set _sparepartsoffer to random(0, 100)>> <<set _sparepartsoffer2 to random(0, 100)>>
<<if _sparepartsoffer gte _sparepartsoffer2>>
<<set _sparepartsamount to Math.clamp(_offer / random(1,3), 1, 1000)>>
<<set _sparepartsamount to Math.round(_sparepartsamount)>>
<<set $tradelist.push ("Spare Parts")>>
<</if>>
<<set _medsoffer to random(0, 100)>> <<set _medsoffer2 to random(0, 100)>>
<<if _medsoffer gte _medsoffer2>>
<<set _medsamount to _offer * random(2, 6)>>
<<set $tradelist.push("Medicine")>>
<</if>>
<<set _alcoholoffer to random(0, 100)>><<set _alcoholoffer2 to random(0, 100)>>
<<if _alcoholoffer gte _alcoholoffer2>>
<<set _alcoholamount to Math.clamp(_offer / random(10, 30), 1, 1000)>>
<<set _alcoholamount to Math.round(_alcoholamount)>>
<<set $tradelist.push ("Alcohol")>>
<</if>>
<<set _peltsoffer to random(0, 100)>><<set _peltsoffer2 to random(0, 100)>>
<<if _peltsoffer gte _peltsoffer2>>
<<if _peltsoffer gte _peltsoffer2 + 25>>
<<set _peltsamount to _offer * random(1,3)>>
<<set $tradelist.push("Pelts")>>
<<else>>
<<set _peltsamount to Math.clamp(_offer / random(1,3), 1, 100)>>
<<set _peltsamount to Math.round(_peltsamount)>>
<<set $tradelist.push ("Pelts")>>
<</if>><</if>>
<<set _oxenoffer to random(0, 100)>><<set _oxenoffer2 to random(0, 100)>>
<<if _oxenoffer gte _oxenoffer2>>
<<set _oxenamount to random(1, 3)>>
<<set $tradelist.push("Oxen")>>
<</if>>
<</nobr>><<include "Trade TestGold">>
<<elseif $chance is 8>><<nobr>><<set _offer to random(1, 15)>>
<<set _foodoffer to 100>> <<set _foodoffer2 to 0>>
<<if _foodoffer gte _foodoffer2>>
<<set _foodamount to _offer * random(50, 150)>>
<<set $tradelist.push("Food")>>
<</if>>
<<set _sparepartsoffer to random(0, 100)>> <<set _sparepartsoffer2 to random(0, 100)>>
<<if _sparepartsoffer gte _sparepartsoffer2>>
<<set _sparepartsamount to Math.clamp(_offer / random(1,3), 1, 1000)>>
<<set _sparepartsamount to Math.round(_sparepartsamount)>>
<<set $tradelist.push ("Spare Parts")>>
<</if>>
<<set _medsoffer to random(0, 100)>> <<set _medsoffer2 to random(0, 100)>>
<<if _medsoffer gte _medsoffer2>>
<<set _medsamount to _offer * random(2, 6)>>
<<set $tradelist.push("Medicine")>>
<</if>>
<<set _alcoholoffer to random(0, 100)>><<set _alcoholoffer2 to random(0, 100)>>
<<if _alcoholoffer gte _alcoholoffer2>>
<<set _alcoholamount to Math.clamp(_offer / random(10, 30), 1, 1000)>>
<<set _alcoholamount to Math.round(_alcoholamount)>>
<<set $tradelist.push ("Alcohol")>>
<</if>>
<<set _goldoffer to random(0, 100)>><<set _goldoffer2 to random(0, 100)>>
<<if _goldoffer gte _goldoffer2>>
<<if _goldoffer gte _goldoffer2 + 25>>
<<set _goldamount to _offer * random(1,3)>>
<<set $tradelist.push("Gold")>>
<<else>>
<<set _goldamount to Math.clamp(_offer / random(1,3), 1, 100)>>
<<set _goldamount to Math.round(_goldamount)>>
<<set $tradelist.push("Gold")>>
<</if>><</if>>
<<set _oxenoffer to random(0, 100)>><<set _oxenoffer2 to random(0, 100)>>
<<if _oxenoffer gte _oxenoffer2>>
<<set _oxenamount to random(1, 3)>>
<<set $tradelist.push("Oxen")>>
<</if>>
<</nobr>><<include "Trade TestPelt">>
<</if>><<link [[Next trader|Trade Test2-1]]>><<set $otherparties to $otherparties - 1>><<set $chance2 to 1>><<set $chance to random(1,8)>>
<<set $tradelist.deleteAll("Oxen", "Gold", "Pelts", "Medicine", "Food", "Alcohol", "Spare Parts")>>
<</link>>
[[Leave|Rest Sutton][$tradelist.deleteAll("Oxen", "Gold", "Pelts", "Medicine", "Fruit & Vegetables", "Alcohol", "Spare Parts")]]
<<elseif $otherparties lte 0>>There are no more parties to trade with.
[[Leave|Rest Sutton]]
<</if>>The group is offering _offer pounds of food to trade.
<<listbox "$tradeselect" autoselect>>
<<optionsfrom $tradelist>>
<</listbox>>
<span id="item-info">(nothing)</span><<script>>
$(document).one(":passagerender", function (event) {
/* Initial display of text pulled from the "Class Info X" passages. */
$(event.content).find("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>");
/* Trigger text display upon listbox change. */
$(event.content).find("#listbox-tradeselect").on("change", function (event) {
/* Fade out text. */
$("#item-info").fadeOut(500, function () {
/* Update text and then fade it back in. */
$("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>").fadeIn(500);
});
});
});
<</script>> The group is offering _offer pounds of food to trade.
<<listbox "$tradeselect" autoselect>>
<<optionsfrom $tradelist>>
<</listbox>>
<span id="item-info">(nothing)</span><<script>>
$(document).one(":passagerender", function (event) {
/* Initial display of text pulled from the "Class Info X" passages. */
$(event.content).find("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>");
/* Trigger text display upon listbox change. */
$(event.content).find("#listbox-tradeselect").on("change", function (event) {
/* Fade out text. */
$("#item-info").fadeOut(500, function () {
/* Update text and then fade it back in. */
$("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>").fadeIn(500);
});
});
});
<</script>> This group is offering _offer oxen to trade.
<<listbox "$tradeselect" autoselect>>
<<optionsfrom $tradelist>>
<</listbox>>
<span id="item-info">(nothing)</span><<script>>
$(document).one(":passagerender", function (event) {
/* Initial display of text pulled from the "Class Info X" passages. */
$(event.content).find("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>");
/* Trigger text display upon listbox change. */
$(event.content).find("#listbox-tradeselect").on("change", function (event) {
/* Fade out text. */
$("#item-info").fadeOut(500, function () {
/* Update text and then fade it back in. */
$("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>").fadeIn(500);
});
});
});
<</script>> Thjs group is offering _offer spare parts for trade.
<<listbox "$tradeselect" autoselect>>
<<optionsfrom $tradelist>>
<</listbox>>
<span id="item-info">(nothing)</span><<script>>
$(document).one(":passagerender", function (event) {
/* Initial display of text pulled from the "Class Info X" passages. */
$(event.content).find("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>");
/* Trigger text display upon listbox change. */
$(event.content).find("#listbox-tradeselect").on("change", function (event) {
/* Fade out text. */
$("#item-info").fadeOut(500, function () {
/* Update text and then fade it back in. */
$("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>").fadeIn(500);
});
});
});
<</script>> This group is offering _offer grams of gold for trade.
<<listbox "$tradeselect" autoselect>>
<<optionsfrom $tradelist>>
<</listbox>>
<span id="item-info">(nothing)</span><<script>>
$(document).one(":passagerender", function (event) {
/* Initial display of text pulled from the "Class Info X" passages. */
$(event.content).find("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>");
/* Trigger text display upon listbox change. */
$(event.content).find("#listbox-tradeselect").on("change", function (event) {
/* Fade out text. */
$("#item-info").fadeOut(500, function () {
/* Update text and then fade it back in. */
$("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>").fadeIn(500);
});
});
});
<</script>> This party is offering _offer serves of alcohol to trade.
<<listbox "$tradeselect" autoselect>>
<<optionsfrom $tradelist>>
<</listbox>>
<span id="item-info">(nothing)</span><<script>>
$(document).one(":passagerender", function (event) {
/* Initial display of text pulled from the "Class Info X" passages. */
$(event.content).find("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>");
/* Trigger text display upon listbox change. */
$(event.content).find("#listbox-tradeselect").on("change", function (event) {
/* Fade out text. */
$("#item-info").fadeOut(500, function () {
/* Update text and then fade it back in. */
$("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>").fadeIn(500);
});
});
});
<</script>> This party is offering _offer pounds of pelts to trade.
<<listbox "$tradeselect" autoselect>>
<<optionsfrom $tradelist>>
<</listbox>>
<span id="item-info">(nothing)</span><<script>>
$(document).one(":passagerender", function (event) {
/* Initial display of text pulled from the "Class Info X" passages. */
$(event.content).find("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>");
/* Trigger text display upon listbox change. */
$(event.content).find("#listbox-tradeselect").on("change", function (event) {
/* Fade out text. */
$("#item-info").fadeOut(500, function () {
/* Update text and then fade it back in. */
$("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>").fadeIn(500);
});
});
});
<</script>> This group is offering _offer bottles of medicine to trade.
<<listbox "$tradeselect" autoselect>>
<<optionsfrom $tradelist>>
<</listbox>>
<span id="item-info">(nothing)</span><<script>>
$(document).one(":passagerender", function (event) {
/* Initial display of text pulled from the "Class Info X" passages. */
$(event.content).find("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>");
/* Trigger text display upon listbox change. */
$(event.content).find("#listbox-tradeselect").on("change", function (event) {
/* Fade out text. */
$("#item-info").fadeOut(500, function () {
/* Update text and then fade it back in. */
$("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>").fadeIn(500);
});
});
});
<</script>> NOTE: There is a slight chance there will be an error where no option is selectable for trade.
<<if $otherparties gte 1>>There are $otherparties wagon parties that are interested in trading.
<<if $chance is 1 or $chance is 9>> <<nobr>><<set _offer to random(10, 500)>>
<<set _foodoffer to 100>> <<set _foodoffer2 to 0>>
<<if _foodoffer gte _foodoffer2>><<set _foodamount to Math.clamp(random(10, 500), _offer / 2, _offer * 2)>>
<</if>>
<<set _oxenoffer to random(0, 100)>> <<set _oxenoffer2 to random(0, 90)>>
<<if _oxenoffer gte _oxenoffer2>>
<<set $tradelist.push ("Oxen")>>
<<set _oxenamount to random(1, 2)>>
<</if>>
<<set _medsoffer to random(0, 100)>> <<set _medsoffer2 to random(0, 90)>>
<<if _medsoffer gte _medsoffer2>>
<<set _medsamount to Math.clamp(_offer / random(20, 80), 1, 30)>>
<<set _medsamount to Math.round(_medsamount)>>
<<set $tradelist.push ("Medicine")>>
<</if>>
<<set _alcoholoffer to random(0, 100)>> <<set _alcoholoffer2 to random(50, 100)>>
<<if _alcoholoffer gte _alcoholoffer2>>
<<set _alcoholamount to Math.clamp(_offer / random(1, 3), 1, 350)>>
<<set _alcoholamount to Math.round(_alcoholamount)>>
<<set $tradelist.push ("Alcohol")>>
<</if>>
<<set _goldoffer to random(0, 100)>><<set _goldoffer2 to random(50, 200)>>
<<if _goldoffer gte _goldoffer2>>
<<set _goldamount to Math.clamp(_offer / random(100, 300), 1, 50)>>
<<set _goldamount to Math.round(_goldamount)>>
<<set $tradelist.push ("Gold")>>
<</if>>
<<set _peltsoffer to random(0, 100)>><<set _peltsoffer2 to random(50, 200)>>
<<if _peltsoffer gte _peltsoffer2>>
<<set _peltsamount to Math.clamp(_offer / random(50, 200), 1, 50)>>
<<set _peltsamount to Math.round(_peltsamount)>>
<<set $tradelist.push ("Pelts")>>
<</if>>
<<set _sparepartsoffer to random(0, 100)>> <<set _sparepartsoffer2 to random(0, 90)>>
<<if _sparepartsoffer gte _sparepartsoffer2>>
<<set _sparepartsamount to Math.clamp(_offer / random(150, 500), 1, 5)>>
<<set _sparepartsamount to Math.round(_sparepartsamount)>>
<<set $tradelist.push ("Spare Parts")>>
<</if>>
<</nobr>><<include "Trade TestMeat">>
<<elseif $chance is 2>><<nobr>><<set _offer to random(10, 500)>>
<<set _foodoffer to 100>> <<set _foodoffer2 to 0>>
<<if _foodoffer gte _foodoffer2>><<set _foodamount to Math.clamp(random(10, 500), _offer / 2, _offer * 2)>>
<<set $tradelist.push ("Food")>>
<</if>>
<<set _medsoffer to random(0, 100)>> <<set _medsoffer2 to random(0, 90)>>
<<if _medsoffer gte _medsoffer2>>
<<set _medsamount to Math.clamp(_offer / random(20, 80), 1, 30)>>
<<set _medsamount to Math.round(_medsamount)>>
<<set $tradelist.push ("Medicine")>>
<</if>>
<<set _alcoholoffer to random(0, 100)>> <<set _alcoholoffer2 to random(50, 100)>>
<<if _alcoholoffer gte _alcoholoffer2>>
<<set _alcoholamount to Math.clamp(_offer / random(1, 3), 1, 350)>>
<<set _alcoholamount to Math.round(_alcoholamount)>>
<<set $tradelist.push ("Alcohol")>>
<</if>>
<<set _goldoffer to random(0, 100)>><<set _goldoffer2 to random(50, 200)>>
<<if _goldoffer gte _goldoffer2>>
<<set _goldamount to Math.clamp(_offer / random(100, 300), 1, 50)>>
<<set _goldamount to Math.round(_goldamount)>>
<<set $tradelist.push ("Gold")>>
<</if>>
<<set _peltsoffer to random(0, 100)>><<set _peltsoffer2 to random(50, 200)>>
<<if _peltsoffer gte _peltsoffer2>>
<<set _peltsamount to Math.clamp(_offer / random(50, 200), 1, 50)>>
<<set _peltsamount to Math.round(_peltsamount)>>
<<set $tradelist.push ("Pelts")>>
<</if>>
<<set _sparepartsoffer to random(0, 100)>> <<set _sparepartsoffer2 to random(0, 90)>>
<<if _sparepartsoffer gte _sparepartsoffer2>>
<<set _sparepartsamount to Math.clamp(_offer / random(150, 500), 1, 5)>>
<<set _sparepartsamount to Math.round(_sparepartsamount)>>
<<set $tradelist.push ("Spare Parts")>>
<</if>>
<</nobr>><<include "Trade TestVeg">>
<<elseif $chance is 3>><<nobr>><<set _offer to 1>>
<<set _foodoffer to 0>> <<set _foodoffer2 to random(0, 100)>>
<<if _foodoffer gte _foodoffer2>>
<<set _foodamount to _offer * random(200, 1000)>>
<<set $tradelist.push("Food")>>
<</if>>
<<set _foodoffer to 100>> <<set _foodoffer2 to 0>>
<<if _foodoffer gte _foodoffer2>>
<<set _foodamount to _offer * random(200, 1000)>>
<</if>>
<<set _medsoffer to random(0, 100)>> <<set _medsoffer2 to random(0, 100)>>
<<if _medsoffer gte _medsoffer2>>
<<set _medsamount to _offer * random(3, 30)>>
<<set $tradelist.push("Medicine")>>
<</if>>
<<set _alcoholoffer to random(0, 100)>> <<set _alcoholoffer2 to random(111, 200)>>
<<if _alcoholoffer gte _alcoholoffer2>>
<<set _alcoholamount to _offer * random(100, 400)>>
<<set $tradelist.push("Alcohol")>>
<</if>>
<<set _goldoffer to random(0, 100)>><<set _goldoffer2 to random(75, 200)>>
<<if _goldoffer gte _goldoffer2>>
<<set _goldamount to _offer * random(15, 25)>>
<<set $tradelist.push ("Gold")>>
<</if>>
<<set _peltsoffer to random(0, 100)>><<set _peltsoffer2 to random(50, 200)>>
<<if _peltsoffer gte _peltsoffer2>>
<<set _peltsamount to _offer * random(10, 25)>>
<<set $tradelist.push ("Pelts")>>
<</if>>
<<set _sparepartsoffer to random(0, 100)>> <<set _sparepartsoffer2 to random(0, 90)>>
<<if _sparepartsoffer gte _sparepartsoffer2>>
<<set _sparepartsamount to _offer * random(1, 3)>>
<<set $tradelist.push ("Spare Parts")>>
<</if>>
<</nobr>><<include "Trade TestOxen">>
<<elseif $chance is 4>><<nobr>><<set _offer to random(1, 2)>>
<<set _foodoffer to 100>> <<set _foodoffer2 to 0>>
<<if _foodoffer gte _foodoffer2>>
<<set _foodamount to _offer * (200, 500)>>
<<set $tradelist.push ("Food")>>
<</if>>
<<set _foodoffer to 100>> <<set _foodoffer2 to 0>>
<<if _foodoffer gte _foodoffer2>>
<<set _foodamount to _offer * (250, 500)>>
<</if>>
<<set _medsoffer to random(0, 100)>> <<set _medsoffer2 to random(0, 90)>>
<<if _medsoffer gte _medsoffer2>>
<<set _medsamount to _offer * (3, 15)>>
<<set $tradelist.push ("Medicine")>>
<</if>>
<<set _alcoholoffer to random(0, 100)>> <<set _alcoholoffer2 to random(0, 100)>>
<<if _alcoholoffer gte _alcoholoffer2>>
<<set _alcoholamount to _offer * (100, 300)>>
<<set $tradelist.push ("Alcohol")>>
<</if>>
<<set _goldoffer to random(0, 100)>><<set _goldoffer2 to random(75, 200)>>
<<if _goldoffer gte _goldoffer2>>
<<set _goldamount to _offer * random(7, 21)>>
<<set $tradelist.push ("Gold")>>
<</if>>
<<set _peltsoffer to random(0, 100)>><<set _peltsoffer2 to random(0, 100)>>
<<if _peltsoffer gte _peltsoffer2>>
<<set _peltsamount to _offer * random(5,16)>>
<<set $tradelist.push ("Pelts")>>
<</if>>
<<set _oxenoffer to random(0, 100)>><<set _oxenoffer2 to random(0, 90)>>
<<if _oxenoffer gte _oxenoffer2>>
<<set _oxenamount to random(1, 4)>>
<<set $tradelist.push ("Oxen")>>
<</if>>
<</nobr>><<include "Trade TestSpareparts">>
<<elseif $chance is 5>><<nobr>><<set _offer to random(1, 10)>>
<<set _foodoffer to 100>> <<set _foodoffer2 to 0>>
<<if _foodoffer gte _foodoffer2>>
<<set _foodamount to _offer * random(50, 150)>>
<<set $tradelist.push ("Food")>>
<</if>>
<<set _foodoffer to 100>> <<set _foodoffer2 to 0>>
<<if _foodoffer gte _foodoffer2>>
<<set _foodamount to _offer * random(50,150)>>
<</if>>
<<set _sparepartsoffer to random(0, 100)>> <<set _sparepartsoffer2 to random(0, 100)>>
<<if _sparepartsoffer gte _sparepartsoffer2>>
<<set _sparepartsamount to Math.clamp(_offer / random(3, 20), 1, 1000)>>
<<set _sparepartsamount to Math.round(_sparepartsamount)>>
<<set $tradelist.push ("Spare Parts")>>
<</if>>
<<set _alcoholoffer to random(0, 100)>> <<set _alcoholoffer2 to random(50, 200)>>
<<if _alcoholoffer gte _alcoholoffer2>>
<<set _alcoholamount to _offer * random(50, 200)>>
<<set $tradelist.push ("Alcohol")>>
<</if>>
<<set _goldoffer to random(0, 100)>><<set _goldoffer2 to random(76, 200)>>
<<if _goldoffer gte _goldoffer2>>
<<set _goldamount to Math.clamp(_offer / random(1, 16), 1, 10000)>>
<<set _goldamount to Math.round(_goldamount)>>
<<set $tradelist.push ("Gold")>>
<</if>>
<<set _peltsoffer to random(0, 100)>><<set _peltsoffer2 to random(50, 200)>>
<<if _peltsoffer gte _peltsoffer2>>
<<set _peltsamount to Math.clamp(_offer / random(1, 12), 1, 10000)>>
<<set _peltsamount to Math.round(_peltsamount)>>
<<set $tradelist.push ("Pelts")>>
<</if>>
<<set _oxenoffer to random(0, 100)>><<set _oxenoffer2 to random(0, 100)>>
<<if _oxenoffer gte _oxenoffer2>>
<<set _oxenamount to Math.clamp(_offer / random(5, 20), 1, 1000)>>
<<set _oxenamount to Math.round(_oxenamount)>>
<<set $tradelist.push ("Oxen")>>
<</if>>
<</nobr>><<include "Trade TestMeds">>
<<elseif $chance is 6>><<nobr>><<set _offer to random(10, 100)>>
<<set _foodoffer to 0>> <<set _foodoffer2 to random(0,80)>>
<<if _foodoffer gte _foodoffer2>>
<<set _foodamount to Math.round(_offer * random(0.5, 2))>>
<<set $tradelist.push ("Food")>>
<</if>>
<<set _sparepartsoffer to random(0, 100)>> <<set _sparepartsoffer2 to random(0, 80)>>
<<if _sparepartsoffer gte _sparepartsoffer2>>
<<set _sparepartsamount to Math.clamp(_offer / random(150, 300), 1, 300)>>
<<set _sparepartsamount to Math.round(_sparepartsamount)>>
<<set $tradelist.push ("Spare Parts")>>
<</if>>
<<set _medsoffer to random(0, 100)>> <<set _medsoffer2 to random(0, 100)>>
<<if _medsoffer gte _medsoffer2>>
<<set _medsamount to Math.clamp(_offer / random(20, 50), 1, 300)>>
<<set _medsamount to Math.round(_medsamount)>>
<<set $tradelist.push ("Medicine")>>
<</if>>
<<set _goldoffer to random(0, 100)>><<set _goldoffer2 to random(25, 100)>>
<<if _goldoffer gte _goldoffer2>>
<<set _goldamount to Math.clamp(_offer / random(20, 40), 1, 10000)>>
<<set _goldamount to Math.round(_goldamount)>>
<<set $tradelist.push ("Gold")>>
<</if>>
<<set _peltsoffer to random(0, 100)>><<set _peltsoffer2 to random(0, 100)>>
<<if _peltsoffer gte _peltsoffer2>>
<<set _peltsamount to Math.clamp(_offer / random(20, 60), 1, 10000)>>
<<set _peltsamount to Math.round(_peltsamount)>>
<<set $tradelist.push ("Pelts")>>
<</if>>
<<set _oxenoffer to random(0, 100)>><<set _oxenoffer2 to random(0, 100)>>
<<if _oxenoffer gte _oxenoffer2>>
<<set _oxenamount to random(1, 3)>>
<<set $tradelist.push ("Oxen")>>
<</if>>
<</nobr>><<include "Trade TestAlcohol">>
<<elseif $chance is 7>><<nobr>><<set _offer to random(1, 12)>>
<<set _foodoffer to 0>> <<set _foodoffer2 to random(0,80)>>
<<if _foodoffer gte _foodoffer2>>
<<set _foodamount to _offer * random(5, 40)>>
<<set $tradelist.push ("Food")>>
<</if>>
<<set _foodoffer to 0>> <<set _foodoffer2 to random(0,80)>>
<<if _foodoffer gte _foodoffer2>>
<<set _foodamount to _offer * random(5, 40)>>
<</if>>
<<set _sparepartsoffer to random(0, 100)>> <<set _sparepartsoffer2 to random(0, 100)>>
<<if _sparepartsoffer gte _sparepartsoffer2>>
<<set _sparepartsamount to Math.clamp(_offer / random(4,10), 1, 1000)>>
<<set _sparepartsamount to Math.round(_sparepartsamount)>>
<<set $tradelist.push ("Spare Parts")>>
<</if>>
<<set _medsoffer to random(0, 100)>> <<set _medsoffer2 to random(0, 90)>>
<<if _medsoffer gte _medsoffer2>>
<<set _medsamount to Math.clamp(_offer / random(1,3), 1, 1000)>>
<<set _medsamount to Math.round(_medsamount)>>
<<set $tradelist.push ("Medicine")>>
<</if>>
<<set _alcoholoffer to random(0, 100)>><<set _alcoholoffer2 to random(50, 200)>>
<<if _alcoholoffer gte _alcoholoffer2>>
<<set _alcoholamount to Math.clamp(_offer / random(15, 28), 1, 1000)>>
<<set _alcoholamount to Math.round(_alcoholamount)>>
<<set $tradelist.push ("Alcohol")>>
<</if>>
<<set _peltsoffer to random(0, 100)>><<set _peltsoffer2 to random(50, 200)>>
<<if _peltsoffer gte _peltsoffer2>>
<<if _peltsoffer gte _peltsoffer2 + 25>>
<<set _peltsamount to _offer * random(1,2)>>
<<set $tradelist.push ("Pelts")>>
<<else>>
<<set _peltsamount to Math.clamp(_offer / random(1,2), 1, 100)>>
<<set _peltsamount to Math.round(_peltsamount)>>
<<set $tradelist.push ("Pelts")>>
<</if>><</if>>
<<set _oxenoffer to random(0, 100)>><<set _oxenoffer2 to random(0, 100)>>
<<if _oxenoffer gte _oxenoffer2>>
<<set _oxenamount to Math.clamp(random(1, 4) - 1, 1, 3)>>
<<set $tradelist.push ("Oxen")>>
<</if>>
<</nobr>><<include "Trade TestGold">>
<<elseif $chance is 8>><<nobr>><<set _offer to random(1, 12)>>
<<set _foodoffer to 0>> <<set _foodoffer2 to random(0,80)>>
<<if _foodoffer gte _foodoffer2>>
<<set _foodamount to _offer * random(5, 50)>>
<<set $tradelist.push ("Food")>>
<</if>>
<<set _foodoffer to 0>> <<set _foodoffer2 to random(0,80)>>
<<if _foodoffer gte _foodoffer2>>
<<set _foodamount to _offer * random(5, 50)>>
<</if>>
<<set _sparepartsoffer to random(0, 100)>> <<set _sparepartsoffer2 to random(0, 100)>>
<<if _sparepartsoffer gte _sparepartsoffer2>>
<<set _sparepartsamount to Math.clamp(_offer / random(4,8), 1, 1000)>>
<<set _sparepartsamount to Math.round(_sparepartsamount)>>
<<set $tradelist.push ("Spare Parts")>>
<</if>>
<<set _medsoffer to random(0, 100)>> <<set _medsoffer2 to random(0, 100)>>
<<if _medsoffer gte _medsoffer2>>
<<set _medsamount to _offer * random(1, 4)>>
<<set $tradelist.push ("Medicine")>>
<</if>>
<<set _alcoholoffer to random(0, 100)>><<set _alcoholoffer2 to random(0, 100)>>
<<if _alcoholoffer gte _alcoholoffer2>>
<<set _alcoholamount to Math.clamp(_offer / random(10, 30), 1, 1000)>>
<<set _alcoholamount to Math.round(_alcoholamount)>>
<<set $tradelist.push ("Alcohol")>>
<</if>>
<<set _goldoffer to random(0, 100)>><<set _goldoffer2 to random(0, 100)>>
<<if _goldoffer gte _goldoffer2>>
<<if _goldoffer gte _goldoffer2 + 25>>
<<set _goldamount to _offer * random(1,4)>>
<<set $tradelist.push ("Gold")>>
<<else>>
<<set _goldamount to Math.clamp(_offer / random(1,2), 1, 100)>>
<<set _goldamount to Math.round(_goldamount)>>
<<set $tradelist.push ("Gold")>>
<</if>><</if>>
<<set _oxenoffer to random(0, 100)>><<set _oxenoffer2 to random(0, 100)>>
<<if _oxenoffer gte _oxenoffer2>>
<<set _oxenamount to Math.clamp(random(1, 3) - 1, 1, 3)>>
<<set $tradelist.push ("Oxen")>>
<</if>>
<</nobr>><<include "Trade TestPelt">>
<</if>><<link [[Next trader|Trade Avonwick]]>><<set $otherparties to $otherparties - 1>><<set $chance2 to 1>><<set $chance to random(1,8)>>
<<set $tradelist.deleteAll("Food", "Oxen", "Gold", "Pelts", "Medicine", "Fruit & Vegetables", "Alcohol", "Spare Parts")>><</link>>
<<link [[Leave|Rest Avonwick2]]>><<set $tradelist.deleteAll("Food", "Oxen", "Gold", "Pelts", "Medicine", "Fruit & Vegetables", "Alcohol", "Spare Parts")>><</link>>
<<elseif $otherparties lte 0>>There are no more parties to trade with.
[[Leave|Rest Avonwick2]]
<</if>>This party will trade for _peltsamount pounds of pelts.
<<if $pelts gte _peltsamount>>
<<link [[Trade for pelts|passage()][$chance to random(1,8)]]>>
<<set $pelts to $pelts - _peltsamount>>
<<set $otherparties to $otherparties - 1>>
<<Offer>>
<<set $tradelist.deleteAll("Oxen", "Gold", "Pelts", "Medicine", "Food", "Alcohol", "Spare Parts")>>
<</link>>
<<else>>
You do not have enough pelts to make this trade.
<</if>>Fort Mercer is a military outpost that maintains a presence on the frontier. It's a rather low-risk posting, which leads to many soldiers getting bored. Of course, an entrepreneuring pimp might be able to take advantage of such boredom.
[[Adjust Travel Arrangements|TA Sutton]]
[[Visit the Quartermaster|Fort Mercer Quartermaster]]
[[Ask if there are any jobs|Fort Mercer Jobs][$chance2 to 3]]
[[See if there are any recruitable women in the jail|Fort Mercer Recruit]]
[[Get training|Fort Mercer Training]]
[[Talk to your companions|TalkParty FortMercer]]
[[Set up 'Buisness' (Ends the Day)|Prostitution Fort Mercer]]
[[Just Rest (Ends the Day)|Rest Fort Mercer]]
<<nobr>>
<<if $qmsell is "Meat" and $qtcountdown is 8>>
<<set $qmsellamount to random(10, 100)>>
<<set $qmsellprice to $qmsellamount * 0.02>>
<<elseif $qmsell is "Oxen" and $qtcountdown is 8>>
<<set $qmsellamount to random(1, 2)>>
<<set $qmsellprice to $qmsellamount * 15>>
<<elseif $qmsell is "Fruit and Veg" and $qtcountdown is 8>>
<<set $qmsellamount to random(10, 100)>>
<<set $qmsellprice to $qmsellamount * 0.02>>
<<elseif $qmsell is "Spare Parts" and $qtcountdown is 8>>
<<set $qmsellamount to random(1, 5)>>
<<set $qmsellprice to $qmsellamount * 5>>
<<elseif $qmsell is "Medicine" and $qtcountdown is 8>>
<<set $qmsellamount to random(1, 10)>>
<<set $qmsellprice to Math.round($qmsellamount / 2)>>
<<elseif $qmsell is "Bullets" and $qtcountdown is 8>>
<<set $qmsellamount to random(10, 100)>>
<<set $qmsellprice to Math.round($qmsellamount / 50)>>
<</if>>
<<if $qmbuy is "Meat" and $qtcountdown is 8>>
<<set $qmbuyamount to random(10, 100)>>
<<set $qmbuyprice to $qmbuyamount * 0.10>>
<<elseif $qmbuy is "Oxen" and $qtcountdown is 8>>
<<set $qmbuyamount to random(1, 2)>>
<<set $qmbuyprice to $qmbuyamount * 30>>
<<elseif $qmbuy is "Fruit and Veg" and $qtcountdown is 8>>
<<set $qmbuyamount to random(10, 100)>>
<<set $qmbuyprice to $qmbuyamount * 0.10>>
<<elseif $qmbuy is "Spare Parts" and $qtcountdown is 8>>
<<set $qmbuyamount to random(1, 5)>>
<<set $qmbuyprice to $qmbuyamount * 20>>
<<elseif $qmbuy is "Medicine" and $qtcountdown is 8>>
<<set $qmbuyamount to random(1, 10)>>
<<set $qmbuyprice to Math.round($qmbuyamount * 3)>>
<<elseif $qmbuy is "Bullet" and $qtcountdown is 8>>
<<set $qmbuyamount to random(10, 100)>>
<<set $qmbuyprice to Math.round($qmbuyamount / 20)>>
<</if>>
<<if $qtcountdown is 8>>
<<set $qtcountdown to 7>>
<</if>>
<</nobr>>You head over to the quartermaster. Unlike a typical shop you'd find in other towns, the quartermaster is not usually willing to sell all of his goods. That being said, he might have a surplus of items that he can relinquish for cheap. He might also have certain items he's in desperate need of, offering an opportunity for you to sell off items for a markup.
<<if $qmbuy isnot "none">>
The quartermaster needs $qmbuyamount <<print $qmbuy>>. He will pay $<<print $qmbuyprice>> for $qmbuyamount <<print $qmbuy>>.
<<link [[Sell|Fort Mercer Quartermaster]]>>
<<set $cash to $cash + $qmbuyprice>>
<<if $qmbuy is "Oxen" and $oxen gt $qmbuyamount>>
<<set $oxen to $oxen - $qmbuyamount>>
<<elseif $qmbuy is "Spare Parts" and $spareparts gte $qmbuyamount>>
<<set $spareparts to $spareparts + $qmbuyamount>>
<<set $cash to $cash - $qmbuyprice>>
<<elseif $qmbuy is "Medicine" and $meds gte $qmbuyamount>>
<<set $meds to $meds - $qmbuyamount>>
<<else>>
<<set $bullet to $bullet - $qmbuyamount>>
<</if>>
<<set $qmbuy to "none">>
<</link>>
<<else>>
There is nothing the quartermaster wants.
<</if>><<if $qmsell isnot "none">>
The quartermaster has an excess of <<print $qmsell>>. You can buy them for $<<print $qmsellprice>> for $qmsellamount <<print $qmsell>>.
<<link [[Buy|Fort Mercer Quartermaster]]>>
<<if $qmsell is "Oxen">>
<<set $oxen to $oxen + $qmsellamount>>
<<set $cash to $cash - $qmsellprice>>
<<elseif $qmsell is "Spare Parts">>
<<set $spareparts to $spareparts + $qmsellamount>>
<<set $cash to $cash - $qmsellprice>>
<<elseif $qmsell is "Medicine">>
<<set $meds to $meds + $qmsellamount>>
<<set $cash to $cash - $qmsellprice>>
<<else>>
<<set $bullet to $bullet + $qmsellamount>>
<<set $cash to $cash - $qmsellprice>>
<</if>>
<<set $qmsell to "none">>
<</link>>
<<else>>
There is nothing the quartermaster has to spare.
<</if>>
[[Leave|Fort Mercer2]]You decide to check in with Fort Mercer's commanding officer to see if he has any jobs available.
<<if $chance2 is 1>>
The commanding officer has nothing that needs doing right now.
[[Bummer|Fort Mercer2]]
<<elseif $chance2 is 2>>
A soldier has gone AWOL and needs you to find them.
Main Skills: Survival, Combat, Medical
[[Accept the job|
[[Think about it|Fort Mercer2]]
<<elseif $chance2 is 3>>
The commanding officer of this outpost needs some help training his 'low performing' soldiers. You will be paid for each soldier you are able to train to an acceptable standard.
Difficulty: Moderate
Main Skills: Survival, Combat, Medical
[[Accept the job|Fort Mercer Train Soldiers][$chance2 to random(5, 8)]]
[[Think about it|Fort Mercer2]]
<<elseif $chance2 is 4>>
The commanding officer says that he needs help building a new guard tower.
Main Skill: Carpentry
[[Accept the job|
[[Think about it|Fort Mercer2]]
<</if>><<listbox "$tradeselect" autoselect>>
<<optionsfrom $tradelist>>
<</listbox>>
<span id="item-info">(nothing)</span><<script>>
$(document).one(":passagerender", function (event) {
/* Initial display of text pulled from the "Class Info X" passages. */
$(event.content).find("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>");
/* Trigger text display upon listbox change. */
$(event.content).find("#listbox-tradeselect").on("change", function (event) {
/* Fade out text. */
$("#item-info").fadeOut(500, function () {
/* Update text and then fade it back in. */
$("#item-info").empty().wiki("<<include 'Item Info " + State.variables.tradeselect + "'>>").fadeIn(500);
});
});
});
<</script>> This party will trade for _oxenamount oxen.
<<if $oxen + 1 gte _oxenamount>>
<<link [[Trade for oxen|passage()][$chance to random(1,8)]]>>
<<set $oxen to $oxen - _oxenamount>>
<<set $otherparties to $otherparties - 1>>
<<Offer>>
<<set $tradelist.deleteAll("Oxen", "Gold", "Pelts", "Medicine", "Food", "Alcohol", "Spare Parts")>>
<</link>>
<<else>>
You do not have enough oxen to make this trade.
<</if>><<link [[Test|Untitled Passage 12]]>>
<<set $tradelist.push ("Oxen")>>
<<set $tradelist.push ("Spare Parts")>>
<</link>>This party will trade for _sparepartsamount spare parts.
<<if $spareparts gte _sparepartsamount>>
<<link [[Trade for spare parts|passage()][$chance to random(1,8)]]>>
<<set $spareparts to $spareparts - _sparepartsamount>>
<<set $otherparties to $otherparties - 1>>
<<Offer>>
<<set $tradelist.deleteAll("Oxen", "Gold", "Pelts", "Medicine", "Food", "Alcohol", "Spare Parts")>>
<</link>>
<<else>>
You do not have enough spare parts to make this trade.
<</if>>This party will trade for _goldamount grams of gold.
<<if $gold gte _goldamount>>
<<link [[Trade for gold|passage()][$chance to random(1,8)]]>>
<<set $gold to $gold - _goldamount>>
<<set $otherparties to $otherparties - 1>>
<<Offer>>
<<set $tradelist.deleteAll("Oxen", "Gold", "Pelts", "Medicine", "Food", "Alcohol", "Spare Parts")>>
<</link>>
<<else>>
You do not have enough gold to make this trade.
<</if>>This party will trade for _alcoholamount serves of alcohol.
<<if $alcohol gte _alcoholamount>>
<<link [[Trade for alcohol|passage()][$chance to random(1,8)]]>>
<<set $alcohol to $alcohol - _alcoholamount>>
<<set $otherparties to $otherparties - 1>>
<<Offer>>
<<set $tradelist.deleteAll("Oxen", "Gold", "Pelts", "Medicine", "Food", "Alcohol", "Spare Parts")>>
<</link>>
<<else>>
You do not have enough alcohol to make this trade.
<</if>>This party will trade for _medsamount bottles of medicine
<<if $meds gte _medsamount>>
<<link [[Trade for medicine|passage()][$chance to random(1,8)]]>>
<<set $meds to $meds - _medsamount>>
<<set $otherparties to $otherparties - 1>>
<<Offer>>
<<set $tradelist.deleteAll("Oxen", "Gold", "Pelts", "Medicine", "Food", "Alcohol", "Spare Parts")>>
<</link>>
<<else>>
You do not have enough medicine to make this trade.
<</if>>This party will trade for _foodamount food.
<<if $food gte _foodamount>>
<<link [[Trade for food|passage()][$chance to random(1,8)]]>>
<<set $food to $food - _foodamount>>
<<set $otherparties to $otherparties - 1>>
<<Offer>>
<<set $tradelist.deleteAll("Oxen", "Gold", "Pelts", "Medicine", "Food", "Alcohol", "Spare Parts")>>
<</link>>
<<else>>
You do not have enough food to make this trade.
<</if>>You approach the commanding officer in search of some training. You can train your shooting skills or your survival skills, which will cost you $10 and take the entire day.
<<if $fmtrainingcombat lt 3 and $playercombat lt 50 and $cash gte 10>>
[[Train Shooting|For Mercer Shooting Training][$cash to $cash - 10]]
<<elseif $cash lt 10>>
You do not have enough money to afford any training.
<<else>>
You cannot learn any more about combat here.
<</if>><<if $fmtrainingsurvival lt 3 and $playersurvival lt 50 and $cash gte 10>>
[[Survival Training|Fort Mercer Survival Training][$cash to $cash - 10]]
<<elseif $cash lt 10>>
You do not have enough money to afford any training.
<<else>>
You cannot learn anything more about survival here.
<</if>>
[[Do something else|Fort Mercer2]] You spend the day on target practice and combatives training.
[[The next day|Fort Mercer]]
<<nobr>>
<<set _rest to 1>>
<<Rest>>
<<set $playercombat to $playercombat + random(5,7)>>
<<set $playerenergy to $playerenergy - random(20, 30)>>
<<set $fmtrainingcombat to $fmtrainingcombat + 1>>
<</nobr>>You spend the day learning how to survive out in the wild.
[[The next day|Fort Mercer]]
<<nobr>>
<<set _rest to 1>>
<<Rest>>
<<set $playersurvival to $playersurvival + random(5,7)>>
<<set $playerenergy to $playerenergy - random(20, 30)>>
<<set $fmtrainingsurvival to $fmtrainingsurvival + 1>>
<</nobr>>You rest for the night.
[[Fort Mercer]]
<<set _rest to 1>>
<<Rest>>You approach the commanding officer of Fort Mercer with a business proposal.
<<if $officerpros is 1>>
The officer agrees to let you do 'buisness'.
[[Sure|Prostitution Fort Mercer2]]
<<elseif $officerpros is 2>>
The officer tells you this is against regulations, but is willing to turn a blind eye if you're willing to pay a $20 'fine'.
[[Sure|Prostitution Fort Mercer2][$cash to $cash - 20]]
[[No deal|Fort Mercer2]]
<<elseif $officerpros is 4>>
The officer likes your idea. In fact, he wants your women to perform a medical check up on his men. This might expose your women to some diseases, but he is willing to offer you an extra $5 per man.
[[Sure|
[[No deal|Fort Mercer2]]
<<elseif $officerpros is 3>>
The officer agrees to let you do 'buisness', but he wants your best girl for the night. For free.
<<if $partysize gte 2>>
[[Sure|Prostitution Fort MercerGivegirltoofficer]]
<</if>>
[[No deal|Fort Mercer2]]
<</if>><<include "Prostitution Sutton">><<set $officerpros to 1>>You have $chance2 soldiers to train.
<<run _hours to 0>> <<run _training to 0>> <<run _soldier to 0>><<set $chance to random(15, 40)>>
<div id="event"><<include "Fort Mercer Train Soldiers2">>
</div><<if _hours is 8 or _soldier gte $chance2>>The commanding officer comes to inspect his men. Upon accessing his skills, he decides, he finds that you have trained _soldier soldiers.
<<if _soldier eq $chance2>>
The commanding officer is impressed by your efforts, and gives you some bonus cash and a box of 20 bullets.
[[End the day]]
<<set $cash to $cash + (_soldier * 3) + $chance2>>
<<set $bullet to $bullet + 20>>
<<else>>
The commanding officer thanks you for your efforts and gives you your pay.
<<set $cash to $cash + (_soldier * 3)>>
[[End the day]]
<</if>>
<<else>>You have <<print 8 - _hours>> hours left to work. You have <<print $chance2 - _soldier>> left to train.
<<if _chance gte 90>>
One of the soldiers you are training decides to look down the barrel of his rifle. This ends with predictable results. At least that's one less soldier you have to train...
<<set $chance2 to $chance2 - 1>>
<<elseif _chance gte 80>>
To your relief, one of the soldiers you are training helps explain some of the concepts you are teaching.
<<set _training to _training + 10>>
<<elseif _chance gte 70>>
One of the soldiers you are trying to teach decides to make fun of you, which causes his fellow soldiers to laugh.
<<set _training to _training - 10>>
<</if>><<link "Train Soldiers">>
<<if $playersurvival gte $chance>>
<<set _training to _training + $chance>>
<</if>>
<<if $playercombat gte $chance>>
<<set _training to _training + $chance>>
<</if>>
<<if $playerbkgd is "Soldier">>
<<set _training to _training + 15>>
<</if>>
<<if $playerbkgd is "Outdoorsman">>
<<set _training to _training + 15>>
<</if>>
<<set _hours to _hours + 1>>
<<set _chance to random(0, 100)>>
<<set $chance to random(20, 40)>>
<<if _training gte 50>>
<<set _soldier to _soldier + 1>>
<<set _training to 0>>
<</if>>
<<replace "#event">> <<include "Fort Mercer Train Soldiers2">>
<</replace>>
<</link>>
<</if>>You ask the commanding officer if you can take a look at any prisoners they might have to recruit into your party. He tells you that although it's against regulation, he is willing to let your troublemaker of choice become your problem for a 'generous donation'.
<<if $partysize lt 4>>
<<for _i = 0; _i < $FemNPC.length; _i++>>\
<<capture _i>>\
<<if $FemNPC[_i].met isnot true>><<link 'A $FemNPC[_i].career' "NPCPartytalkPrison">><<set $npcInspect to _i>><<set $FemNPC[_i].met to true>><</link>><<elseif $FemNPC[_i].met is true>><<link `$FemNPC[_i].name +" "+ $FemNPC[_i].lastname+" D: "+$FemNPC[_i].deprev+" S: "+$FemNPC[_i].survival+" M: "+$FemNPC[_i].medic` "NPCPartytalkPrison">><<set $npcInspect to _i>><</link>> <</if>>
<</capture>>\
<</for>>\
<<elseif $partysize gte 4>>
Your party is full.
<</if>>
[[Leave|Fort Mercer2]]
You approach the woman and ask "Hey there. You wanna get out of here?"
"Absolutely. I'm <<= $FemNPC[$npcInspect].name>> <<= $FemNPC[$npcInspect].lastname>>."
"And I'm <<print $playername>>."
"A pleasure to meet you."
"Pleasure's all mine."
<div align="center"><img @src="'images/' + 'neutral/' + $FemNPC[$npcInspect].image">
</div>
Change? <<listbox "$FemNPC[$npcInspect].image" autoselect>>
<<optionsfrom $imagearray>>
<</listbox>>
[[Reload|NPCPartytalkPrison]]
You continue to talk to the woman. <<if $FemNPC[$npcInspect].career is "none">>
She has no former occupation.
<<elseif $FemNPC[$npcInspect].career is "Nurse">>She was a nurse in the past. (Lowers sickness of other party members when resting)
<<elseif $FemNPC[$npcInspect].career is "Camp Follower">>She was a camp follower, meaning she's likely tended to men before. (Better all round stats)
<<elseif $FemNPC[$npcInspect].career is "Prostitute">>She was a lady of the night. (Higher Starting Depravity)
<<elseif $FemNPC[$npcInspect].career is "Widow">>She was recently widowed. (Higher Immunity)
<<elseif $FemNPC[$npcInspect].career is "Entertainer">>She was an entertainer. (Lowers Stress when resting)
<<elseif $FemNPC[$npcInspect].career is "Vagabond">>She is a vagabond. (Reduced stress gained)
<</if>>
Depravity: $FemNPC[$npcInspect].deprev
Survival: $FemNPC[$npcInspect].survival
Medical: $FemNPC[$npcInspect].medic
<<if $FemNPC[$npcInspect].trait is "none">>
There's nothing else that stands out about the woman.
<<elseif $FemNPC[$npcInspect].trait is "Bipolar">>
The woman seems rather flippant. She might have some difficulty maintaining her composure during the journey.
<<elseif $FemNPC[$npcInspect].trait is "Calm">>
The woman comes across as relaxed.
<<elseif $FemNPC[$npcInspect].trait is "Anxious">>
The woman seems rather anxious.
<<elseif $FemNPC[$npcInspect].trait is "Alcoholic">>
You can't help but notice the woman reeks of alcohol. She might be a bit of a drinker.
<<elseif $FemNPC[$npcInspect].trait is "Sickly">>
The woman coughs as you talk to her. She might not last long on the trail.
<<elseif $FemNPC[$npcInspect].trait is "Healthy">>
The woman seems really healthy.
<<elseif $FemNPC[$npcInspect].trait is "Prude">>
The woman seems like she's rather prudish. She might never truly open up.
<<elseif $FemNPC[$npcInspect].trait is "Gluttonous">>
The woman has a bit of food on her clothes. Maybe she eats a lot.
<<elseif $FemNPC[$npcInspect].trait is "Illiterate">>
The woman does not seem well educated and likely cannot read.
<<elseif $FemNPC[$npcInspect].trait is "Bookworm">>
The woman holds a book in her hand. You figure she's an avid reader.
<<elseif $FemNPC[$npcInspect].trait is "Sex Addict">>
Inadvertedly, the woman seems to discuss some of her sexual activity. She may be rather promiscuous.
<<elseif $FemNPC[$npcInspect].trait is "Fertile">>
There's nothing else that stands out about the woman.
<<elseif $FemNPC[$npcInspect].trait is "Infertile">>
There's nothing else that stands out about the woman.
<<elseif $FemNPC[$npcInspect].trait is "On the Run">>
There's nothing else that stands out about the woman.<<set $FemNPC[$npcInspect].trait to "none">>
<</if>>
You look to the commanding officer, who says "20 bucks and she's all yours."
<<if $cash gte 20>>
<<link[[Recruit |previous()]]>>
<<set $cash to $cash - 20>>
<<set $PartyNPC.push ($FemNPC[$npcInspect])>>
<<set $FemNPC.delete ($FemNPC[$npcInspect])>>
<<set $partymemberrecruit to $partymemberrecruit + 1>>
<<set $partysize to $partysize + 1>>
<</link>>
<<else>>
You cannot afford to recruit <<= $FemNPC[$npcInspect].name>> <<= $FemNPC[$npcInspect].lastname>>.
<</if>>
<<return "Think about it">>You notice a woman on the side of the road. She waves at you frantically in an effort to get your attention, which she has succeeded seeing as you are reading this.
<<set $chance2 to random(0, 60)>>
[[Stop|Stranded WomanStop][$chance to random(1, 3)]]
<<AddFemNPC>>
[[Leave them|Travel]]<<if $chance gte $playersurvival>>You wake up in the morning. As you walk towards your wagon, you notice footprints in the ground that lead to your wagon. With haste, you take a look inside, finding that someone has gone through your belongings.
[[Damn it!|Travel]]<<nobr>>
<<set $food to Math.clamp($food - random(1, 50), 0, 999999)>>
<<set $spareparts to Math.clamp($spareparts - random(0, 5), 0, 999999)>>
<<set $gold to Math.clamp($gold - random(0, 10), 0, 99999)>>
<<set $alcohol to Math.clamp($alcohol - random(0, 50), 0, 99999)>>
<<set $pelts to Math.clamp($pelts - random (0, 10), 0, 99999)>>
<<set $meds to Math.clamp($meds - random (0, 10), 0, 99999)>>
<</nobr>>
<<else>>Your sleep is disturbed by the sound of footsteps. You look over to your wagon to see a shadowy figure hovering around your wagon.
<<set $playerenergy to $playerenergy - random(10, 15)>>
<<link [[Yell at him|Theft Yell]]>><<set $chance to random(0, 100)>><<set $chance2 to random(0, 100)>>
<</link>>
[[Try and sneak up on him|Theft Sneak][$chance to random(0, 100)]]
<<if $rifle gte 1 and $bullet gte 1>>
[[Shoot him|Theft Shoot][$bullet to $bullet - 1]]
<</if>>
<</if>><<if $playersurvival gte $chance>>You creep towards the thief. He remains blissfully unaware of you as he thinks of all the things he's about to steal. This allows you to get up close, giving you the opportunity to do whatever you want with the thieving bastard.
[[Scare him|Theft Scare]]
[[Slit his throat|Theft SneakKill]]
<<set $playersurvival to $playersurvival + Math.clamp(random(2, 4), 0, 100)>>
<<elseif $playersurvival + 10 lt $chance>>You creep towards the thief. To your dismay, he turns around. For a split second he freezes, before he decides to run off into the night. You check your stuff, finding that nothing has actually been stolen. Well, except for your sleep...
<<set $playersurvival to $playersurvival + Math.clamp(random(1, 2), 0, 100)>>
[[Phew|Travel]]
<<else>>You creep towards the thief. To your dismay, he turns around. For a split second, he thinks of what to do, before he raises his fists and says "Let's dance, prettyboy."
[[Well, at least he gave you a compliment|Theft FightUnarmed]]
<<set $chance to random(0, 100)>>
<</if>><<if $chance lt $playercombat>>You load your musket and take aim at the thief. Upon stroking the trigger, you unleash a bright muzzle flash that blooms in the night like a shooting star. It takes a moment for your eyes to adjust, but when they do, you see the thief laying on the ground.
You move in closer, where you see the river of blood flowing from the thief's side. Certain the man is dead, you pat him down and loot whatever he has. It's not much, but it's decent compensation for having your sleep disturbed.
<<set $playercombat to Math.clamp($playercombat + random(2,4), 0, 100)>>
[[Good shot!|Travel]]
<<nobr>>
<<set $alcohol to $alcohol + random(0, 5)>>
<<set $bullet to $bullet + random(0, 20)>>
<<set $cash to $cash + random(0, 10)>>
<</nobr>>
<<else>>You load your musket and then take aim at the thief. Upon stroking the trigger, you unleash a bright muzzle flash that blooms in the night like a shooting star. It takes a moment for your eyes to adjust, but when they do, you see the thief is nowhere to be seen.
Once you've loaded a second bullet, you move in closer. To your relief, you find that the thief has long since disappeared. Now that you're safe, you check your stuff, finding that nothing has actually been stolen. Well, except for your sleep...
<<set $playercombat to Math.clamp($playercombat + 1, 0, 100)>>
[[Phew|Travel]]
<</if>>You notice a hunter walking on the road with his latest catch. He's clearly struggling to carry all of the meat and pelts that he's harvested from his latest kill.
[[Not my problem|Travel]]
[[Ask if he needs help|OB Hunter Help][$chance to random(1, 3)]]You leave your wagon to see if the hunter wants any help.
<<if $chance is 1>>
"No I'm fine. Thanks for asking though."
"No problem."
[[Continue on|Travel]]
<<elseif $chance is 2>>
"Ugh... I think I've got too much to carry. Do you wanna take some of my stuff?"
[[Take pelts|OB Hunter Take][$chance to 1]]
[[Take meat|OB Hunter Take][$chance to 2]]
[[No thanks|Travel]]
<<else>>
"Ugh... I think I'm hurt."
[[Try and help the man|OB Hunter Heal]]
<</if>>"How about we take some of your <<if $chance is 1>>pelts<<else>>meat<</if>>?"
"Yeah alright... Don't think I'm gonna make it otherwise."
The man gives you some of what he's harvested before continuing on his way.
[[Maybe you ought to do the same|Travel]]
<<nobr>>
<<if $chance is 1>>
<<set $pelts to $pelts + random(2, 8)>>
<<else>>
<<set $food to $food + random(20, 72)>>
<</if>>
<</nobr>>"Lay down for me."
The man does just as you tell him to. When he does so, you notice the claw marks on his torso. Whatever he was hunting certainly fought back.
[[Try and bandage his wounds.|OB Hunter HealPlayer][$chance to random(20, 50]]
[[Get one of your party members to bandage him|OB Hunter HealPartymember][$chance to random(20, 50)]]
You assess the man's wounds. Truth be told, it's shocking that he's made it this far without collapsing. It is apparent that without any treatment, he's not going to live much longer.
[[Just bandage the man|OB Hunter HealPlayer Bandage]]
<<if $playermedic gte 40 and $alcohol gte 1>>
[[Pour alcohol on the wound to disinfect it|OB Hunter HealPlayerAlcohol][$alcohol to $alcohol - 1]]
<</if>>You pour alcohol on the man's wounds in an effort to disinfect. Once his wounds have had a serve, you wrap them with what bandages you have.
<<if $chance gte $playermedic + 10>>
Despite your efforts, the hunter still seems in a bad way. Maybe some medicine will help him.
[[You can't spare any medicine|OB Hunter Dead]]
<<if $meds gte 1>>
[[Give him some medicine|OB Hunter Medicine][$chance to $chance - 20]]
<</if>>
<<else>>
Thankfully, your efforts have saved the man from what would have certainly killed him. Once he's taken a moment to recover, the man thanks you before offering some of what he's harvested from the animal he hunted.
[[Nice|Travel]]<<nobr>>
<<set $playermedic to Math.clamp($playermedic + random(2,4), 0, 100)>>
<<set $miles to $miles + random(2, 4)>>
<<set $food to $food + random(15, 30)>>
<<set $pelts to $pelts + random(2,5)>>
<<set $notoriety to Math.clamp($notoriety - random(10, 15), 0, 100)>>
<</nobr>>
<</if>>
You do your best to bandage the man's injuries.
<<if $chance gte $playermedic>>
The hunter still seems in a bad way. Maybe some medicine will help him.
[[You can't spare any medicine|OB Hunter Dead]]
<<if $meds gte 1>>
[[Give him some medicine|OB Hunter Medicine][$chance to $chance - 10]]
<</if>>
<<else>>
Thankfully, your efforts have saved the man from what would have otherwise proven fatal. Once he's taken a moment to recover, the man thanks you before offering some of what he's harvested from the animal that almost killed him.
[[Nice|Travel]]<<nobr>>
<<set $playermedic to Math.clamp($playermedic + random(2,4), 0, 100)>>
<<set $miles to $miles + random(2, 4)>>
<<set $food to $food + random(15, 30)>>
<<set $pelts to $pelts + random(2,5)>>
<<set $notoriety to Math.clamp($notoriety - random(10, 15), 0, 100)>>
<</nobr>>
<</if>>
You tell the man that you can't help him any further. You can either leave him to die on his own, or you can hang around and comfort him before looting his stuff.
[[Leave him|OB Hunter Leave]]
[[Comfort him|OB Hunter Comfort]]You do your best to comfort the man before he finally passes away. Once he passes, you take what he had harvested and continue on your journey.
[[Leave|Travel]]
<<nobr>>
<<set $food to $food + random(36, 72)>>
<<set $pelts to $pelts + random(6, 8)>>
<<set $rifle to $rifle + 1>>
<<set $bullet to $bullet + random(1, 20)>>
<<set $miles to $miles + random(10, 12)>>
<</nobr>>Coldly, you leave the hunter to his fate.
[[Leave|Travel][$miles to $miles + random(0, 2)]]You give the hunter some medicine, hoping he'll come better.
<<set $meds to $meds - 1>><<if $chance gte $playermedic>>
You tell the man that you can't help him any further. You can either leave him to die on his own, or you can hang around and comfort him before looting his stuff.
[[Leave him|OB Hunter Leave]]
[[Comfort him|OB Hunter Comfort]]
<<else>>
Thankfully, your efforts have saved the man from what would have otherwise proven fatal. Once he's taken a moment to recover, the man thanks you before offering some of what he's harvested from the animal that almost killed him.
[[Nice|Travel]]<<nobr>>
<<set $playermedic to Math.clamp($playermedic + random(2,4), 0, 100)>>
<<set $miles to $miles + random(2, 4)>>
<<set $food to $food + random(15, 30)>>
<<set $pelts to $pelts + random(2,5)>>
<<set $notoriety to Math.clamp($notoriety - random(10, 15), 0, 100)>>
<</nobr>>
<</if>>You pull out your knife before grabbing the collar of the thief. Before he can even turn his head, your cold steel plunges through the slide of his neck. You slash out, leaving a gaping wound that bleeds profusely. The thief collapses onto the ground, where he spends his last few moments of life.
After wiping the blood off your blade, you pat down the thief to see if he has anything of interest. You don't find much, but it's decent compensation for having your sleep disturbed.
<<if $partysize gte 1>>
When your party members wake up, they notice the pool of blood. You explain what had happened, but it doesn't bring them much comfort. In fact, they seem rather unnerved that their party leader is so cold blooded.
<</if>>
[[Travel]]
<<nobr>>
<<set $alcohol to $alcohol + random(0, 5)>>
<<set $bullet to $bullet + random(0, 20)>>
<<set $cash to $cash + random(0, 10)>>
<</nobr>><<nobr>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(8, 12), 0, 100)>>
<<Vagabond>>
<</capture>>\<</for>>
<</nobr>>You draw your knife and look the thief in the eyes. There is murderous intent in his gaze.
<<if $playercombat gte 20>>
[[Slash (Low damage)|Theft FightSlash]]
<</if>><<if $playercombat gte 30>>
[[Stab (High damage)|Theft FightStab]]
<</if>><<if $playercombat gte 40>>
[[Flick cut (Low damage but high chance to hit)|Theft Fight Flick]]
<</if>>"HEY!"
The thief turns around, startled by your presence. Taking the hint, he runs away into the night. You check your stuff, finding that nothing has actually been stolen. Well, nothing except for your sleep...
[[Phew|Travel]]A butterfly flutters throughout the cabin of the wagon. Your party finds some amusement in the creature's gracious apperance.
[[Continue|Travel]]
<<nobr>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress - random(5, 8), 0, 100)>>
<</capture>>\<</for>>
<</nobr>>Who do you want to heal the hunter?
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].energy gte 25>> <<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname` "OB Hunter HealPartymember2">><<set $npcInspect to _i>><</link>><</if>>
<</capture>>\<</for>>$PartyNPC[$npcInspect].name attempts to bandage the wounds.
<<if $PartyNPC[$npcInspect].medic gte $chance>>
It seems to do the trick. After a bit of respite, the hunter thanks the two of you before heading off.
[[Continue|Travel]]<<nobr>>
<<set $PartyNPC[$npcInspect].medic to Math.clamp($PartyNPC[$npcInspect].medic + random(2,4), 0, 100)>>
<<set $miles to $miles + random(2, 4)>>
<<set $food to $food + random(15, 30)>>
<<set $pelts to $pelts + random(2,5)>>
<<set $notoriety to Math.clamp($notoriety - random(10, 15), 0, 100)>>
<</nobr>>
<<else>>
The man still seems to be in a bad way. Some medicine might help him.
[[You can't spare any medicine|OB Hunter Dead]]
<<if $meds gte 1>>
[[Give him some medicine|OB Hunter PartymemberMedicine][$chance to $chance - 20]]
<</if>>
<</if>>You give the hunter some medicine, hoping he'll come better.
<<set $meds to $meds - 1>><<if $chance gte $PartyNPC[$npcInspect].medic>>
$PartyNPC[$npcInspect].name gives you a grim look, so you tell her to go back to the wagon. The man isn't getting any better. Either you can leave him here to die alone, or you can comfort him in his final moments.
[[Leave him|OB Hunter Leave]]
<<set $PartyNPC[$npcInspect].stress to Math.clamp($PartyNPC[$npcInspect].stress + random(5, 10), 0, 100)>>
[[Comfort him|OB Hunter Comfort]]
<<else>>
Thankfully, your efforts have saved the man from what would have otherwise proven fatal. Once he's taken a moment to recover, the man thanks you before offering some of what he's harvested from the animal that almost killed him.
[[Nice|Travel]]<<nobr>>
<<set $PartyNPC[$npcInspect].medic to Math.clamp($PartyNPC[$npcInspect].medic + random(2,4), 0, 100)>>
<<set $miles to $miles + random(2, 4)>>
<<set $food to $food + random(15, 30)>>
<<set $pelts to $pelts + random(2,5)>>
<<set $notoriety to Math.clamp($notoriety - random(10, 15), 0, 100)>>
<</nobr>>
<</if>>With as much fury as you can muster, you yell out at the thief.
<<if $chance gte $chance2>>
Startled, the thief runs off into the night. Once he is gone, you check your stuff, finding that nothing has actually been stolen. Well, nothing except for your sleep...
[[Phew|Travel]]
<<else>>
The thief takes your shouting as a challenge. One that he intends to answer with his fists.
<<set $enemyhealth to random(50, 100)>>
[[Get Ready to Rumble|Theft FightUnarmed][$chance2 to random(1,2)]]
<</if>>During your travels, you hear a man let out a blood curdling scream.
<<set $chance2 to random(1,2)>><<set $chance to random(0, 70)>>
[[Go help him|Poisoned ManHelp]]
[[Continue on|Travel]]
<<nobr>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(5, 8), 0, 100)>>
<</capture>>\<</for>>
<</nobr>>You stop the wagon and rush towards where you heard the scream.
<<if $chance lt 50>>
It takes you a while, but you soon find the man curled up in the fetal position. Agony is written all over his face, telling you that something has gone horribly wrong. That immediately comes obvious when you notice the rash on his arm.
<<set $chance2 to random(1,2)>><<if $meds gte 1>>
[[Offer him some medicine|Poisoned ManHelpMeds]]
<</if>><<if $playersurvival gte $chance>>
[[Use some nearby plants to heal him|Poisoned ManHelpPlants]]
<</if>>
[[Comfort him and hope he gets better|Poisoned ManHelpComfort][$chance to random(0, 100)]]
<<else>>
The scream is soon punctuated by a gunshot. You continue forward to find the dead body of a man who didn't realise how close help was.
[[Take his loot|Poisoned ManHelpdeadloot]]
[[Leave|Travel]]
<</if>>Seeing as the man no longer needs his equipment, you decide to loot his body and head back to the wagon.
[[Continue|Travel]]
<<nobr>>
<<set $playerenergy to Math.clamp($playerenergy - random(10, 12), 0, 100)>>
<<set $rifle to $rifle + 1>>
<<set $bullet to $bullet + random(0, 20)>>
<<set $pelts to $pelts + random(0, 8)>>
<<set $food to $food + random(0, 72)>>
<<set $alcohol to $alcohol + random(0, 10)>>
<</nobr>>You give the man a bottle of medicine. With haste, he chugs the bottle down before saying "Thank you stranger."
"No problem."
<<if $chance2 is 1>>
"I think I ought to offer you something for your help."
<div id="choices">\
<<link "Accept the reward">><<replace "#choices">>"Thank you."
"No. Thank you, good sir."
The man gives you some items before you both go your seperate ways.
[[Continue|Travel]]
<<nobr>>
<<set $notoriety to Math.clamp($notoriety - random(3, 5),0, 100)>>
<<set $alcohol to $alcohol + random(0, 5)>>
<<set $cash to $cash + random(1, 10)>>
<<set $bullet to $bullet + random(0, 20)>>
<</nobr>><</replace>><</link>>
<<link "Refuse">>
<<replace "#choices">>"That's okay. Don't worry about it."
"Are you sure?"
"Absolutely."
"Bless you, good sir. I'll be sure to spread the word."
"Appreciate it."
<<set $notoriety to Math.clamp($notoriety - random(6, 10),0, 100)>>
[[Continue|Travel]]
<</replace>><</link>>
</div>
<<else>>
"I'm afraid I don't have much to offer you."
"That's okay."
"Well, thanks stranger. I'll be sure to spread the word."
"Appreciate it."
<<set $notoriety to Math.clamp($notoriety - random(6, 10),0, 100)>>
[[Continue|Travel]]
<</if>>
<<nobr>>
<<set $meds to $meds - 1>>
<</nobr>>Unsure what to do, you do your best to comfort the man. All the two of you can do is hope that he gets better.
<<if $chance gte 50>>
The minutes feel like hours, but to your relief, the man seems to recover. By some miracle, he survives without any proper aid.
<<if $chance2 is 1>>
"I think I ought to offer you something for your help."
<div id="choices">\
<<link "Accept the reward">> <<replace "#choices">>"Thank you."
"No. Thank you, good sir."
The man gives you some items before you both go your seperate ways.
[[Continue|Travel]]
<<nobr>>
<<set $notoriety to Math.clamp($notoriety - random(3, 5),0, 100)>>
<<set $alcohol to $alcohol + random(0, 5)>>
<<set $cash to $cash + random(1, 10)>>
<<set $bullet to $bullet + random(0, 20)>>
<</nobr>><</replace>><</link>>
<<link "Refuse">>
<<replace "#choices">>"That's okay. Don't worry about it."
"Are you sure?"
"Absolutely."
"Bless you, good sir. I'll be sure to spread the word."
"Appreciate it."
<<set $notoriety to $notoriety - random(5, 10)>>
[[Continue|Travel]]
<</replace>><</link>>
</div>
<<else>>
"I'm afraid I don't have much to offer you."
"That's okay."
"Well, thanks stranger. I'll be sure to spread the word."
"Appreciate it."
<<set $notoriety to Math.clamp($notoriety - random(6, 10),0, 100)>>
[[Continue|Travel]]
<</if>>
<<else>>
Unfortunately, his condition rapidly deteriorates and he succumbs to his affliction.
[[Take his equipment|Poisoned ManHelpdeadloot]]
[[Leave|Travel]]
<</if>>
You scan the surroundings in search of some herbs that might help with the man's injuries. Upon finding them, you head back to the man and rub his wound.
"Wh-what are you doing?" The man asks.
"Helping you. This should work."
"Should?"
"Have a little faith."
The two of you spend a nervous few minutes waiting for the rash to disappear. When it finally does, the man says "Thank you. You saved my life."
"No problem."
<<if $chance2 is 1>>
"I think I ought to offer you something for your help."
<div id="choices">\
<<link "Accept the reward">> <<replace "#choices">>"Thank you."
"No. Thank you, good sir."
The man gives you some items before you both go your seperate ways.
[[Continue|Travel]]
<<nobr>>
<<set $notoriety to Math.clamp($notoriety - random(3, 5),0, 100)>>
<<set $alcohol to $alcohol + random(0, 5)>>
<<set $cash to $cash + random(1, 10)>>
<<set $bullet to $bullet + random(0, 20)>>
<</nobr>><</replace>><</link>>
<<link "Refuse">>
<<replace "#choices">>"That's okay. Don't worry about it."
"Are you sure?"
"Absolutely."
"Bless you, good sir. I'll be sure to spread the word."
"Appreciate it."
<<set $notoriety to $notoriety - random(5, 10)>>
[[Continue|Travel]]
<</replace>><</link>>
</div>
<<else>>
"I'm afraid I don't have much to offer you."
"That's okay."
"Well, thanks stranger. I'll be sure to spread the word."
"Appreciate it."
<<set $notoriety to Math.clamp($notoriety - random(6, 10),0, 100)>>
[[Continue|Travel]]
<</if>>
<<nobr>>
<</nobr>><<if $playerhp is 1>>You fall to the ground unconscious. When you wake up, you find that the thief has gotten away with a whole bunch of your stuff, including your pride.
<<set $playercombat to Math.clamp($playercombat, 0, 100)>>
[[Bastard...|Travel]]
<<nobr>>
<<set $food to Math.clamp($food - random(1, 50), 0, 999999)>>
<<set $spareparts to Math.clamp($spareparts - random(0, 5), 0, 999999)>>
<<set $gold to Math.clamp($gold - random(0, 10), 0, 99999)>>
<<set $alcohol to Math.clamp($alcohol - random(0, 50), 0, 99999)>>
<<set $pelts to Math.clamp($pelts - random (0, 10), 0, 99999)>>
<<set $meds to Math.clamp($meds - random (0, 10), 0, 99999)>>
<</nobr>>
<<else>>You prepare to strike your opponent. <<set $chance to random(0, 50)>>
<<if $playercombat gte 20>>
[[Haymaker (High damage but high chance to miss)|Thief FightHaymaker]]
<</if>><<if $playercombat gte 25>>
[[Jab (Low damage but high chance to hit)|Thief FightJab]]
<</if>><<if $playercombat gte 30>>
[[1-2 Combo (Jab with a follow up punch)|Thief Fight1-2]]
[[Pimp Slap(Low to moderate damage blow that is multiplied by the number of women in your party)|Theft Pimp Slap]]
<</if>><<if $playercombat gte 40>>
[[Liver shot (Moderate damage punch with a high critical chance)|Thief Fight Bas Rutten]]
<</if>><<if $playercombat gte 50>>
[[Counter(Potential for high damage if your opponent misses)|Thief Fight Counter]]
<</if>><<if $playercombat gte 60>>
[[Kick him in the balls (Moderate damage. Can cause an opponent to miss a turn or be less effective when attacking)|Thief Fight Nutkick]]
<</if>><<if $playercombat gte 70>>
[[Three piece combo(Jab followed up by a straight and a hook. Devastating if all three hit)|Thief Three Piece Combo]]
<</if>><<if $playercombat gte 100>>
[[Dim Mak (Instantly fatal)|Thief Dim Mak]]
<</if>><<if $playercombat gte 40>><<if $chance2 is 1>>
You think your foe is about to throw a haymaker.
<<elseif $chance2 is 2>>
You think your foe is about to throw a jab.
<</if>><</if>><</if>>You throw a jab at the man's face, which arrives just in front of his face. Of course, this is your intent, as your punch is just a distraction for the knife that you draw.
<<if $playercombat gte $chance>>
With an upper thrusting motion, you drive the knife into the man's midsection. The blade strikes him just underneath the ribcage, reaching for the vital organs it protects. Once you rip the blade out of the thief, he collapses to the ground dead. This allows you to pat down his body and take what was once his. You don't find much, but it's decent compensation for having your sleep disturbed.
[[Continue|Travel]]
<<nobr>>
<<set $alcohol to $alcohol + random(0, 5)>>
<<set $bullet to $bullet + random(0, 20)>>
<<set $cash to $cash + random(0, 10)>>
<</nobr>>
<<else>>
With a thrust, you plunge the knife into the man's stomach. Although the wound is painful, it does not prove to be a lethal blow.
<<set $enemyhealth to $enemyhealth - random(40, 60)>>
[[
<</if>>You swing with fury, intent on taking your opponent's head clean off.
<<if $playercombat gte $chance>>
Surprised, the thief is caught right on the jaw by your wild punch, snapping their head back.
<<set $enemyhealth to $enemyhealth - random(80, 120)>> <<set $playercombat to $playercombat + random(1,2)>>
[[Continue|Enemy Turn][$chance to random(0, 100)]]
<<elseif $playercombat lt $chance + 25>>
Your blow flies wide, giving your foe the opportunity to counter with a quick jab.
[[Oof|Enemy Turn][$chance to random(0, 100)]]
<<set $playerhp to Math.clamp($playerhp - random(10, 20), 1, 100)>>
<<else>>
Your fist flies wide of your foe, so you rush to recover a fighting stance before your foe can retort. Luckily, you manage to do just that.
[[Continue|Enemy Turn][$chance to random(0, 100)]]
<</if>>You pat down the thief to see if he has anything of interest. You don't find much, but it's decent compensation for having your sleep disturbed.
[[Travel]]
<<nobr>>
<<set $alcohol to $alcohol + random(0, 5)>>
<<set $bullet to $bullet + random(0, 20)>>
<<set $cash to $cash + random(0, 10)>>
<</nobr>>You decide to follow up with some super nessecary stomps to your opponent's head. Now that they are dead, you pat down the thief to see if he has anything of interest. You don't find much, but it's decent compensation for having your sleep disturbed.
<<if $partysize gte 1>>
When your party members wake up, they notice the pool of blood. You explain what had happened, but it doesn't bring them much comfort. In fact, they seem rather unnerved that their party leader is so cold blooded.
<</if>>
[[Travel]]
<<nobr>>
<<set $alcohol to $alcohol + random(0, 5)>>
<<set $bullet to $bullet + random(0, 20)>>
<<set $cash to $cash + random(0, 10)>>
<</nobr>><<if $enemyhealth lte 1>>You have defeated your foe, who now lays unconscious on the ground. You have defeated your foe, who now lays unconscious on the ground. He is now at your mercy but of course, you wouldn't do anything dishonorable right? Right?
<<set $playercombat to Math.clamp($playercombat, 0, 100)>>
[[FINISH HIM!|Theft Stompandloot]]
[[Just loot him|Theft LootKO]]
<<else>>Your foe prepares to attack.
<<if $chance2 is 1>>
They swing a haymaker with all their might.
<<if $chance gte $playercombat>>
The punch crashes into your jaw, rocking you severely.
<<set $playerhp to Math.clamp($playerhp - random(50, 99), 1, 100)>>
[[Ouch|Theft FightUnarmed]]
<<elseif $chance lt $playercombat + 20>>
Your foe's attack flies wide, leaving him open to a counter attack. You throw a quick jab that cracks him.
<<set $enemyhealth to $enemyhealth - random(10, 20)>>
[[Continue|Theft FightUnarmed]]
<<else>>
Your foe's attack flies wide of you, but he recovers fast enough to defend himself.
<</if>>
<<elseif $chance2 is 2>>
Your foe throws a jab.
<<if $chance lt $playercombat>>
The punch misses, but your opponent recovers fast enough to defend himself.
[[Continue|Theft FightUnarmed]]
<<else>>
The blow hits you. It doesn't seem to hurt too much, but they will certainly add up if he continues to land.
[[Continue|Theft FightUnarmed]]
<<set $playerhp to Math.clamp($playerhp - random(10, 20), 1, 100)>>
<</if>><</if>><</if>>You throw a swift jab at your opponent's face.
<<if $chance lt $playercombat + 25>>
Your blow lands cleanly. Not that it does a lot of damage, but they'll add up if you keep landing.
<<set $enemyhealth to $enemyhealth - random(10, 20)>><<set $playercombat to $playercombat + random(1,2)>>
[[Continue|Enemy Turn][$chance to random(0, 100)]]
<<else>>
Your blow barely misses your opponent.
[[Continue|Enemy Turn][$chance to random(0, 100)]]
<</if>>You throw a one-two combo at your opponent.
<<if $chance lt $playercombat + 25>>
Your jab lands clean, but your opponent is able to weave out of the way of your follow up.<<set $playercombat to $playercombat + random(1,2)>>
<<set $enemyhealth to $enemyhealth - random(10, 20)>>
[[Continue|Enemy Turn][$chance to random(0, 100)]]
<<elseif $chance lt $playercombat>>
Your jab splits your opponent's guard before you deliver a straight punch with your power hand. In combination, the two blows wobble your opponent.<<set $playercombat to $playercombat + random(2,3)>>
<<set $enemyhealth to $enemyhealth - random(30, 50)>>
[[Continue|Enemy Turn][$chance to random(0, 100)]]
<<else>>
Unfortuately, both of your punches hit nothing but air.
[[Continue|Enemy Turn][$chance to random(0, 100)]]
<</if>>You throw a hook towards your opponent's body.
<<if $playercombat gte $chance + 25>>
The blow crashes into your foe's floating rib, sending immense pain to shoot throughout his body.
<<set $enemyhealth to $enemyhealth - random(60, 80)>> <<set $playercombat to $playercombat + random(2,3)>>
[[Continue|Enemy Turn][$chance to random(0, 50)]]
<<elseif $playercombat + 10 gte $chance>>
The blow lands, but much to your dismay, he tanks it. Still, it clearly hurt your foe.
<<set $enemyhealth to $enemyhealth - random(10, 15)>> <<set $playercombat to $playercombat + random(1,2)>>
[[Continue|Enemy Turn][$chance to random(0, 100)]]
<<else>>
Your opponent sees the punch coming and is able to block your attack.
[[Continue|Enemy Turn][$chance to random(0, 100)]]
<</if>>You throw a combination of three strikes at your opponent.
<<if $chance lt $playercombat - 25>>
Your jab lands clean, allowing you to follow up with a straight. With your opponent dazed, you swing a hook which crashes into your opponent's jaw, dropping him.
<<set $enemyhealth to $enemyhealth - random(80, 120)>><<set $playercombat to $playercombat + random(3,4)>>
[[Continue|Enemy Turn][$chance to random(0, 100)]]
<<elseif $chance lt $playercombat + 25>>
Your jab lands clean, but your opponent is able to weave out of the way of your follow up strikes.<<set $playercombat to $playercombat + random(1,2)>>
<<set $enemyhealth to $enemyhealth - random(10, 20)>>
[[Continue|Enemy Turn][$chance to random(0, 100)]]
<<elseif $chance lt $playercombat>>
Your jab splits your opponent's guard before you deliver a straight punch with your power hand. The two blows wobble your opponent. You throw a hook to finish the job, but your foe is able to raise his guard just before you strike. Still, two out of three ain't bad and your dazed opponent appears to agree.
<<set $enemyhealth to $enemyhealth - random(30, 50)>>
<<set $playercombat to $playercombat + random(2,3)>>
[[Continue|Enemy Turn][$chance to random(0, 100)]]
<<else>>
Unfortuately, all your punches miss.
[[Continue|Enemy Turn][$chance to random(0, 100)]]
<</if>>You unleash the fearsome Dim Mak on your opponent. Before he can even blink, he feels his internal organs rupture. For a split second, he looks into your unforgiving eyes before he slips into the cold embrace of death.
Now that they are dead, you pat down the thief to see if he has anything of interest. You don't find much, but it's decent compensation for having your sleep disturbed.
[[Travel]]
<<nobr>>
<<set $alcohol to $alcohol + random(0, 5)>>
<<set $bullet to $bullet + random(0, 20)>>
<<set $cash to $cash + random(0, 10)>>
<</nobr>>You prepare for your foe to throw a punch.
<<if $chance2 is 1>>
Your foe throws a haymaker.
<<if $chance lt $playercombat - 10>>
You're able to easily lean out of the way to dodge, so you throw a straight counter that clocks them on the jaw, spinning their head.
<<set $enemyhealth to $enemyhealth - random(50, 75)>> <<set $playercombat to $playercombat + random(1,2)>>
[[Continue|Theft Fight Counter Hit]]
<<elseif $chance lt $playercombat>>
You're able to dodge the blow, but you're a bit slow to throw the counter. Still, it connects with your opponent's face, albeit without the desired effect of a knockout blow.
<<set $enemyhealth to $enemyhealth - random(20, 30)>> <<set $playercombat to $playercombat + random(1,2)>>
[[Continue|Theft Fight Counter Hit]]
<<elseif $chance lt $playercombat + 25>>
You're able to dodge the incoming blow, but your foe recovers quickly enough to do the same when you retort.
[[Continue|Theft Fight Counter Hit]]
<<else>>
Your opponent hits you with the haymaker, staggering you.
<<set $playerhp to Math.clamp($playerhp - random(50, 99), 1, 100)>>
[[Continue|Theft FightUnarmed]]
<</if>>
<<elseif $chance2 is 2>>
Your foe throws a jab.
<<if $chance lt $playercombat>>
With your opponent's fast punch, you have to move fast to counter. Of course, you prove to have lighting reflexes and weave out of the way before throwing a hook. The blow cracks their jaw, spinning their head around and undoubtedly rattling them.
<<set $enemyhealth to $enemyhealth - random(50, 75)>> <<set $playercombat to $playercombat + random(1,2)>>
[[Continue|Theft Fight Counter Hit]]
<<elseif $chance lt $playercombat>>
With your opponent's fast punch, you have to move fast to counter. Unfortunately, you are a little too slow and get caught with the jab. It doesn't hurt much, but you'll certainly want to be faster next time.
<<set $playerhp to Math.clamp($playerhp - random(10, 20), 1, 100)>>
[[Continue|Theft Fight Counter Hit]]
<</if>><</if>><<if $enemyhealth lte 1>>You have defeated your foe, who now lays unconcious on the ground. You have defeated your foe, who now lays unconscious on the ground. He is now at your mercy but of course, you wouldn't do anything dishonorable right? Right?
[[FINISH HIM!|Theft Stompandloot]]
[[Just loot him|Theft LootKO]]
<<else>><<include "Theft FightUnarmed">>
<</if>>You try and kick your foe below the belt.
<<if $playercombat gte $chance + 20>>
Your kick hits your opponent right in the crown jewels. This causes him wince in extreme pain.<<set $playercombat to $playercombat + random(1,2)>>
<<set $enemyhealth to $enemyhealth - random(30, 40)>>
[[Continue|Nut Hit Thief Fight][$chance to random(0, 100)]]
<<elseif $playercombat gte $chance>>
Your kick glances off your opponent's thigh and into his private parts. Although it's not a direct hit, you can tell he felt it.
<<set $playercombat to $playercombat + random(1,2)>> <<set $enemyhealth to $enemyhealth - random(5, 10)>>
[[Continue|Enemy Turn][$chance to random(0, 20)]]
<<else>>
Your kick misses completely. Small target, eh?
[[Continue|Enemy Turn][$chance to random(0, 50)]]
<</if>><<if $enemyhealth lte 1>>You have defeated your foe, who now lays unconcious on the ground. You have defeated your foe, who now lays unconscious on the ground. He is now at your mercy but of course, you wouldn't do anything dishonorable right? Right?
[[FINISH HIM!|Theft Stompandloot]]
[[Just loot him|Theft LootKO]]
<<else>>The pain searing through the man's body renders him unable to strike you back.
<<include "Theft FightUnarmed">>
<</if>>You deliver the meanest pimp slap you can muster.
<<if $chance lt $playercombat + 25>>
Your pimp hand proves strong, crasing into your foe's face.<<set $playercombat to $playercombat + random(1,2)>>
<<set $enemyhealth to $enemyhealth - (random(15, 30) * $partysize)>>
[[Continue|Enemy Turn][$chance to random(0, 100)]]
<<else>>
Your pimp hand is a disgrace!
[[Continue|Enemy Turn][$chance to random(0, 100)]]
<</if>>Who will accompany the commanding officer?
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].energy gte 25 and $PartyNPC[_i].hp gte 75 and $PartyNPC[_i].sick is 0>><<if $manlike lt $PartyNPC[_i].clean>> <<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname` "NPCFortMercerOfficer">><<set $npcInspect to _i>>
<</link>>
<<elseif $manlike gte $PartyNPC[_i].clean>> <<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>>
<<script>>
Dialog.setup("The client is not interested in this woman");
Dialog.wiki(Story.get("Rejection").processText());
Dialog.open();
<</script>>
<</link>>
<</if>><</if>> <</capture>>\
<</for>>\$PartyNPC[$npcInspect].name $PartyNPC[$npcInspect].lastname heads over to the officer's quarters. Hopefully, she can keep him happy as you focus on buisness.
<<set $PartyNPC[$npcInspect].energy to 0>>
[[Conduct business|Prostitution Fort Mercer2]]You head over to the woman to see what she wants with you.
<<if $chance is 1>><<if $playersurvival lt $chance2>>
As soon as you're away from the wagon, a man pops out of the bushes. He points a rifle at you and shouts "This is a stick up! Give me everything!"
[[Let them rob you|Stranded WomanRobbery]]
[[Try and disarm him|Stranded WomanDisarm]]
<<else>>
As you approach the woman, you notice some rustling in the bushes. Maybe it's just an animal, or maybe it's someone about to ambush you. Whatever the case, if you want to leave, now's your chance.
[[Wait and see what happens|Stranded Woman wait]]
[[Leave|Stranded WomanLeave]]
<<if $rifle gte 1>>
[[Go back to your wagon and grab your rifle|Stranded WomanGun]]
<</if>><</if>>
<<elseif $chance gte 2>>
When you near the woman, she says "Oh thank God. I've been lost for days."
"What happened?"
"I got separated from my party. I've been walking along the trail ever since in hopes of running into someone else. Please. You've got to help me however you can."
There is desperation in the woman's eyes that tell you she's being genuine.
<<link [[Sorry to hear that|Travel]]>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(10, 15), 0, 100)>>
<<Vagabond>>
<</capture>>\<</for>>
<</link>>
<<if $food gte $partysize>>
[[Offer her some food|Stranded WomanFood]]
<</if>><<if $partysize lt 4>>
<<for _i = 0; _i < $FemNPC.length; _i++>>\
<<capture _i>>\
<<if $FemNPC[_i].met isnot true>><<link 'Recruit the woman' "NPCPartytalkStranded Woman">><<set $npcInspect to _i>><</link>><</if>>
<</capture>>\
<</for>>\
<</if>>
<</if>>You reach for the man's musket and attempt to rip it out of his hands.
<<if $playercombat gte $chance2 + 10>>
You're able to do that in a near instant. Before the robber can even react, you turn his own weapon on him. When he looks down the black hole that is the muzzle of his own rifle, he realises that his life is now in your hands.
<<set $playercombat to Math.clamp($playercombat + random(3,5), 0, 100)>>
[[Shoot him|Stranded WomanDisarmShoot]]
[[Tell him to run|Stranded WomanDisarmRun]]
<<elseif $playercombat gte $chance2>>
You struggle with the man for a bit, before the rifle goes off. Thankfully, the bullet flies past you, but the thunderous gunshot leaves you stunned for a second. It's a second the man and the woman use to run away.
<<set $playercombat to Math.clamp($playercombat + random(1,2), 0, 100)>>
[[Well, that could have been worse|Travel]]
<<else>>
You struggle with the man for a bit, before the rifle goes off. A bullet rips through your body, causing you to collapse. Grievously wounded, the robbers walk over your body and head over to your wagon.
[[Ouch|Stranded WomanShot][$playerhp to $playerhp - random(50, 100)]]
<</if>>Your assailants proceed to ransack your wagon. All you can do is clutch your wound and hope that you don't succumb to bleeding. Although you're lucky to be alive, you sure don't feel that way.
It might be a good idea to rest up before you continue travelling.
[[Well, at least you are alive...|Travel]]
<<nobr>>
<<set $food to Math.clamp($food - random(1, 100), 0, 999999)>>
<<set $spareparts to Math.clamp($spareparts - random(0, 10), 0, 999999)>>
<<set $gold to Math.clamp($gold - random(0, 20), 0, 99999)>>
<<set $alcohol to Math.clamp($alcohol - random(0, 100), 0, 99999)>>
<<set $pelts to Math.clamp($pelts - random (0, 20), 0, 99999)>>
<<set $meds to Math.clamp($meds - random (0, 20), 0, 99999)>>
<</nobr>>You walk back to your van. As you stroll off, the woman shouts "Hey! Where are you going?"
Instead of replying, you get into your wagon and grab your rifle. It'll take a moment to load your rifle, but it'll mean you're ready for a fight. Otherwise, you can attempt to bluff and scare your opponent.
[[Load|Stranded WomanGunLoad][$chance2 to random(0, 50)]]You begin to load your rifle.
<<if $playercombat gte $chance2>>
Once your rifle is loaded, you look towards the threat. <<set $playercombat to $playercombat + random(1, 2)>>
<<if $chance is 1>>
To your relief, no one appears. After a minute or so, you take a look around, finding that no one is trying to hurt you. You can't see the woman either, who decided to leave before you could do anything foolish with your musket.
<<else>>
As soon as you shoulder your rifle, you see a robber rush towards the wagon. He raises his musket in hopes of ambushing you, so you fire. The report of the musket is thunderous in the confines of the wagon, but the impact is much worse on the other end.<<if $partysize gte 1>>You hear screams from behind you.<</if>>
After firing, you hop out the back and take a look at the robber you just shot. There is a gaping wound in his chest that oozes blood. Within seconds, he succumbs to his injury. With nothing better to do, you loot the man's rifle and whatever else he has on his person.
[[Travel]]
<<nobr>>
<<set $rifle to $rifle + 1>>
<<set $bullet to $bullet + random(1, 20)>>
<<set $cash to $cash + random(1, 20)>>
<</nobr>><<nobr>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(5, 10), 0, 100)>>
<<Vagabond>>
<</capture>>\<</for>>
<</nobr>>
<</if>>
<<elseif $chance is 2 and $playercombat lt $chance2>>
You get about halfway through reloading your rifle when a bandit pops out of the bushes and shouts "Drop it you sumbitch!"
Seeing no other option, you do as you're told.
[[Uh oh|Stranded WomanRobbery]]
<<else>>
<</if>>Although the man is at your mercy, you decide to give him none. His partner lets out a shriek before breaking into a sprint. Now that the thief is dead, you walk up to his body and rifle through his pockets. Unsurprisingly, he has little to offer, but you take it all the same.
[[Continue|Travel]]
<<nobr>>
<<set $rifle to $rifle + 1>>
<<set $bullet to $bullet + random(0, 20)>>
<<set $cash to $cash + random(1, 20)>>
<</nobr>>
<<nobr>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(5, 10), 0, 100)>>
<<Vagabond>>
<</capture>>\<</for>>
<</nobr>>"Run!" You shout.
The thief does just that, breaking into a sprint. The woman joins him, leaving you with a new rifle.
[[You just robbed the robber!|Travel]]
<<nobr>>
<<set $rifle to $rifle + 1>>
<<set $bullet to $bullet + 1>>
<</nobr>>"Well we're travelling to Oregon. Would you wanna hitch a ride?"
"Sounds good to me. I'm <<= $FemNPC[$npcInspect].name>> <<= $FemNPC[$npcInspect].lastname>>."
"And I'm <<print $playername>>."
"A pleasure to meet you."
"Pleasure's all mine."
<div align="center"><img @src="'images/' + 'neutral/' + $FemNPC[$npcInspect].image">
</div>
Change? <<listbox "$FemNPC[$npcInspect].image" autoselect>>
<<optionsfrom $imagearray>>
<</listbox>>
[[Reload|NPCPartytalk]]
You continue to talk to the woman. <<if $FemNPC[$npcInspect].career is "none">>
She has no former occupation.
<<elseif $FemNPC[$npcInspect].career is "Nurse">>She was a nurse in the past. (Lowers sickness of other party members when resting)
<<elseif $FemNPC[$npcInspect].career is "Camp Follower">>She was a camp follower, meaning she's likely tended to men before. (Better all round stats)
<<elseif $FemNPC[$npcInspect].career is "Prostitute">>She was a lady of the night. (Higher Starting Depravity)
<<elseif $FemNPC[$npcInspect].career is "Widow">>She was recently widowed. (Higher Immunity)
<<elseif $FemNPC[$npcInspect].career is "Entertainer">>She was an entertainer. (Lowers Stress when resting)
<<elseif $FemNPC[$npcInspect].career is "Vagabond">>She is a vagabond. (Reduced stress gained)
<</if>>
Depravity: $FemNPC[$npcInspect].deprev
Survival: $FemNPC[$npcInspect].survival
Medical: $FemNPC[$npcInspect].medic
<<if $FemNPC[$npcInspect].trait is "none">>
There's nothing else that stands out about the woman.
<<elseif $FemNPC[$npcInspect].trait is "Bipolar">>
The woman seems rather flippant. She might have some difficulty maintaining her composure during the journey.
<<elseif $FemNPC[$npcInspect].trait is "Calm">>
The woman comes across as relaxed.
<<elseif $FemNPC[$npcInspect].trait is "Anxious">>
The woman seems rather anxious.
<<elseif $FemNPC[$npcInspect].trait is "Alcoholic">>
You can't help but notice the woman reeks of alcohol. She might be a bit of a drinker.
<<elseif $FemNPC[$npcInspect].trait is "Sickly">>
The woman coughs as you talk to her. She might not last long on the trail.
<<elseif $FemNPC[$npcInspect].trait is "Healthy">>
The woman seems really healthy.
<<elseif $FemNPC[$npcInspect].trait is "Prude">>
The woman seems like she's rather prudish. She might never truly open up.
<<elseif $FemNPC[$npcInspect].trait is "Gluttonous">>
The woman has a bit of food on her clothes. Maybe she eats a lot.
<<elseif $FemNPC[$npcInspect].trait is "Illiterate">>
The woman does not seem well educated and likely cannot read.
<<elseif $FemNPC[$npcInspect].trait is "Bookworm">>
The woman holds a book in her hand. You figure she's an avid reader.
<<elseif $FemNPC[$npcInspect].trait is "Sex Addict">>
Inadvertedly, the woman seems to discuss some of her sexual activity. She may be rather promiscuous.
<<elseif $FemNPC[$npcInspect].trait is "Fertile">>
There's nothing else that stands out about the woman.
<<elseif $FemNPC[$npcInspect].trait is "Infertile">>
There's nothing else that stands out about the woman.
<<elseif $FemNPC[$npcInspect].trait is "On the Run">>
You seem to recognise her face from a bounty poster.
<</if>>
<<link[[Recruit |Travel]]>>
<<set $PartyNPC.push ($FemNPC[$npcInspect])>>
<<set $FemNPC.delete ($FemNPC[$npcInspect])>>
<<set $partysize to $partysize + 1>>
<<set $partymemberrecruit to $partymemberrecruit + 1>>
<</link>>
<<return "Think about it">>You head back to your wagon with haste and flee from the scene. The woman yells at you, but you ignore her. After all, it's better safe than sorry, right?
[[Continue|Travel]]"I don't have any room in my wagon, but I've got some food I can spare."
The woman gives you a half-hearted shrug. "Well, it's better than nothing."
You give the woman a few days worth of food before heading back to the trail. Hopefully it's enough to keep her going until she can find someone better equipped to help her.
[[Continue|Travel]]
<<set $food to Math.clamp($food - 3, $partysize, 99999999999999999)>>Begrudgingly, you decide it is best to comply with the robbers. All you can do is watch as they pilfer your hard-earned goods. Once they've taken what they want, they leave you to wallow in humiliation. You have no doubt the robbery has upset your party, but a little upset is better than death, right?
[[Continue|Travel]]
<<nobr>>
<<set $food to Math.clamp($food - random(1, 100), 0, 999999)>>
<<set $spareparts to Math.clamp($spareparts - random(0, 10), 0, 999999)>>
<<set $gold to Math.clamp($gold - random(0, 20), 0, 99999)>>
<<set $alcohol to Math.clamp($alcohol - random(0, 100), 0, 99999)>>
<<set $pelts to Math.clamp($pelts - random (0, 20), 0, 99999)>>
<<set $meds to Math.clamp($meds - random (0, 20), 0, 99999)>>
<</nobr>>
<<nobr>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(5, 10), 0, 100)>>
<<Vagabond>>
<</capture>>\<</for>>
<</nobr>>Some mosquitoes visit you in the night and decide to draw blood from everyone they can.
[[If only you got sucked off by something other than a parasite...|Travel]]
<<nobr>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(8, 12), 0, 100)>>
<<Vagabond>>
<</capture>><</for>>
<</nobr>>A tree has fallen across the road, blocking your way forward.
<<if $chance2 isnot 1>>
[[Find another way around|Blocked Road Alt Path][$chance to random(1, 100)]]
<</if>>
[[Get the oxen to move the tree|Blocked Road move the trees][$chance to random(25, 80)]]You decide to seek an alternative path.
<<if $playersurvival lt $chance>>
Depsite your best efforts, you are unable to find any way past the tree.
<<set $playerenergy to $playerenergy - random(10, 20)>>
[[Go back|Blocked Road][$chance2 to 1]]
<<else>>
It will likely set you back a bit, but you find an alternative
<<set $miles to $miles + $chance>> <<set $playersurvival to $playersurvival + random(3,5)>>
[[Continue|Travel]]
<</if>>You reorganise your oxen and get them ready to pull the tree.
<<if $chance lt $oxen * 25>>
Your beasts of burden are able to clear the obstruction, but they need some rest after such heavy work.
<<link [[Rest and then get back on the trail|Travel]]>>
<<set _rest to 1>>
<<Rest>>
<</link>>
<<else>>
Your beasts of burden try their best, but they are unable to fully dislodge the tree. They'll probably be able to move it tomorrow, but for now, they need to rest.
<<link [[Rest|Blocked Road Move Trees 2]]>>
<<set _rest to 1>>
<<Rest>>
<</link>>
<</if>>After a day of rest, you put your oxen back to work. It takes them a lot of work, but they are finally able to move the tree. To make sure you don't overwork the animals, you decide to spend another day resting up.
<<link [[Rest and then get back on the trail|Travel]]>>
<<_rest to 1>>
<<Rest>>
<</link>>You find the body of a man who had succumbed to one of the many dangers on the trail. It's a grim reminder of the danger that lurks throughout your journey. One that you hope isn't too shocking to your party.
<<if $chance2 isnot 1>>
[[Bury his body|Dead Body Bury][$chance2 to 1]]
<</if>><<if $chance isnot 1>>
[[Loot his body|Dead Body Loot][$chance to 1]]
<</if>>
[[Continue on|Travel]]
<<nobr>>
<<if $chance isnot 1>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(10, 15), 0, 100)>>
<<Vagabond>>
<</capture>>\<</for>>
<</if>>
<<$chance2 to random(0, 100)>>
<</nobr>>You decide it would be a nice gesture to bury the man's body. None of you have any idea who the man was in life, but it does feel good to take care of a fellow traveller, even if you were too late to truly save him.
[[Continue|Travel]]
<<nobr>>
<<set $playerenergy to $playerenergy - random(20, 30)>>
<<set $miles to $miles + random(5, 10)>>
<<set $chance to 1>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress - random(15, 20), 0, 100)>>
<</capture>>\<</for>>
<</nobr>>
Seeing as the man is no longer in need of his earthly possessions, you decide to relieve him of whatever he may have left. As you run the man's pockets, you realize whatever killed this man might make you __''sick.''__
Your party members seem to somewhat disapprove, but not enough to offer up any protest.
[[Hope that doesn't come back to haunt you|Dead Body]]
<<if $chance2 gte 75>>
<<set $playersick to Math.clamp($playersick + random(0, 33), 0, 100)>>
<</if>>
<<nobr>>
<<set $playerenergy to Math.clamp($playerenergy - random(10, 12), 0, 100)>>
<<set $rifle to $rifle + 1>>
<<set $bullet to $bullet + random(0, 20)>>
<<set $pelts to $pelts + random(0, 8)>>
<<set $alcohol to $alcohol + random(0, 10)>>
<<set $meds to $meds + random(0, 3)>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(2, 5), 0, 100)>>
<<Vagabond>>
<</capture>>\<</for>>
<</nobr>>As you travel the trail, you see a man and a lady enjoying each other's 'company'. The woman is bent over, trying (and failing) to hide behind a tree as the man behind her thrusts with vigor.
[[What a lovely sight!|Travel]]
<<nobr>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<if $PartyNPC[_i].trait is "Sex Addict">>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress - random(5, 8), 0, 100)>>
<<elseif $PartyNPC[_i].trait is "Prude">>
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(5, 8), 0, 100)>>
<</if>>
<<if $PartyNPC[_i].trait isnot "Prude">>
<<set $PartyNPC[_i].deprev to Math.clamp($PartyNPC[_i].deprev + random(3,5), 0, 100)>>
<</if>>
<</capture>>\<</for>>
<</nobr>>
<<print $PartyNPC.length>>
[[Next]]$Test
<<print $PartyNPC[$Test].name>>A bird decides to take a poo on <<print $PartyNPC[$Test].name>>'s head.
[[Yuck!|Travel]]
<<nobr>>
<<set $PartyNPC[$Test].stress to Math.clamp($PartyNPC[$Test].stress + random(3, 5), 0, 100)>>
<<set $PartyNPC[$Test].clean to $PartyNPC[$Test].clean - Math.clamp(random(20,30), 0, 100)>>
<<set $PartyNPC[$Test].sick to Math.clamp($PartyNPC[$Test].sick + random(0, 5), 0, 100)>>
<</nobr>><<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>><<set $npcInspect to _i>>
<<set $npcInspect to _i>>
<<goto "Talk to NPC ARC">>
<</link>>
<</capture>>
<</for>><<include "Talk to NPCActual">>
[[Return|Avonwick River Crossing.]]<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>><<set $npcInspect to _i>>
<<set $npcInspect to _i>>
<<goto "Talk to NPC FortMercer2">>
<</link>>
<</capture>>
<</for>><<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<link `$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`>><<set $npcInspect to _i>>
<<set $npcInspect to _i>>
<<goto "Talk to NPC Avonwick2">>
<</link>>
<</capture>>
<</for>><<include "Talk to NPCActual">>
[[Return|Rest Avonwick2]]<<include "Talk to NPCActual">>
[[Return|Fort Mercer2]]
Skills:
The shop owner has asked you to gather food so stocks remain steady. Every pound of food will earn you
Main Skills: Survival, Combat
[[Take Job|Gather Food Quest1]]
<<return "Think about it">>Would you like to take someome with you?
<<set $FemNPC = []>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<link [[`$PartyNPC[_i].name +" "+ $PartyNPC[_i].lastname`|Gather Food Quest2pm]]>><<set $npcInspect to _i>>
<<set $npcInspect to _i>>
<</link>>
<</capture>>
<</for>>
[[Go alone|Gather Food Quest2]]
<<set $chance to random(50,100)>>
You have x hours left in the day.
You head out to the wilderness.
What would you like to try and find?
[[Forage|GatherFoodQuestForage]]
[[Hunt|GatherFoodQuestHunt]]You begin to forage.
<<if $playersurvival gte $chance>>
You find some berries.
<<if $playersurvival gte $chance2>>
The berries seem
<<else>>
<</if>>
[[Gather Food Quest2]]
<<else>>
To your disappointment, you're unable to find any berries.
[[Gather Food Quest2]]
<</if>>You search for some animals.
<<if $chance gte $playersurvival>>
<<else>>
<</if>>There are currently $proscustomer <<if $proscustomer gte 1>>men<<elseif $proscustomer is 1>>man<</if>> interested in your services.
<<set $chance to random(0,3)>><<if $proscustomer gte 1>>
[[Serve man]]
<</if>>
[[End the day]]
<<nobr>>
<<set $manlike to random(0,75)>>
<<set $chance2 to 0>>
<</nobr>>The local shop keeper needs some staff to take care of his general store. He will pay you double wages for a day's work, which equals $5 for a day's work.
Diificulty: Very Easy
[[Do it|General Store work2][$cash to $cash + 5]]
<<return "Think about it">>You spend the next few hours manning the general store. It's rather busy work, but it's certainly safer than being on the trail.
[[End the day]]
Despite the sudden noise, you decide to stick around like a deer about to get shot.
<<if $chance is 1>>
To your relief, it seems to be just an animal doing animal things. Once it passes, the woman says "Oh thank God. I've been lost for days."
"What happened?"
"I got separated from my party. I've been walking along the trail ever since in hopes of running into someone else. Please. You've got to help me however you can."
There is desperation in the woman's eyes that tell you she's being genuine.
<<link [[Sorry to hear that|Travel]]>>
<<nobr>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(10, 15), 0, 100)>>
<<Vagabond>>
<</capture>>\<</for>>
<</nobr>>
<</link>>
<<if $food gte $partysize>>
[[Offer her some food|Stranded WomanFood]]
<</if>><<if $party lt 4>>
<<for _i = 0; _i < $FemNPC.length; _i++>>\
<<capture _i>>\
<<if $FemNPC[_i].met isnot true>><<link 'Recruit the woman' "NPCPartytalkStranded Woman">><<set $npcInspect to _i>><</if>>
<</capture>>\
<</for>>\
<</if>>
<<else>>
To your shock, a gunman pops out from the bushes. He points a rifle at you and shouts "This is a stick up! Give me everything!"
[[Let them rob you|Stranded WomanRobbery]]
[[Try and disarm him|Stranded WomanDisarm]]
<</if>>Game created by Ben Rosewood
Artwork for Cover, Greenhorn, Calamity, Sunday, and Camp Mother by <<link "Neme">><<script>>window.open('https://x.com/datneme')<</script>><</link>>You cannot rest less than one day!You do your best to bandage $PartyNPC[$npcInspect].name <<print $PartyNPC[$npcInspect].lastname>>'s injuries.
<<if $playermedical lt $chance>>
Despite your best efforts, you are unable to save her...
<<link [[Now it's time to decide what to do with her body.|Death Travel]]>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress += random(20, 30)>>
<</capture>><</for>>
<<Vagabond>>
<<set $partymemberdeath += 1>>
<</link>>
<<else>>
Thankfully, you are able to save <<print $PartyNPC[$npcInspect].name>>, but she is in a bad way. You'll need to help her back to the [[wagon.|Travel][$playerenergy to Math.clamp($playerenergy - random(25, 50), 0, 100)]]
<</if>>"No."
<<if $chance lt 50>>
"I don't believe you."
Well fuck...
[[Offer to pay bounty|Bounty Pay]]
[[Flee|Bounty Flee]]
<<else>>
"Alright. Well, if you see her around, you tell me, okay?"
"Will do."
The posse leaves you alone, but there is always the chance they will be back. Bastards.
<<set $notoriety to Math.clamp($notoriety - random(20, 40), 0, 50)>>
[[Phew. That was close.|Location Hub]]
<</if>>"Say I do know her. What would her bounty amount to?"
"$50."
<<if $cash gte 50>>
[[I'll pay|Bounty Pay Pay]]
<</if>>
[[Give her up|Bounty Give]]You give the man $50, who gives you a nod before leaving you and your party in peace.
[[That's one expensive party member...|Location Hub]]
<<nobr>>
<<set $PartyNPC[$npcInspect].stress to Math.clamp($PartyNPC[$npcInspect].stress - random(20, 30), 0, 100)>>
<<set $PartyNPC[$npcInspect].trait to "none">>
<<set $notoriety to Math.clamp($notoriety - random(6, 10), 0, 100)>>
<</nobr>>After a sigh, you say "She's in the wagon."
The man thanks you before leading his posse towards the wagon. $PartyNPC[$npcInspect].name <<print $PartyNPC[$npcInspect].lastname>> looks in horror as men come to rip her out of the wagon. She screams for your help, but all you do is watch on as she's taken away.
[[That's one less party member...|Location Hub][$PartyNPC.delete($PartyNPC[$npcInspect])]]
<<nobr>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(25, 50), 0, 100)>>
<<Vagabond>>
<</capture>><</for>>
<<set $notoriety to Math.clamp($notoriety - random(10, 15), 0, 100)>>
<</nobr>>
You rush to the wagon and head back for the safety of the trail. The posse trails you for a moment, but is unable to catch up to you. Of course, there's a good chance you'll see another party of bounty hunters down the road.
<<link [[Back to the trail|Travel]]>>
<<if $destination is "Sutton">>
<<set $destination is 2>>
<<elseif $destination is "Avonwick">>
<<set $destination to "Fort Mercer">>
<</if>>
<</link>>
<<nobr>>
<<for _i = 0; _i < $PartyNPC.length; _i++>>\
<<capture _i>>\
<<set $PartyNPC[_i].stress to Math.clamp($PartyNPC[_i].stress + random(10, 15), 0, 100)>>
<<Vagabond>>
<</capture>><</for>>
<</nobr>><<link "Event1">><<set $chance to 1>>
<<goto "Event">>
<</link>>
<<link "Event2">><<set $chance to 2>>
<<goto "Event">>
<</link>>
<<link "Event3">><<set $chance to 3>>
<<goto "Event">>
<</link>>
<<link "Event4">><<set $chance to 4>>
<<goto "Event">>
<</link>>
<<link "Event5">><<set $chance to 5>>
<<goto "Event">>
<</link>>
<<link "Event6">><<set $chance to 6>>
<<goto "Event">>
<</link>>
<<link "Event7">><<set $chance to 7>>
<<goto "Event">>
<</link>>
<<link "Event8">><<set $chance to 8>>
<<goto "Event">>
<</link>>
<<link "Event9">><<set $chance to 9>>
<<goto "Event">>
<</link>>
<<link "Event10">><<set $chance to 10>>
<<goto "Event">>
<</link>>
<<link "Event11">><<set $chance to 11>>
<<goto "Event">>
<</link>> <<link "Fight">> <<goto "Theft FightUnarmed">><<set $chance2 to random(1,2)>><<set $enemyhealth to random(50, 100)>><</link>>
<<link "Event12">><<set $chance to 12>>
<<goto "Event">>
<</link>>
<<link "Event13">><<set $chance to 13>>
<<goto "Event">>
<</link>>
<<link "Event14">><<set $chance to 14>>
<<goto "Event">>
<</link>>
<<link "Event15">><<set $chance to 15>>
<<goto "Event">>
<</link>>
<<link "Event16">><<set $chance to 16>>
<<goto "Event">>
<</link>>
<<link "Event17">><<set $chance to 17>>
<<goto "Event">>
<</link>>
<<link "Event18">><<set $chance to 18>>
<<goto "Event">>
<</link>>
<<link "Event19">><<set $chance to 19>>
<<goto "Event">>
<</link>>
<<link "Event20">><<set $chance to 20>>
<<goto "Event">>
<</link>>You head back to town with your new party member in tow. She heads off to your wagon whilst you head back to your employers. You inform them of the 'fate' of their friend. Although they are devastated, they thank you for your work and offer you some supplies for your efforts.
[[End the day]]
<<nobr>>
<<set $food to $food + random(10, 50)>>
<<set $meds to $meds + random(0,2)>>
<</nobr>>Prices in Costa Rosa are often reasonable as supplies are often brought in via the port. Of course, this means you won't get much for selling trade goods here, but you might be able to pick up a bargain before you take on the trail.
<<nobr>><<run _oxensellprice to 5>>
<<set _meatsellprice to 0>>
<<set _vegsellprice to 0>>
<<set _sparepartssellprice to 0>>
<<set _medsellprice to 0>>
<<set _goldsellprice to 0>>
<<set _alcoholsellprice to 0>>
<<set _peltsellprice to 0>>
<<set _riflesellprice to 0>>
<<set _bulletsellprice to 0>>
<<set _fishingsellprice to 0>>
<</nobr>><div align='center' style='font-size: 100%;'><<listbox "$tattoo" autoselect>>
<<option "Essentials" Essentials>>
<<option "Valuables" Valuables>>
<<option "Supplements" Supplements>>
<<option "Tools" ToolsCostaRosa>>
<<option "Books" BookCostaRosa>>
<</listbox>>
</div>
<span id="tattoo-info">(nothing)</span><<script>>
$(document).one(":passagerender", function (event) {
/* Initial display of text pulled from the "Class Info X" passages. */
$(event.content).find("#tattoo-info").empty().wiki("<<include 'Shop " + State.variables.tattoo + "'>>");
/* Trigger text display upon listbox change. */
$(event.content).find("#listbox-tattoo").on("change", function (event) {
/* Fade out text. */
$("#tattoo-info").fadeOut(500, function () {
/* Update text and then fade it back in. */
$("#tattoo-info").empty().wiki("<<include 'Shop " + State.variables.tattoo + "'>>").fadeIn(500);
});
});
});
<</script>> <div align='center' style='font-size: 100%;'>
<<if $oxen gte 1>>
[[Travel]]
<<if $food lt 100>>You have less than 100 pounds of food. You can acquire food on the trail, but it's a good idea to have plenty of food in reserve.<</if>>
<<if $rifle lt 1>>You do not have a rifle. You do not need one, but a rifle will be very helpful.<</if>>
<<if $bullet lt 1>>You do not have any bullets. You will not be able to use a rifle without one.<</if>>
<<else>>
You need at least one oxen to drag the wagon!
<</if>></div><<nobr>>
<<run _oxensellprice to 5>>
<<set _meatsellprice to 0>>
<<set _vegsellprice to 0>>
<<set _medsellprice to 0>>
<<set $miles to 100>>
<<set $rest to true>>
<<set $eventex to true>>
<</nobr>>